Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
The Great Railroad Thread
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="zarionofarabel" data-source="post: 9734904" data-attributes="member: 7026405"><p>Considering the discussion in this thread, and the generally accepted rationalization of what it is to be railroaded, I can very well see someone being railroaded in a supposed "sandbox" game. If the GM is manipulating the narrative to force/trick players into ending up at a predetermined scene/encounter no matter what the players do, then yeah, definitely.</p><p></p><p>This goes back to what I was talking about earlier in the thread too. Wherein I have been accused of being the "ultimate railroader" as I have zero plan for what will happen during a session and just make it all up as I go along. I was told that my entire game is nothing but illusionism as I am constantly manipulating the narrative to get the outcome I want. The thing is, I have no desire to see the narrative go in any particular direction, I have no goal in mind, nor predetermined place for it to end up. I try to add scenes and story elements in a fashion where current events would logically follow from previous events. I've found that I'm just as creative making up stuff on the fly as I am when I make it up beforehand, if not moreso because I am engaging in a collaborative endeavor, rather than creating in a vacuum. Once, after I explained my process to a naysayer, they told me that was even worse because I am apparently doing it subconsciously so I don't even realize that that's what I am doing. So...yeah.</p><p></p><p>I think the reason "sandbox" appears to be railroad proof is because that is rarely the problem with it. The problem is the whole "wasteland" phenomenon, wherein a failed state is far more often a game that feels empty or nothing more than meandering randomness.</p><p></p><p>From what I have gathered from this thread is that the failure state of either type of game is that they are stretched to the extreme. A successful linear game happens when the players allow the GM to guide them through a predetermined sequence of events, and fails when the players don't want that to happen but the GM forces it to happen. A successful sandbox happens when the GM provides meaningful things for the players to experience, and fails when the GM doesn't do that. At least, that's what my takeaway is thus far.</p><p></p><p>PS - Thanks to all for providing me with some interesting discussion and food for thought. Also, thanks to all for keeping it pretty civil thus far. I dislike when these kinds of topics turn in to nothing but finger pointing and name calling, this one hasn't. So yeah...thanks everyone!</p></blockquote><p></p>
[QUOTE="zarionofarabel, post: 9734904, member: 7026405"] Considering the discussion in this thread, and the generally accepted rationalization of what it is to be railroaded, I can very well see someone being railroaded in a supposed "sandbox" game. If the GM is manipulating the narrative to force/trick players into ending up at a predetermined scene/encounter no matter what the players do, then yeah, definitely. This goes back to what I was talking about earlier in the thread too. Wherein I have been accused of being the "ultimate railroader" as I have zero plan for what will happen during a session and just make it all up as I go along. I was told that my entire game is nothing but illusionism as I am constantly manipulating the narrative to get the outcome I want. The thing is, I have no desire to see the narrative go in any particular direction, I have no goal in mind, nor predetermined place for it to end up. I try to add scenes and story elements in a fashion where current events would logically follow from previous events. I've found that I'm just as creative making up stuff on the fly as I am when I make it up beforehand, if not moreso because I am engaging in a collaborative endeavor, rather than creating in a vacuum. Once, after I explained my process to a naysayer, they told me that was even worse because I am apparently doing it subconsciously so I don't even realize that that's what I am doing. So...yeah. I think the reason "sandbox" appears to be railroad proof is because that is rarely the problem with it. The problem is the whole "wasteland" phenomenon, wherein a failed state is far more often a game that feels empty or nothing more than meandering randomness. From what I have gathered from this thread is that the failure state of either type of game is that they are stretched to the extreme. A successful linear game happens when the players allow the GM to guide them through a predetermined sequence of events, and fails when the players don't want that to happen but the GM forces it to happen. A successful sandbox happens when the GM provides meaningful things for the players to experience, and fails when the GM doesn't do that. At least, that's what my takeaway is thus far. PS - Thanks to all for providing me with some interesting discussion and food for thought. Also, thanks to all for keeping it pretty civil thus far. I dislike when these kinds of topics turn in to nothing but finger pointing and name calling, this one hasn't. So yeah...thanks everyone! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The Great Railroad Thread
Top