The Opposite of Railroading...

ShinHakkaider

Adventurer
I'm having a bit of a problem with the term railroading being thrown around in a negative connotation here. So instead of defining railroading which obviously means
different things to different people, define how the opposite of railroading works in your game. This means that if youre a DM who doesnt like railroads you must be running a railroad free game. For me that usually means youre running a plot free game that allows the PC's to do anything that they want to, but I could be wrong about that which is why I'm asking for examples.

Give details not some vauge outline. specific details. Thanks.
 

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jgbrowning said:
To me, it means you're running a game with multiple plot options subject to change based upon the actions of the PCs.

That's hitting the nail right on the head. I think that a successful campaign that adjusts to the actions of the PCs makes it more "believable" to the players as they feel that there is a freedom of choice. Although, I don't think that I have ever run a campaign where railroading was completely eliminated. In my campaign, it's there, even if in a miniscule form.
 

jgbrowning said:
To me, it means you're running a game with multiple plot options subject to change based upon the actions of the PCs.

Quoted for truth. A railroad only has one beginning and one end, with predetermined stops/events along the way, regardless of what the PCs do. The plot that actually lets PC actions influence its structure is, to me, the opposite of a railroad.
 

Edgewood said:
That's hitting the nail right on the head. I think that a successful campaign that adjusts to the actions of the PCs makes it more "believable" to the players as they feel that there is a freedom of choice. Although, I don't think that I have ever run a campaign where railroading was completely eliminated. In my campaign, it's there, even if in a miniscule form.

Again, it depends how we define "railroading" (obviously ;) ). For example, if I design a dungeon for an adventure, and place it just outside the village where the PCs start, it's hardly railroading if I expect the PCs to explore the friggin' dungeon. After all, that's the adventure I designed for them! But there are some players who would resent the fact that I expect them to explore the dungeon. Some players might say, we'll go south instead of north. Who needs a dungeon? And then expect me to make up stuff on the fly.

Incidentally, Knights of the Dinner Table had tons of stories like this. B.A. (the GM) prepares an adventure, but his players decide to ignore the adventure and wreak (sic?) havoc, and resent him for "railroading" them with adventure hooks.
 

I can't come up with an "opposite" of railroading, but if you are not railroading, it does not mean the game is without plot. It just isn't a linear plot.

Railroad: The party has the macguffin to destroy. No matter what precautions the party could take, the macguffin will be stolen by agents of the BBEG, leading the party on a chase and eventually to the BBEG's lair, where they will have to defeat the BBEG to recover the macguffin before they can proceed to destroy it.

Non-Railroad: The party has the macguffin to destroy. Agents of the BBEG attempt to steal the macguffin. If they succeed, the party might be able to get it back before they reach the lair of the BBEG. If they still have or get back the macguffin, the party can proceed with destroying the it, or the party can go after the BBEG to prevent additional attempts to get it, or they can try to find someone else to destroy the macguffin. Heck, they could stuff the macguffin under the roots of a fallen tree if they want and go find something else to do.

There may be consequences of each decision, but it is up to the party to make it.
 

I have world shaping plotlines, which don't "begin" but rather are in effect in the background. The characters will get plenty of opportunities to learn of them, and to begin investigating them. "I hear there is a lich hunting down powerful people who've found out about her activities. I wonder what..." "They say diplomatic relations between this and that country are going badly...one of them is going to make a move soon and then all the Abyss might break out."

Then there are several large hooks which won't really affect much either way, but will take a lot of time if the characters get involved. Say, a mercenary company recruiting for a tiny war somewhere etc.

Then there are location specific hooks that can be found if you happen to be in the right place. Like a murder mystery in a village.

Then there are hooks that I will place in the players path no matter where they are. But even they can be avoided. Bandits, bards, ogres, scam artists.

And then sometimes what the players think is going on really becomes what is going on because it's too good to pass up.

Plus the occasional pre-made adventure I drop into the world. Modified, naturally.
 

Just having the discussion today with someone on IM. Anti-railroading only requires that the players have an illusion of choice. They need to feel like there are multiple possibilities in a campaign based on their actions, whether there really is or not. This is based on the idea that most of the time the DM doesnt hang out a sign that says "If the PCs do A then B will happen, if C then D, if X then Y". The DM might have all that in her notes, and the Players might have some ideas about what may or may not reasonably happen based on what they do or dont do, but a good DM needs only maintain the illusion of freewill to keep things going the way she wants. The rest of us probablly need to actually be prepared to deal with the consequences of PC actions that take different paths than the one we had hoped for, but it is not absolutely neccesary.
 

I've found that if you run a game that is too open it can paralyze the characters with indecision. I've had campaigns with as many as thirteen simultaneous plots going on. My players finally came to me and asked me to take a stronger hand in their direction. In the end, I think the players appreciate the illusion of choice or a few choices as best.
 

Biohazard said:
But there are some players who would resent the fact that I expect them to explore the dungeon. Some players might say, we'll go south instead of north. Who needs a dungeon? And then expect me to make up stuff on the fly.

I have actually had that happen to me many times. I guess my definition lends itself more to when the PCs get stuck in a situation and need a "nudge" to get themselves back on the right track (hence railroading I suppose). that would be the only type of railroading that would exist in my campaign.
 

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