The Opposite of Railroading...

To take a different tack on anti-railroading...

"Freewheeling"

When the the DM asserts practically infinite and unlimited choices for his players within his campaign world without the benefit of clearly defined plot hooks. Often, this results in the player-characters wandering around aimlessly, becoming bored and accomplishing nothing of note within the game.
 

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Pbartender said:
... without the benefit of clearly defined plot hooks.
You've struck paydirt here.

Dramatist and Simulationist styles both work out well in play if the plot hooks are interesting and clearly defined. A good plot hook connects the DM's plot and/or setting to character motivation(s).

-Samir
 

ShinHakkaider said:
For me that usually means youre running a plot free game that allows the PC's to do anything that they want to, (. . .)


Plot free as far as what is initiated by the DM. The DM still needs to react to the PCs' plans and create consequences for their actions. That would be what I consider the opposite of "railroading" though the term is likely overused.
 


I don't think it's necessarily even a bad thing if the players find out the GM has been leading them on. It's only bad if that is revealed to them in a negative way, such as the GM laughing at them or gloating about how he lured them into a disastrous situation.

Sometimes I can see the plot railway coming and I get on the train anyway, if it looks like the journey will be fun or interesting.

For myself, I only really consider it "railroading" if the situation is as Thornir Alekeg described it - the characters can't do anything to affect the situation. Even then it's not always railroading. Sometimes situations like that occur. I've personally narrowed my definition of railroading a lot after seeing so many discussions of it. I'll only define a game as a "railroad" now when the GM starts telling me what my character does. At that point he's gone too far.
 

All Aboard?

sniffles said:
I've personally narrowed my definition of railroading a lot after seeing so many discussions of it. I'll only define a game as a "railroad" now when the GM starts telling me what my character does. At that point he's gone too far.
Although your definition is far too narrow for my tastes, I agree that "railroading" is a subjective label.

Let's face it, we all have different ideas about what constitutes a poorly-executed linear plot.

-Samir
 


Railroad vs freewheel

it's like the difference between Diablo and Ultima online, with the midpoint being Baldurs Gate: at one end its a one way dungeon, at the other, the players are fully in control, in the middle, you have a one-way plot, but where and when you go places is up to you.

I prefer the freewheeling side more: one man wandering around into things.
 

The Thayan Menace said:
Although your definition is far too narrow for my tastes, I agree that "railroading" is a subjective label.

Let's face it, we all have different ideas about what constitutes a poorly-executed linear plot.
I think that's because people like to expand railroading to encompass lots of other "not-fun play" or "directed play" styles that don't necessarily fit the concept.

A railroad is, by definition, a contrivance that takes you from point A to point B along a track that allows no deviation from the path. If a train "goes off the path" from point A to point B, it wrecks. If this analogy fits your game, you are running a railroad.
 

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