ShinHakkaider said:
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.
Not so, or I could be wrong. But railroading, as I know it, is pushing or even forcing the players to along with the plot in such away that they can do little else (or I could be wrong, but if so, then I agree that the word is a bit harsh) Example: someone is out to get the king, the players know it, but don't want to deal with ti, and so the DM makes it so that the players have to get involved and this then makes the players mad. My version of this would be, the players don't get involved, and so the king is killed and then the kingdom would fall into different hands. Now lets say the players still dont want to get involved, fine, the plot moves on and the players leave the kingdom, well that doesn't mean that all the nasty things going on stop. Infact, perhaps they worsen. Now, this is not only the orig plot, and a mess, but its what the players wished. I've found that later in the game, when situations like this have happened, the players say "hey, couldn't we have just fixed this in the start?" Most likely its then that they decide to act.
I think when railroading happens, its becasue the DM doesn't have anything else planed, and doesn't know how to continue with the plot that doesn't involve the players. DM's have to remember, that the world turns regardless of player interaction...
Also, every game has a plot, and just because it doesn't go along with the DM's intended story, a good DM should beable to make a link between most everything going on. Now it may not come back to a circle untill later in the game, but everything should tie up neatly in the end, or be left open for fun or party discussion. A sort of clifhanger incase the players want to start up where they left off later...but, this all my come from alot of DM's playing preset games, which, I feel are a bad thing, but that's just me.
Anways, Game On