To Avoid Railroading... (my players stay out!)

I'm kicking off a new campaign this coming week, and I've always really like the idea Sagiro had in his story hour of having the PCs all summoned by some master wizard and being placed in a position where he's their patron and they run around doing things for him, many times.

Now the problem is, I don't want this to come off as a railroaded start to the campaign. What's worse, in this campaign, any type of magic-user is automatically suspect, feared and probably hated. I had the idea to start them off literally right in the middle of a combat set piece; the PCs are passengers on an airship that has been attacked by pirates. The two ships have rammed and grappled, and are more or less completely intertwined, and one of the NPCs will cause the airship's lift device to rupture, breaking the ships apart and sending them plummeting to their doom.

This is where they discover that they aren't falling, and that this wizard has picked them out to help him do a few things, and that kicks off the campaign proper. I have in mind that they operate relatively autonomously, doing things their own way, and in most cases, doing the things they want to do, for that matter.

My predicament is this; for some reason I can't come up with any plan B if they don't go for that hook. I don't want to force them to do this, and I don't think I'll need to since these guys are all good at jumping on a good hook, but I like to be prepared.
 

log in or register to remove this ad

If you're going to railroad them, railroad them big time, in such a way as it will blow their minds. As long as you keep the story interesting and cool they wont care. Make it so an evil entity of opposite alignment or goals forces them to do something for it/him/her in such a way that they have to do it or something is lost. Like a town, country, world, many lives (including theirs) etc. That way they'll hate the thing doing it to them and not you. ;)
 

Hmm...

Well the PC's don't have to know that what they are doing is for the master wizard. Maybe you can let them think that some sort of divine intervention has saved them from the plummet or whatever they come up with.

Then throw out your plot hooks that are part of the master wizards supreme plans anyway and let them run with it (or them).

After a while the master wizard lets them know that they are accomplishing tasks that he wanted done anyway and that he (or she) would like them to continue. After all the master wizard was the one who saved their butts in the first place.

Or something like that...the master wizard doesn't have to make his presence known at the outset and the players won't feel railroaded if given choices in the beginning.
 

I like the idea of just tellingt he players up front. "Design a character who would work as an agent of a high level mage" Its not railroading when they all agree to get on the train. Your job then becomes to add the twist and turns and scenery that turn the railroad into a roller coaster ride. Your still forced to stay on track but the ride is still a blast.

later
 

Shallown said:
I like the idea of just tellingt he players up front. "Design a character who would work as an agent of a high level mage" Its not railroading when they all agree to get on the train. Your job then becomes to add the twist and turns and scenery that turn the railroad into a roller coaster ride. Your still forced to stay on track but the ride is still a blast.
Hmmm... maybe that's the best plan. Rather that worry about it being a railroad, just tell them up front what the campaign "premise" is and that they should expect to work within that premise.

Although that means I have to completely reimagine my opening action set-piece battle. :(
 
Last edited:

Joshua Dyal said:
Hmmm... maybe that's the best plan. Rather that worry about it being a railroad, just tell them up front what the campaign "premise" is and that they should expect to work within that premise.

Although that means I have to completely reimagine my opening action set-piece battle. :(

I agree, better to be up-front about it. And throw the set piece out while you're at it. Becoming attached to a specific outcome of an encounter your players are yet to play through is a danger sign IMO.

That's assuming your DMing/playing style is at all similar to mine, that is. I prefer to give players choices; and when I play, I hate being confronted with set pieces. :)
 

StalkingBlue said:
That's assuming your DMing/playing style is at all similar to mine, that is. I prefer to give players choices; and when I play, I hate being confronted with set pieces. :)
I think you and I aren't talking about the same thing in terms of set pieces. A set piece is just an unusual circumstance in which to have combat, for me. But there's no reason to do it anymore with this new suggestion.
 
Last edited:

perhaps a door flashes in front of the PCs as they board the air ship.

they can see nothing on the other side. much like a teleport trap in that sense.

let them make DCs vs traps if they like.

but if the door is opened they are sucked thru

if not...well play out the air ship battle just have a different ending. then if they ask about it later...leave it up in the air...some time later have the same opportunity appear. similar door...similar DCs etc...

eventually curiosity will get the better of them. ;)

no railroad...they made the choice.

just don't make it their only choice.
 

Yeah, I may rethink the whole thing. I'm extremely averse to the whole idea of railroading, and the fact that I'm feeling nervous about the beginning of this campaign already is givin' me the willies.
 

Joshua Dyal said:
Yeah, I may rethink the whole thing. I'm extremely averse to the whole idea of railroading, and the fact that I'm feeling nervous about the beginning of this campaign already is givin' me the willies.

Let me try one more crack at this.

It sounds like you want the PC's to know that the master wizard (MW) has saved thier lives and expects something in return as Plan A. But you need a Plan B if the players don't go for this.

If the players don't like, or go for that hook, as in "look you may have saved us but we don't want to owe you any favors" that may still be okay and not ruin your campaign.

Plan B =

Metagame speaking: all of the encounters or plots that the MW wants to initiate can still be used. The MW wanted to save the PC's for his own purposes and those purposes can be fulfilled through use of his other agents that interact with the PC's.

For instance, let's say the MW needs some suckers to procure a magic wand from a dungeon or other NPC wizard (and that this was initially in the campaign). Instead of being a directive from the MW have an agent of the MW offer it up as a plot hook. A notice in the town newspaper, on the kiosk, or planted as a bar patron. The MW probably has bunches of chores cooked up for the PC's and these should be made available in this way so that many different adventure opportunities manifest. The players can chose which hooks to swallow and all the while still be running the chores of the MW. And not feeling like they are being railroaded.

Only later will they eventually find out that it was the MW all along using them for his dirty work. The PC's may be grateful for the adventuring opportunities and now agree to work for the MW (after seeing how profitable it is) or may seek revenge for being used in this way. Alternatively the MW, now having all of his grunge work out of the way, may ask for an alliance of the PC's in fulfilling his ultimate master plan.

The point is that you can still fashion your campaign as you see fit but change the implementation based on the PC's intent if they don't go for Plan A. That way all your hard work won't go to waste.

Hope this helps.

edited for clarity - but it may be worse :p
 
Last edited:

Remove ads

Top