ShinHakkaider said:His definition as it stands leaves as much room for abuse by the players as he feels railroading is abuse by the DM.
Nonlethal Force said:Railroading has nothing to do with linear play. Many stories follow a linear progression. That's usually because we play as a party and we play together. It's hard to have multiple storylines going on at the same time. So .. how do you play non-linearly?
thorian said:Railroading is when the adventure progresses the storyline regardless of character choices. The original Dragonlance modules are a good example of "railroading" the chracters.
People keep saying "the other thread" but no one has linked it. Yes, Q, I read the first option in this poll as you describe here and thus picked it. A linear plot is only railroading if the DM refuses to abandon the plot if the players ignore it.Quasqueton said:I wonder if/how many of the respondants here have not read the other thread.
How many people read:
“A removal of player choice which the player finds objectionable or inappropriate.”
As
“A removal of player choice which a reasonable player finds objectionable or inappropriate.”
I picked the third option for the same reason. Simply having a really linear plot isn't railroading in and of itself, if the players still feel in control to some extent. Also, a meandering game with no plot where the DM simply disallows something he doesn't like just because isn't railroading either. If it's not both of them together, it's not railroading in my book.Mycanid said:I voted for the first, simply b/c a DM can, if he does a good job with the module/campaign, whisk the players along and they won't notice the linear plot thing.
Non-linear play is perhaps a bit of a misnomer. Non-linear adventure design is not, however.Nonlethal Force said:Railroading has nothing to do with linear play. Many stories follow a linear progression. That's usually because we play as a party and we play together. It's hard to have multiple storylines going on at the same time. So .. how do you play non-linearly?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.