What do you consider a "railroading" module?

tx7321

First Post
There seems to be some different definitions floating around. I consider a module "railroading" (to some extent) when the module writer includes an involved story or plot that moves the characters from point a to point b. This can be forced or strongly suggested by the DM (as it has the same effect). I don't consider a shipwreck module a "railroad" just because they are shipwrecked (without the players getting themselves into the situation.) I consider railroading to be when there is a correct path written in detail to get out with text description of the along the way (rather then a big map of the island and numbers identifying places that can investigate in any order you like or can be skipped all together. In this design, the players make up the "detailed" story as they go.
 

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At one point of the adventure or the other, the PCs have to go from point (or Event) A to point B. No other possibilities. They have to. This is railroading.
 

Crothian said:
Modules cannot railroad only DMs.

True, but some modules are written to be run in a railroad fashion and require alot of work on the GMs part to get them to work otherwise. They just aren't open ended. So, consider the question what constitutes a module that fosters railroading by the DM (if you want to get technical). :]


Odhanan said:
At one point of the adventure or the other, the PCs have to go from point (or Event) A to point B. No other possibilities. They have to. This is railroading.


So, would you consider most dungeons to be railroads (rooms connected by passages) with no other possibilities?
 

Railroading modules are ones where certain events the player characters are involved in are scripted to end a certain way and there's nothing they can do about it.

The characters are on a "railroad" and they aren't even given the pretense of free will. The original ending of A-3: Aerie of the Slave Lords (I think that's the title) has the characters boxed in by multiple Walls of Force and gassed with a "plot gas" against which there are no saves, no resistances, and no immunities. This railroads the characters straight into the beginning of A-4.

In Living Greyhawk, this is sometimes known as "death by Boxed Text", because the DM is supposed to read the boxed text and player characters can take no action to prevent anything that happens during the boxed text. Even if common sense would say otherwise. LG has gotten a lot better about not putting this kind of thing into boxed text, but there were NPCs who were doomed because of it in some of the early modules.
 

tx7321 said:
True, but some modules are written to be run in a railroad fashion and require alot of work on the GMs part to get them to work otherwise. They just aren't open ended. So, consider the question what constitutes a module that fosters railroading by the DM (if you want to get technical). :]

No module though is truely open ended. All are confined to what's on the pages. If it's a dungeon crawl, then one has to gothrough the dungeon. If it is a plot based module, then they have to go through the plot.

The reason I say DM can only railroad is the players always have the choice (unless the DM denies it) to go do something else. They don't have to go into the dungeon or follow the plot. Granted it takes them aways from the module but they have that choice.
 

I once thought that railroading was when the DM usurped choices that were rightfully the players', in order to bring about a more linear narrative.

When I ran a poll, though, the definition that seemed most favored is "Whatever the player says it is." :confused:
 

I don't consider constraints at the begining of a module as "railroading" save that one starting point (shipwrecked, inslaved etc.). The rest of the module there are many ways to reach the dungeon, to find out about it, to escape, etc. Look at White Plume Mnt. Its assumed you agreed to return magical items, but thats it (and the players by and large don't get upset over this as it starts the module quickly). In WP there is no other story line or detailed plot really, the characters do what they like.

Raven, do you have a link?
 

Odhanan said:
At one point of the adventure or the other, the PCs have to go from point (or Event) A to point B. No other possibilities. They have to. This is railroading.


I'm not sure I buy that. To me it's more of a there is only one way between point A and point B.
 

So, would you consider most dungeons to be railroads (rooms connected by passages) with no other possibilities?
No. Most dungeons are not railroads, because there are multiple paths possible and multiple ways to overcome any given obstacle (that's why you have a DM to adjudicate what is a proper way outside of the adventure text to overcome the obstacle and what is not, and that's also why no computer game will ever replace a flesh and blood DM).

If you've got a portion of the dungeon that gives on a single room, no matter what path you take, and that this room as a single door forward, with a uber powerful trap which would have a single way of being disarmed, then it is a railroad in this precise instance.
 

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