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General Tabletop Discussion
*TTRPGs General
What do you consider a "railroading" module?
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<blockquote data-quote="tx7321" data-source="post: 3266947" data-attributes="member: 43146"><p>I don't have any examples sitting in front of me, but I do recall seeing modules where the written description (read to the players by the DM) assumes specific actions that relate to that encounter, and because there is no "map" or way for the DM to get perspective of the entire setting, he's kind of forced to progress with the adventure as its layed out (even to the point of the author telling the PCs what they are doing). If the players choose to do something else, its not that the DM couldn't figure out how it would effect the path, its that the players have suddenly dropped a huge burden on the DM (in the middle of the game no less). He can either say "OK go home and I'll spend the next 3 hours seeing what effect your unexpected move has on the the rest of the module", or his other option (and lets face it the most realistic course of action) is to "hint" scare, or otherwise bully the players into accepting they must do this or that. Afterall everyone is there trying to have a good time, and having to watch the DM struggle (because of a railroad module) isn't fun to see.</p><p></p><p> </p><p>In a way a module is like a bad movie, if you don't leave in the first 10 minutes (thinking it has to get better) your usually stuck watching the entire thing (and if others are with you...forget it, no one wants to be first).</p><p></p><p>And I also think its important to destinguish between the railroad "action encounter" and the railroad plot encounter. Often times the later is far worse, esp. if its Romance novel drivel the PCs would rather avoid altogether but can't.</p></blockquote><p></p>
[QUOTE="tx7321, post: 3266947, member: 43146"] I don't have any examples sitting in front of me, but I do recall seeing modules where the written description (read to the players by the DM) assumes specific actions that relate to that encounter, and because there is no "map" or way for the DM to get perspective of the entire setting, he's kind of forced to progress with the adventure as its layed out (even to the point of the author telling the PCs what they are doing). If the players choose to do something else, its not that the DM couldn't figure out how it would effect the path, its that the players have suddenly dropped a huge burden on the DM (in the middle of the game no less). He can either say "OK go home and I'll spend the next 3 hours seeing what effect your unexpected move has on the the rest of the module", or his other option (and lets face it the most realistic course of action) is to "hint" scare, or otherwise bully the players into accepting they must do this or that. Afterall everyone is there trying to have a good time, and having to watch the DM struggle (because of a railroad module) isn't fun to see. In a way a module is like a bad movie, if you don't leave in the first 10 minutes (thinking it has to get better) your usually stuck watching the entire thing (and if others are with you...forget it, no one wants to be first). And I also think its important to destinguish between the railroad "action encounter" and the railroad plot encounter. Often times the later is far worse, esp. if its Romance novel drivel the PCs would rather avoid altogether but can't. [/QUOTE]
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What do you consider a "railroading" module?
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