Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What do you consider a "railroading" module?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mark Hope" data-source="post: 3267101" data-attributes="member: 27051"><p>Well, it's also a good illustration of the point that you made about the influence of the DM over whether a game is railroaded or not. Our DM at the time stuck very closely to the plot as written and smacked us about the place something rotten when we tried to forge our own path through the story.</p><p></p><p>To start with we didn't really trust the NPC patron (Elladrin d'Cannith or something), but when we tried to question her further, she ran away and nothing we could do allowed us to catch up with her - because the adventure says that she leaves, there was no way we could alter that. So, without really having any real in-character reasons to embark on the adventure, we did so anyway because, well, the DM was taking the effort to run it and it's the decent thing to do.</p><p></p><p>We came up with what we thought was a really cool way to deal with the Rose Quarry segment. We planned to negotiate a settlement with the Karnathi dudes there and do a mutually beneficial deal. Apparently not catered for in the adventure, so the DM had the NPCs attack us relentlessly without provocation until we were one hit point away from a TPK and either down or captured. Apparently we were "supposed" to immediately figure out where the mucguffin was and sneak about until we found it. Failure to do so resulted in punishment. Bad PCs! Bad!!</p><p></p><p>We also came up with an alternate approach to the ending (you know - the bit where you are "supposed" to hand over loot to the bad guys - the same bad guys who had beaten and tortured us the session before, I might add). We rested, spelled up, set up a very cool fortified position in the Whitehearth entrance cave and prepared to lay the smack down. Again, apparently not catered for in the adventure. So the DM had some glass zombies suddenly rise out of the cave floor, shatter our ranks and then TPKed us to a man. Campaign over.</p><p></p><p>It's clearly primarily an issue of the DM not being willing to budge when we tried to actually play our characters and influence the world around us. However, having since read the adventure, it is also clear that Keith Baker's design makes no allowance (or even any real mention) of alternate paths through these bottlenecks. The PCs are simply assumed to do things the way he writes them, and hard luck if they want to take an alternate approach.</p><p></p><p>I fully agree that the DM makes or breaks the game (and any associated railroads) and, at the end of the day, I come down firmly in the "It's The DM's Responsibility" camp. But the adventure design plays a part as well, and a larger part if the DM (for whatever reason) can't recognise problems of this kind...</p><p></p><p>(crazy_cat, if you are reading this, you may mock my continued obsession with our DM's approach to the adventure - I am clearly in need of remedial free-form gaming, preferrably involving pirates, exploding monkeys and Neal Schlessinger... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />)</p></blockquote><p></p>
[QUOTE="Mark Hope, post: 3267101, member: 27051"] Well, it's also a good illustration of the point that you made about the influence of the DM over whether a game is railroaded or not. Our DM at the time stuck very closely to the plot as written and smacked us about the place something rotten when we tried to forge our own path through the story. To start with we didn't really trust the NPC patron (Elladrin d'Cannith or something), but when we tried to question her further, she ran away and nothing we could do allowed us to catch up with her - because the adventure says that she leaves, there was no way we could alter that. So, without really having any real in-character reasons to embark on the adventure, we did so anyway because, well, the DM was taking the effort to run it and it's the decent thing to do. We came up with what we thought was a really cool way to deal with the Rose Quarry segment. We planned to negotiate a settlement with the Karnathi dudes there and do a mutually beneficial deal. Apparently not catered for in the adventure, so the DM had the NPCs attack us relentlessly without provocation until we were one hit point away from a TPK and either down or captured. Apparently we were "supposed" to immediately figure out where the mucguffin was and sneak about until we found it. Failure to do so resulted in punishment. Bad PCs! Bad!! We also came up with an alternate approach to the ending (you know - the bit where you are "supposed" to hand over loot to the bad guys - the same bad guys who had beaten and tortured us the session before, I might add). We rested, spelled up, set up a very cool fortified position in the Whitehearth entrance cave and prepared to lay the smack down. Again, apparently not catered for in the adventure. So the DM had some glass zombies suddenly rise out of the cave floor, shatter our ranks and then TPKed us to a man. Campaign over. It's clearly primarily an issue of the DM not being willing to budge when we tried to actually play our characters and influence the world around us. However, having since read the adventure, it is also clear that Keith Baker's design makes no allowance (or even any real mention) of alternate paths through these bottlenecks. The PCs are simply assumed to do things the way he writes them, and hard luck if they want to take an alternate approach. I fully agree that the DM makes or breaks the game (and any associated railroads) and, at the end of the day, I come down firmly in the "It's The DM's Responsibility" camp. But the adventure design plays a part as well, and a larger part if the DM (for whatever reason) can't recognise problems of this kind... (crazy_cat, if you are reading this, you may mock my continued obsession with our DM's approach to the adventure - I am clearly in need of remedial free-form gaming, preferrably involving pirates, exploding monkeys and Neal Schlessinger... :D) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What do you consider a "railroading" module?
Top