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What do you consider a "railroading" module?
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<blockquote data-quote="helium3" data-source="post: 3275788" data-attributes="member: 31301"><p>None of these things are necessarily railroading, as long as the module provides for the possibility of the party choosing different routes to get from point A to point B. </p><p></p><p>So, some space should be given in the module for describing the alternate "winter in the mountains" route. This doesn't have to be anything more comprehensive than a random encounter table, list of settlements along the way and a description of how long it will take. </p><p></p><p>It might make the first encounter with the McGuffin less rail-roady if the party is given an opportunity to negotiate where the meeting place is. Maybe they don't want to meet the NPC in his favorite brother/tavern/temple. Even if the bad guys still attack while the meeting is taking place, it gives the party a greater sense of ownership over their destiny. </p><p></p><p>Rail-roading is what happens when the module is designed with the assumption that only the path described in the module is the one that can be followed. A good GM can fix a module that railroads, but why bother paying for it when you have to fix it?</p><p></p><p>Does the Campaign Saga fall apart if the PC's refuse to take this first mission?</p></blockquote><p></p>
[QUOTE="helium3, post: 3275788, member: 31301"] None of these things are necessarily railroading, as long as the module provides for the possibility of the party choosing different routes to get from point A to point B. So, some space should be given in the module for describing the alternate "winter in the mountains" route. This doesn't have to be anything more comprehensive than a random encounter table, list of settlements along the way and a description of how long it will take. It might make the first encounter with the McGuffin less rail-roady if the party is given an opportunity to negotiate where the meeting place is. Maybe they don't want to meet the NPC in his favorite brother/tavern/temple. Even if the bad guys still attack while the meeting is taking place, it gives the party a greater sense of ownership over their destiny. Rail-roading is what happens when the module is designed with the assumption that only the path described in the module is the one that can be followed. A good GM can fix a module that railroads, but why bother paying for it when you have to fix it? Does the Campaign Saga fall apart if the PC's refuse to take this first mission? [/QUOTE]
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What do you consider a "railroading" module?
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