What is "railroading" to you (as a player)?

I was talking about games and decision points. A story can be linear without the game being a railroad (mass effect). Meanwhile a game like last of us is a railroad because the story plays out the same.

Railroad is a gaming term because its not about the story in isolation, its about story in interaction with gameplay.
Many video games try to emulate a grand story like Star Wars and have the player play through that specific story with specific characters that make specific decisions. Doing so in a game designed for that purpose is no more a railroad than Star Wars is.
 

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No. It is a film. It fails utterly to be an RPG because you are passive observers and the game element is entirely absent.
Many RPGs are set up such that players are passive observers to the story and just actively play to overcome specific obstacles to progress the story.
 

Many video games try to emulate a grand story like Star Wars and have the player play through that specific story with specific characters that make specific decisions. Doing so in a game designed for that purpose is no more a railroad than Star Wars is.
I agree with @Charlaquin earlier in the thread that it is better to define "railroad" as a verb -- it is something that the GM does to the players. So "Star Wars" as a campaign could result in railroading if the GM demands all the story beats be hit, in a specific order and in specific ways. But it could also just be a fun linear adventure where the main acts remain the same but the details are dependent on PC actions. For example, the trash compactor scene in ANH feels a lot like the consequence of a hairbrained choice by the PCs.
 


I don't quite understand what people see as the difference between a linear adventure and a railroad. It is just linear if the players follow the tracks willingly, but if the GM has to force them to stay on them it is a railroad?
 



I agree with @Charlaquin earlier in the thread that it is better to define "railroad" as a verb -- it is something that the GM does to the players. So "Star Wars" as a campaign could result in railroading if the GM demands all the story beats be hit, in a specific order and in specific ways. But it could also just be a fun linear adventure where the main acts remain the same but the details are dependent on PC actions. For example, the trash compactor scene in ANH feels a lot like the consequence of a hairbrained choice by the PCs.
Yup, I think this makes things easier. I think linear is a fine word for that kind of campaign and can contain both positive and negative implementations.
 

So is railroad being restricted to ttrpg’s instead of say something like Expedition 33?

I think with present technology, all CRPGs are railroads.

My favorite CRPG is Mass Effect 1. And it's very much on rails. There is a bit of illusionism going on that becomes apparent the more times you repeat the game where you realize none of your choices really matter or significantly alter the events. All they do is change the dialogue that keeps you on the rails a very little bit, but it's still fundamentally the same outcome. You can do B, C, and D in any order, but B, C, and D don't alter depending on when you do them or based on prior actions, and they all lead to E which only becomes available when you have finished B, C, and D.

But that's because computers aren't currently creative and inventive. They can't respond by laying new rails or opening up new sandboxes. They can't cut doors in the wall to let you path differently through the story or environment. They can't invent dialogue to cope with unexpected actions. The best you can manage is hope the developers have accounted for every possibility available.

That might change in 20 or 25 years. We might have CRPGs that could fully deliver endless innovative dungeon crawling experiences on the level of what we were doing in say 1979, as good or better than 80% of the GMs out there. But right now, it's all railroads.

And that's not bad. Mass Effect is a work of art, beautifully conceived, directed, and implemented (except for the occasional wacky vehicle physics). Being a railroad isn't necessarily a bad thing. It's all about whether the ride is good, and whether you feel the rails as too confining. Sometimes in cRPGs you do get a bit forced into things where you wish you had other choices where the rails are a bit too obvious and the single solution is obnoxious.
 

Take a linear adventure or adventure path. It could be looked at as the scenarios in that adventure, in that order, are the most logical and obvious path for the solution/adventure to follow. Hence, since an adventure cant provide an answer to all possible courses of action, the result is what is you see.

However, all those other ways of solving the adventure are still out there, and could be thought of/followed by the characters. So...

Should the players follow the obvious path in a linear adventure, no railroad.

Should the players decide to come up with an alternate path, and follow it, no railroading.

Should the players decide to come up with an alternate path, and the DM uses their power to keep them on the "main/desired" path, railroad.

Easy yes?
 

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