RenleyRenfield
Adventurer
Hey hey now, some of us like trains!If it is a railroad and they enjoy it, it is a rollercoaster.
#horrorontheorientexpress
Hey hey now, some of us like trains!If it is a railroad and they enjoy it, it is a rollercoaster.
Mass effect is kind of railroad. Once you start mission, you must finish it, no leaving and coming back. Translated into ttrpg, once you enter dungeon, you can't exit. You either finish it or die trying. It gives you choices about which order or if you wanna do any side missions, but main story mission, that's pretty straight forward, you have some choices about what to do which will make final part harder/easier, some companions will die or survive, but final stretch is ultimately the same.
Mass Effect is very much like a pre written TTRPG adventure path. The main plot and major story beats are fixed, and once you start a mission it plays out in a directed, set piece way. You have meaningful control over your character, relationships, and some outcomes (like who lives or dies), but you can’t radically change or derail the core narrative. It’s strong on character agency, limited on plot agency. In TTRPG space, that's where player buy in comes. Players agree to engage with a pre written story, accepting the world, premise, and main objectives. They willingly limit their choices, knowing the campaign has a defined narrative, key events and a final goal set by the DM or module. Within that framework, players exercise agency: deciding how to approach challenges, interact with NPCs, and develop their characters but they don't derail the main plot. The restrictions aren’t adversarial. They create a shared structure that allows for meaningful decision-making, suspense, and dramatic payoff, while keeping the story coherent and satisfying. In essence, it's self accepting railroad. The railroad exists, but it’s voluntary: the structure enables meaningful character decisions and dramatic moments within a story everyone has agreed to tell.
You get get off of a linear adventure. If in the middle of a linear adventure the party decides to teleport to Baldur's Gate for 3 days of R&R during a festival, they can do that. Hell, they can decide not to even go back.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?
And over in 30 seconds. I'd hate to be on a roller coaster for as many hours as I play D&D.If it is a railroad and they enjoy it, it is a rollercoaster.
But once you do that, hasn’t the adventure stopped being linear?You get get off of a linear adventure. If in the middle of a linear adventure the party decides to teleport to Baldur's Gate for 3 days of R&R during a festival, they can do that. Hell, they can decide not to even go back.
Yes. Most folks, though, don't opt to stop. They have buy-in to the linear adventure. The key is that you CAN get off, not that you will. You cannot get off of a railroad and by definition have no buy-in for it since it requires the DM to force players down the line against their wishes.But once you do that, hasn’t the adventure stopped being linear?
That's the way I see it, as functionally there is no difference between a "linear" game and a railroad; in that the GM decides what all the plot points, story beats, major scenes, and main encounters are going to be ahead of time. The only real difference is whether or not the players are okay with the GM deciding all that stuff without their input. I do think that a "linear" playstyle does absolutely fail to embrace the one and only thing that makes TTRPG play unique, which is the ability to have the entire experience customized for the particular people playing the game. You can get a "linear" experience out of many other types of games, like your typical computer RPG/MMO, same as socializing and cooperative play. The customized experience on the other hand, is unique to TTRPGs.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 don't understand how these things are at odds. You can absolutely craft a linear adventure specifically for the players at the table.I do think that a "linear" playstyle does absolutely fail to embrace the one and only thing that makes TTRPG play unique, which is the ability to have the entire experience customized for the particular people playing the game.
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?
It's not only this; you can design a linear adventure, but still run it as wide open and reacting to the full range of player expression and agency. The players can absolutely hop off the tracks. You can put signposts to help the players get back on the tracks, but if you're not telling the players "no, you can't actually do that" when they try to leave the beaten path, you aren't really railroading.I don't understand how these things are at odds. You can absolutely craft a linear adventure specifically for the players at the table.