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

That seems completely opposite of the general definition.
I think the general definition is that the DM exerts too much control. That is what it all boils down to in a nutshell. Call it lack of player agency. Call it having to follow a path. Call it lack of options. Whatever you call it, it distills down to the DM exerting too much control over the narrative.
A DM setting up a sandbox isn't what many call railroading.
 

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I don't really want to get too deep in the weeds because this discussion has come up many times before. There's absolutely no consensus on what railroading is in RPGs.

Some people don't mind it. I don't know who said this first, but I love it: "I'm all about for the railroad if it takes me to Awesometown."

Other people will call any game that isn't entirely resolved by oracle rolls on tables a railroad. Like the Gygax appearance on the Simpsons "It's a [rolls dice] pleasure to meet you!"

The key is to get player buy-in before you start the game so whatever level of directed plot there is, your group feels like it always has agency.

In the example used in the OP, I would never feel it's Railroading, since powerful forces in the Feywild certainly could make this happen. Saying "you have to come up with a solution to this problem to get home" doesn't mean you're telling the group what that solution is. My own group just did a trip to Barovia, and we weren't upset when we had to get back out rather than just planeshifting once we found what we were looking for.
 

I think the general definition is that the DM exerts too much control. That is what it all boils down to in a nutshell. Call it lack of player agency. Call it having to follow a path. Call it lack of options. Whatever you call it, it distills down to the DM exerting too much control over the narrative.
how much control over the narrative was there though, they did not have a spell component for some reason, apart from that they apparently could do whatever

The first idea a player has not working does nit a railroad make

A DM setting up a sandbox isn't what many call railroading.
apparently they can as long as your sandbox misses one option they think of in a spur of the moment
 

I don't feel that's railroading as much as plot set-up, and as long as it's not used too often (the GM taking players' abilities away ex machina) it's okay.

To me, the example of railroading was, when I was younger, there was a DM. The problem was he was one of those DMs who, instead of being a game master, feels they're laying out the Great American Novel. He felt if the party, out of six encounters with the enemies, won once, tied twice and lost three times was 'good for character'.

He bemoaned having oceans of plot that he hoped people would delve into to varying degrees, some swimming, some diving, some just skittering across on jet skis - and my friend, who was also in the game, flat out said 'you may have oceans of plot, but you keep us in a train that's travelling on rails above the water. We have no meaningful way to interact with the plot even if we wanted to.'
 

I think the general definition is that the DM exerts too much control. That is what it all boils down to in a nutshell. Call it lack of player agency. Call it having to follow a path. Call it lack of options. Whatever you call it, it distills down to the DM exerting too much control over the narrative.
A DM setting up a sandbox isn't what many call railroading.
Ok. So how does me having a totally open situation and no constraints on the players' options (besides "no plane shift") translate to lack of options?
 

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