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General Tabletop Discussion
*TTRPGs General
What is "railroading" to you (as a player)?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 9853500" data-attributes="member: 710"><p>I don't really know enough about the situation and the way you communicated, but as a player, I could see the following reason why it feels like a railroad:</p><ul> <li data-xf-list-type="ul">You present an option to escape a certain situation by traveling to a place that only leads to the Feywild</li> <li data-xf-list-type="ul">The first option that comes to the player's mind does not work, because critical gear for that purpose has been stolen from them.</li> </ul><p></p><p>It can give the impression you really want them to be stuck in the Feywild and do your Feywild adventure idea with them. That might not be at all what your intention is.</p><p>But I would find it quite odd that suddenly some gear - specifically the gear needed to get out of the Feywild ,and apparently not their purses, rations or magic items. They were not aware of anyone that wants to trap them in the Feywild and has the knowledge and means to do that by disapearing their stuff. And the players couldn't do anything about it - it just happened. Maybe you secretly but honestly rolled Stealth or Sleight of Hand checks for the thieves or Will Saving throws against someone's enchantments or illusions, but they don't seem to know that*. I can see why this feels intrusive and breaks player trust in the DM, making them conclude: "Ah, this is a railroad, the GM wants me to do this Feywild thing and the world is conspiring so that it happens, regardless of what we do."</p><p></p><p>(* an interesting problem considering that having players roll Perception checks and then revealing nothing is also a way to make them paranoid and can trigger them to take actions they wouldn't take if they didn't think they just failed a Perception check.)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 9853500, member: 710"] I don't really know enough about the situation and the way you communicated, but as a player, I could see the following reason why it feels like a railroad: [LIST] [*]You present an option to escape a certain situation by traveling to a place that only leads to the Feywild [*]The first option that comes to the player's mind does not work, because critical gear for that purpose has been stolen from them. [/LIST] It can give the impression you really want them to be stuck in the Feywild and do your Feywild adventure idea with them. That might not be at all what your intention is. But I would find it quite odd that suddenly some gear - specifically the gear needed to get out of the Feywild ,and apparently not their purses, rations or magic items. They were not aware of anyone that wants to trap them in the Feywild and has the knowledge and means to do that by disapearing their stuff. And the players couldn't do anything about it - it just happened. Maybe you secretly but honestly rolled Stealth or Sleight of Hand checks for the thieves or Will Saving throws against someone's enchantments or illusions, but they don't seem to know that*. I can see why this feels intrusive and breaks player trust in the DM, making them conclude: "Ah, this is a railroad, the GM wants me to do this Feywild thing and the world is conspiring so that it happens, regardless of what we do." (* an interesting problem considering that having players roll Perception checks and then revealing nothing is also a way to make them paranoid and can trigger them to take actions they wouldn't take if they didn't think they just failed a Perception check.) [/QUOTE]
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What is "railroading" to you (as a player)?
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