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What is "railroading" to you (as a player)?
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<blockquote data-quote="Andvari" data-source="post: 9865947" data-attributes="member: 7036523"><p>When I think of railroading I tend to think of two ways.</p><p></p><p><strong>Soft:</strong> Soft railroading is when you're playing a narratively-focused adventure where the characters are intended to follow along a certain story structure, with various degrees of freedom in how they reach these stages. So it requires buy-in from the players so they don't derail the story. You can have a fun and meaningful adventure or campaign, but it's too fragile to make room for characters who, whether for good or bad reasons, don't follow the obvious arrows that guide the party to the next stage of the story.</p><p></p><p><strong>Hard:</strong> Hard railroading is when most problems the party encounter tend to have only one solution or approach, and no amount of player creativity is allowed. The tower can only be entered from the entrance at the bottom using the special key you get from the witch. Axes, lockpicks or powder kegs cannot defeat the wooden door. The sides of the tower cannot be climbed even with proper equipment, when the players think to enter from a window, and the <em>fly </em>spell somehow stops working when the players get the idea to assault the hobgoblin archers at the top and enter from there.</p><p></p><p>What I think you're doing is just setting up the premise of the next adventure. Players can nope out of almost any adventure by saying "my character is not interested in adventuring and leaves." But at that point why show up to play? Though sometimes you need to make it clear when you're presenting the next adventure.</p></blockquote><p></p>
[QUOTE="Andvari, post: 9865947, member: 7036523"] When I think of railroading I tend to think of two ways. [B]Soft:[/B] Soft railroading is when you're playing a narratively-focused adventure where the characters are intended to follow along a certain story structure, with various degrees of freedom in how they reach these stages. So it requires buy-in from the players so they don't derail the story. You can have a fun and meaningful adventure or campaign, but it's too fragile to make room for characters who, whether for good or bad reasons, don't follow the obvious arrows that guide the party to the next stage of the story. [B]Hard:[/B] Hard railroading is when most problems the party encounter tend to have only one solution or approach, and no amount of player creativity is allowed. The tower can only be entered from the entrance at the bottom using the special key you get from the witch. Axes, lockpicks or powder kegs cannot defeat the wooden door. The sides of the tower cannot be climbed even with proper equipment, when the players think to enter from a window, and the [I]fly [/I]spell somehow stops working when the players get the idea to assault the hobgoblin archers at the top and enter from there. What I think you're doing is just setting up the premise of the next adventure. Players can nope out of almost any adventure by saying "my character is not interested in adventuring and leaves." But at that point why show up to play? Though sometimes you need to make it clear when you're presenting the next adventure. [/QUOTE]
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What is "railroading" to you (as a player)?
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