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What is railroading?
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<blockquote data-quote="Zappo" data-source="post: 2421078" data-attributes="member: 633"><p>None. Railroading is:</p><p></p><p>Scenario 11:</p><p>DM: "It's almost nightfall. You're walking along a mountain path and encounter a cave."</p><p>PCs: "We keep walking."</p><p>DM: "A nasty storm breaks out."</p><p>PCs: "We still keep walking; we may still be able to reach the village."</p><p>DM: "A half kilometer from the cave, the path seems to have collapsed."</p><p>Wizard: "I cast fly and shove everyone into bags of holding."</p><p>DM: "The violent winds prevent you from flying."</p><p>Wizard: "I cast dimension door."</p><p>DM: "Due to thaumaturgical interference from the cosmic rays, it doesn't work."</p><p>PCs: "*sigh* ok, we get back to the cave".</p><p></p><p>Scenario 12: The PC gets a dream from his god about a quest he should undertake. For the fifteenth time in a row.</p><p></p><p>Scenario 13: You need to get from A to B. You can go by boat, by train, by plane, or by car. However, the harbor is closed due to a storm, there is a railways strike, and all planes are overbooked. So you go by car. There are six main routes to get there. Five of them are closed due to repairs. Oh, you say you go through secondary roads to avoid motorways? Ok... after a few hours, you get lost. You wander along secondary roads for an hour, and then end up on the motorway.</p><p></p><p>Scenario 14: As you enter the castle hallway, you're jumped by fifty guards. You are surprised. They win initiative. You are subdued and dragged to the dungeons.</p><p></p><p>Scenario 15: The whole campaign revolves around an ultrapowerful wizard/dragon/balor/whatever who spends his time telling the PCs "do this or you're dead".</p><p></p><p>Scenario 16: "Teleportation doesn't work. Nor do wind walk. Or shadow walk. Or overland flight. Or pass through trees. Oh, and neither does plane shift. No gate. Ethereal form doesn't work, and neither does astral form. Yes, gaseous form works, but due to something in the air, you can't use it to pass through cracks."</p><p></p><p>Scenario 17: The door is indestructible, the lock can't be picked, and it is immune to knock spells and passwall. There is what looks like a crosswords scheme drawn on it, though.</p></blockquote><p></p>
[QUOTE="Zappo, post: 2421078, member: 633"] None. Railroading is: Scenario 11: DM: "It's almost nightfall. You're walking along a mountain path and encounter a cave." PCs: "We keep walking." DM: "A nasty storm breaks out." PCs: "We still keep walking; we may still be able to reach the village." DM: "A half kilometer from the cave, the path seems to have collapsed." Wizard: "I cast fly and shove everyone into bags of holding." DM: "The violent winds prevent you from flying." Wizard: "I cast dimension door." DM: "Due to thaumaturgical interference from the cosmic rays, it doesn't work." PCs: "*sigh* ok, we get back to the cave". Scenario 12: The PC gets a dream from his god about a quest he should undertake. For the fifteenth time in a row. Scenario 13: You need to get from A to B. You can go by boat, by train, by plane, or by car. However, the harbor is closed due to a storm, there is a railways strike, and all planes are overbooked. So you go by car. There are six main routes to get there. Five of them are closed due to repairs. Oh, you say you go through secondary roads to avoid motorways? Ok... after a few hours, you get lost. You wander along secondary roads for an hour, and then end up on the motorway. Scenario 14: As you enter the castle hallway, you're jumped by fifty guards. You are surprised. They win initiative. You are subdued and dragged to the dungeons. Scenario 15: The whole campaign revolves around an ultrapowerful wizard/dragon/balor/whatever who spends his time telling the PCs "do this or you're dead". Scenario 16: "Teleportation doesn't work. Nor do wind walk. Or shadow walk. Or overland flight. Or pass through trees. Oh, and neither does plane shift. No gate. Ethereal form doesn't work, and neither does astral form. Yes, gaseous form works, but due to something in the air, you can't use it to pass through cracks." Scenario 17: The door is indestructible, the lock can't be picked, and it is immune to knock spells and passwall. There is what looks like a crosswords scheme drawn on it, though. [/QUOTE]
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