What is your definition of Railroading?

tylermalan

First Post
Inspired by the poll about railroading...

I read it and voted, but then remembered a discussion I was having with my players about what railroading is, and wanted to ask you all about it.

So, what do you consider railroading? As an example question, do you consider World of Warcraft, or more specifically the world of World of Warcraft, a railroad?

If anyone is interested, I can give the situation in our group that prompted the discussion.
 

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I think if they only have ONE place they can go. And ONE way to solve a problem. And every other solutions, regardless how much sense they make, will be discarded. Then I think in a case like that we're talking about the RPG Express. And the players have a one way ticket to Boringtown. :)
 

To me railroading is when no matter what choice your PC makes the DM already has plans for what your pC is going to do.

Railroading is when the DM already knows what he wants the outcome to be and he does everything in his power to make that outcome happen.
 



Railroading is artificial restriction of player choice within an adventure or scenario. If they can only go to one place, and must pass through the waystations the DM sets, then they are on the plot railroad.

As others have noted - if you set out a plot hook and the players follow it exactly as you expect them to, entirely of their own choice, they aren't railroaded. They're just predictable :)
 

What if the DM moves encounters around, so that instead of happening on the road to city A, they happen on the road to city B? Or instead of fighting monster X in the abandoned temple, it's fought in dungeon Y?

In other words, what if no matter where the PCs go or what they do, the DMs plot points will happen anyway?

It seems to me that that is the only way for a DMs prep time to be worth it, but it effectively takes all meaning away from the PCs choices.

Is the illusion of choice the only thing that is important to avoid railroading, or what?
 


Tauric said:
Is the illusion of choice the only thing that is important to avoid railroading, or what?
I think this pretty much nails it.

Sometimes, a DM will follow a certain course of action because it is logical given what the PC's have done. Other times, it is only somewhat logical but the DM will still go with it because it is what they have prepared. As long as the illusion of choice has been upheld, you won't hear a quibble from the players. As long as the path makes sense, all will be cool.

Some groups prefer a game that is well structured jumping from hook to hook to hook. They don't want to waste their precious gaming time farting around being unproductive. It is however up to the skill of the DM to cater for those situations when the PCs do leave the path. Providing them with a neat side encounter or series of encounters while at the same time neatly guiding them back onto the path is what it is all about for such a group. Is this railroading? Only if the group perceives it as so.

Best Regards
Herremann the Wise
 

Tauric said:
What if the DM moves encounters around, so that instead of happening on the road to city A, they happen on the road to city B? Or instead of fighting monster X in the abandoned temple, it's fought in dungeon Y?

In other words, what if no matter where the PCs go or what they do, the DMs plot points will happen anyway?

It seems to me that that is the only way for a DMs prep time to be worth it, but it effectively takes all meaning away from the PCs choices.

Well, that depends. The exact where and when of events may not really be important, so much as the "what happens". If the player choices make absolutely no difference in how events unfurl, or if there is only one way for them to unfurl, then you are on the railroad, and the players eventually will notice, as things they expect to make a difference won't.

If exactly what they do in encounter A impacts how encounter B turns out, or if they can get through encounter A in any darn way they please, then you aren't on the railroad.

Let me give you an example. I played in a game of Mage: The Ascension, in which the GM was usually great. But at one point, he put the PCs in a tight spot, from which he had only one solution. We players did not like the repercussions of that solution, so we started trying to come up with others. The GM disallowed every single one of them. Even when, given teh metaphysics involved, we could clearly show that our solutiosn were, in fact, better than his, he did not allow ours.

The consequences of the given solution were so dire, we refused to take that solution. We said, "If that's the only way out, then our characters don't get out. Let's start talking about a new campaign, okay?" And only when he realized we were dead serious, he relented.

That is railroading. Disallowing alternate solutions or paths, and not allowing them to have consequences.
 

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