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What's the problem with railroading?
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<blockquote data-quote="Herremann the Wise" data-source="post: 5443763" data-attributes="member: 11300"><p>Hello Dodavehu,</p><p></p><p>I think the generally accepted definition of railroading is forcing the game to a particular resolution without the input of the players. In other words, the player's actions have zero influence on the outcome of the campaign. Effectively they are following the GMs storyline or railroad as it were. This is a polar extreme and never 100% happens. However, a campaign may still have strong railroaded elements (and thus be titled a "railroad" when perhaps it does not quite deserve the title and thus why there can be confusion in regards to the term).</p><p></p><p>However, I think what you are talking about is something slightly different where the adventure is guided or directed by the GM and is bought into by the players. The players accept to pursue a GM hook and follow it to its conclusion. Player input is important as they react to the different situations presented by the GM.</p><p></p><p>A Sandbox on the other hand is where the GM creates the world and NPCs and the players direct there own actions and institute their own goals which the GM reacts to. Most GMs though will still have a few hooks of their own with the movers and shakers of the world instituting their own plans (and hooks into the world). Just as the railroad is an extreme, a true sandbox is at the other pole.</p><p></p><p>However, most games I have seen or played in have elements of both GM directed and Player directed play. It comes down to the group and their preferences as to how much of one or the other is involved.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5443763, member: 11300"] Hello Dodavehu, I think the generally accepted definition of railroading is forcing the game to a particular resolution without the input of the players. In other words, the player's actions have zero influence on the outcome of the campaign. Effectively they are following the GMs storyline or railroad as it were. This is a polar extreme and never 100% happens. However, a campaign may still have strong railroaded elements (and thus be titled a "railroad" when perhaps it does not quite deserve the title and thus why there can be confusion in regards to the term). However, I think what you are talking about is something slightly different where the adventure is guided or directed by the GM and is bought into by the players. The players accept to pursue a GM hook and follow it to its conclusion. Player input is important as they react to the different situations presented by the GM. A Sandbox on the other hand is where the GM creates the world and NPCs and the players direct there own actions and institute their own goals which the GM reacts to. Most GMs though will still have a few hooks of their own with the movers and shakers of the world instituting their own plans (and hooks into the world). Just as the railroad is an extreme, a true sandbox is at the other pole. However, most games I have seen or played in have elements of both GM directed and Player directed play. It comes down to the group and their preferences as to how much of one or the other is involved. Best Regards Herremann the Wise [/QUOTE]
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What's the problem with railroading?
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