Hussar
Legend
Heh, just leaving this here:Most players should have picked up on that. But then, we do have a thread on here about making sure clues aren’t subtle…

Heh, just leaving this here:Most players should have picked up on that. But then, we do have a thread on here about making sure clues aren’t subtle…
There are also players who want to test boundaries. Some players see an obvious “the adventure starts here” signpost and immediately want to see what happens if they go in exactly the opposite direction. I don’t know if that’s what was happening here, but I’ve seen it often enough.Most players should have picked up on that. But then, we do have a thread on here about making sure clues aren’t subtle…
I don't know either. While that's not an example of railroading, I think the GM was hesitant to just have the player start in the inn with the rest of us because he didn't want to take away player agency. I.e. He didn't want to railroad him. And, honestly, I can recount many occasions where players had their characters perform actions that were detrimental to the campaign (meaning the enjoyment of other players and me) where I should have spoken up. But I didn't because I didn't want to railroad the player. At the very least I should have paused and asked them if they considered what such actions would have on the campaign as a whole. I know I don't like it as a player when I feel railroaded so I try to avoid it when I DM.There are also players who want to test boundaries. Some players see an obvious “the adventure starts here” signpost and immediately want to see what happens if they go in exactly the opposite direction. I don’t know if that’s what was happening here, but I’ve seen it often enough.
Railroading is the term for the degenerate form of play that "linear adventure" manages to do without the degeneracy.
"Railroading" is not especially different from quite a lot of fun, entertaining, and frankly common play approaches. It's just the degenerate form of it, where something has gone wrong and the response by the GM is to step on the game to force it.
What do people mean by this? "Degenerate" is an odd descriptor for a particular playstyle, and one to my ear sounds extremely harsh. Is there some technical meaning that I'm not picking up on?That's why I keep trying to keep the terms separate. Railroading is a degenerate DM behavior where player options are being constrained in order to arrive at a result 100% determined by the DM.
Yep.There are also players who want to test boundaries. Some players see an obvious “the adventure starts here” signpost and immediately want to see what happens if they go in exactly the opposite direction. I don’t know if that’s what was happening here, but I’ve seen it often enough.
Or just narratively delay the start of the adventure until everyone arrives at the inn for breakfast or drinks or to meet each other or any of another dozen reason to meet there.I think it's important to point out when presented with adventure hooks the players should bite. I.e. Players need to make characters who are interested in engaging with what the DM is offering. If we're playing a Call of Cthulhu campaign, don't make a character who has no interested in being an Investigator.
A few years back I participated as a player in a one-shot GURPS Fantasy game at my local game store. The game started off with us arriving at an inn after traveling a great distance and getting some sack time. It was pretty obvious to me that this was where the adventure was supposed to start, but one of the players, who had a ranger type character, was insistent that his character would sleep in the wilderness outside the city. I wish the GM had just said, "Hey, it's easier if you start at the inn with everyone else because that's where the adventure is going to start" instead of trying to coax the player into having his character just start out at the inn. Having to work around this player's decision just ate into the limited amount of time we had to finish the scenario without adding anything of interest or amusement. But I guess the DM didn't want to railroad the player. But that game was stupid for so many other reasons....
And risk having the player come up with some otherOr just narratively delay the start of the adventure until everyone arrives at the inn for breakfast or drinks or to meet each other or any of another dozen reason to meet there.