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Why defend railroading?
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<blockquote data-quote="pemerton" data-source="post: 8342865" data-attributes="member: 42582"><p>I won't tackle sandboxes in this post, just "linear adventures".</p><p></p><p>As I see the term used, a <em>linear adventure</em> mostly refers to an adventure where the sequence of events is pre-scripted largely independently of the choices the players make in the play of their PCs during the course of the adventure. A module like Speaker in Dreams I think would be an example. Looking beyond D&D, I think the typical CoC adventure is like this.</p><p></p><p>If "railroading" is to have a non-pejorative use, which presumably it is going to if anyone is going to defend railroading, then I would be happy to apply it to that sort of adventure. Basically everything that matters in the fiction - <em>who is the antagonist</em>, <em>what happens next</em>, <em>how do the NPCs behave</em>, etc - is determined independently of play. If the adventure is a published one, there will often by suggestions to the GM as to how to make sure the prescribed events happen (eg back-ups if players initially miss a clue; replacement villains if the PCs kill a leading villain in an early fight; etc).</p><p></p><p>Playing such adventures may be fun, or not - obviously different people enjoy different things on different occasions! - but to me they look like a railroad. The core of the fiction is pre-determined; the main contribution the players make is to characterise their PCs.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8342865, member: 42582"] I won't tackle sandboxes in this post, just "linear adventures". As I see the term used, a [I]linear adventure[/I] mostly refers to an adventure where the sequence of events is pre-scripted largely independently of the choices the players make in the play of their PCs during the course of the adventure. A module like Speaker in Dreams I think would be an example. Looking beyond D&D, I think the typical CoC adventure is like this. If "railroading" is to have a non-pejorative use, which presumably it is going to if anyone is going to defend railroading, then I would be happy to apply it to that sort of adventure. Basically everything that matters in the fiction - [I]who is the antagonist[/I], [I]what happens next[/I], [I]how do the NPCs behave[/I], etc - is determined independently of play. If the adventure is a published one, there will often by suggestions to the GM as to how to make sure the prescribed events happen (eg back-ups if players initially miss a clue; replacement villains if the PCs kill a leading villain in an early fight; etc). Playing such adventures may be fun, or not - obviously different people enjoy different things on different occasions! - but to me they look like a railroad. The core of the fiction is pre-determined; the main contribution the players make is to characterise their PCs. [/QUOTE]
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