Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Why defend railroading?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Bedrockgames" data-source="post: 8343501" data-attributes="member: 85555"><p>Most published adventures have to engage in some amount of railroading by their nature (at least most mainstream adventures). That is a tricky topic on its own. I think with published material because they are basically making it for every table, they have to give it that kind of structure. Some though. At the same time, even if it is a linear adventure, I don't think it is a railroad if the players can make meaningful choices and they can choose to disengage. With a published module, whether it is railroad will often come down to how the GM implements it. </p><p></p><p>I think there is a big difference between dropping a scenario on a party that naturally makes sense for what is going on and what choices they have made, even if it is say a canned scenario, and dropping a scenario on a party despite it being clearly not in line with the choices and decisions they have made. A canned and improvised scenario can still both be railroads, and they can both be non-railroads. A lot of it is about execution. Generally I do think sessions that are structured around events, or structured around encounters will face more potential railroad pitfalls (this is one reason I stopped enjoying and stopped running adventure path type adventures) but I don't think they have to be. You can still have meaningful choice within that, and you can honor choices the party makes (for example if they go off the path, allowing them to miss one of those encounters because of that decision, and maybe coming up with a new on suited to the choice on the fly). I think fundamentally railroading is about how married the GM is to the material the GM has prepared for the session. Most GMs prepare. I prepare. Having prepared material isn't the problem. The problem is forcing the prepared material when clearly that isn't the direction the players are going anymore (figuratively or literally). </p><p></p><p>The issue here is presenting the players with a choice and moving the house or the door encounter so it happens no matter which choice they make. There is a lot of gray obviously. If the players are effectively going off map, to venturing into an area the GM has no prep for, and the GM decides to put a haunted house down. After that point, if the decide not to go in, and the GM keeps putting pressure on them to return to the house, definitely it has become a railroad at that point. I think that is totally fair though to decide to put down a haunted house on the fly. That is different to me, than having the house on the map and then moving it in front of the path for the players so they encounter it. As a player I understand the GM has to invent things sometimes, and has to throw interesting situations at me sometimes. But I also expect if I am given a choice between two doors, or four cardinal directions, they don't all lead to the same thing the GM has planned.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8343501, member: 85555"] Most published adventures have to engage in some amount of railroading by their nature (at least most mainstream adventures). That is a tricky topic on its own. I think with published material because they are basically making it for every table, they have to give it that kind of structure. Some though. At the same time, even if it is a linear adventure, I don't think it is a railroad if the players can make meaningful choices and they can choose to disengage. With a published module, whether it is railroad will often come down to how the GM implements it. I think there is a big difference between dropping a scenario on a party that naturally makes sense for what is going on and what choices they have made, even if it is say a canned scenario, and dropping a scenario on a party despite it being clearly not in line with the choices and decisions they have made. A canned and improvised scenario can still both be railroads, and they can both be non-railroads. A lot of it is about execution. Generally I do think sessions that are structured around events, or structured around encounters will face more potential railroad pitfalls (this is one reason I stopped enjoying and stopped running adventure path type adventures) but I don't think they have to be. You can still have meaningful choice within that, and you can honor choices the party makes (for example if they go off the path, allowing them to miss one of those encounters because of that decision, and maybe coming up with a new on suited to the choice on the fly). I think fundamentally railroading is about how married the GM is to the material the GM has prepared for the session. Most GMs prepare. I prepare. Having prepared material isn't the problem. The problem is forcing the prepared material when clearly that isn't the direction the players are going anymore (figuratively or literally). The issue here is presenting the players with a choice and moving the house or the door encounter so it happens no matter which choice they make. There is a lot of gray obviously. If the players are effectively going off map, to venturing into an area the GM has no prep for, and the GM decides to put a haunted house down. After that point, if the decide not to go in, and the GM keeps putting pressure on them to return to the house, definitely it has become a railroad at that point. I think that is totally fair though to decide to put down a haunted house on the fly. That is different to me, than having the house on the map and then moving it in front of the path for the players so they encounter it. As a player I understand the GM has to invent things sometimes, and has to throw interesting situations at me sometimes. But I also expect if I am given a choice between two doors, or four cardinal directions, they don't all lead to the same thing the GM has planned. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Why defend railroading?
Top