pukunui
Legend
I dunno. I think it very much implies that. At the very least, I think linear adventures lend themselves to railroading much more than other kinds of adventures. If the players cannot affect the sequence of events in any way, then how is that not a railroad?A linear adventure is not the same thing as a railroad. Linear just implies a sequence of events - not that the players have no choice or agency.
If the PCs start at A and have to get to C and their only option is to go via B, they don't exactly have much choice, do they? If, however, the PCs have the option to get from A to C via B1, B2 or even B3, then it's not entirely linear, nor is it a railroad. Now, of course, if B1, B2 and B3 all involve the same encounter (tweaked for each path's particular circumstances), then the GM is only giving his players the illusion of choice. But so long as the players still have the ability to affect the outcome, then that's not really a problem.
I've already spoken at length about NWN2, so let's go with a different example: the WotC D&D 3.5 module, Barrow of the Forgotten King.
The metaplot is that a bad guy has broken into an old king's tomb in search of his magic sword. The PCs are hired to chase down the bad guy and catch him before he gets to the king's coffin. The tomb turns out to be a winding, twisting series of tunnels, hallways, natural caverns, and manmade rooms. However, it is entirely linear, at no point giving the PCs any options on how to progress. It's entirely A -> B -> C -> D and so on. No B1, B2, or B3 here. Not only that, but many of the rooms are stocked with extremely perilous terrain and/or monsters. And because of the linear nature of the dungeon, this creates a series of chokepoints. If the PCs are unable to defeat the monster or get past the terrain (but do not suffer a TPK in the process), then they are simply unable to continue with the adventure. And, of course, even if the PCs successfully overcome each encounter, they cannot catch up to the bad guy until the very end, when he is already breaking into the king's coffin (and the module's authors tell the GM just to assume that, if the PCs get stuck or decide to spend 24 hours recuperating in a cleared-out room, the bad guy is doing the same thing).
As an aside, what really irked me about that module was that it pretty much took every bit of encounter design advice that WotC had put in the 3.5 DMG and threw it out the window. Now, I know that WotC is notorious for ignoring their own rules and advice, but still ... Barrow really takes the cake in that respect.
I think I may just be rambling now, and I need to go pick up my daughter from kindy, so I'd better leave it there. I might be willing to accept that not all linear adventures are railroads, but I would also be willing to be that most of them are.
I think it's entirely possible for a module's author to build railroading right into it. Although, sure, an experienced, creative GM can compensate for it, so it would really only be an issue for an inexperienced and/or unimaginative GM. What I mean are things like the module giving certain NPCs plot immunity or simply not accounting for what might happen if things don't turn out as expected.I think it would be more helpful to consider railroading as something a DM does - not a characteristic of a given adventure or module. I think that's where everything goes awry.
I was waiting for someone to bring up that module. Doesn't it literally involve a railroad?Sometimes it's there in the text. For example in Whispers of the Vampire's Blade there is a scene near the start in which the PCs pursue the BBEG who is escaping by coach, but they *cannot* catch him because if they do the rest of the module doesn't work.