Doug McCrae
Legend
Cake or death.But if my only choices are only Craptown and Awesomevania then it's a railroad.
[ame=http://www.youtube.com/watch?v=BNjcuZ-LiSY]YouTube - Eddie izzard-cake or death[/ame]
Cake or death.But if my only choices are only Craptown and Awesomevania then it's a railroad.
Obryn said:Ariosto, I'm not discussing this any more with you in this thread.
eevileeyore said:Linear: Day 1 the Evil Vizier has his minions kidnap some innocents ...
You're interpreting my behavior as malicious, and I don't think further discussion will be either entertaining or productive.
I
Well, if you assume that nobody else could do it, instead...
But let's make it smaller scale - it's a village the PCs started in, but have moved on from. It will be destroyed if the PCs do nothing. Railroad?
-O
I agree.
I would say, however, that if you said you would like the players to do so, and they agreed, it would not be a railroad, even if they agreed to allow you to start the next session already at the gates of the plaza.
RC
Sure. An example I've pointed to before is P3 - which is intensely linear, but largely site-based. That is...
(spoilered for players playing it.)
And that's it.You go to the Gloomdeeps, you go to the Tomb, you arrive outside the Fortress, you must visit everywhere in that Fortress to get access to four macguffins, you get access to the tower, you face the Dragon.
This is a very linear module, in that you could basically set every single encounter down a single tunnel, separated by a few feet of corridor, without a single fork in the road. The only thing approaching a "branch" is if the PCs decide to go to the top of the fortress and work their way down, but even that's a false one.
What distinguishes it from a railroad are a few major things, in my mind...
(1) The solutions to each encounter aren't set in stone. Players can find innovative ways to get around them, through them, or bypass them entirely.
(2) Success and failure are both actual options, depending on the players and not on the DM's fiat.
(3) The players' actions are neither assumed nor pre-scripted
(4) Minimally, the players could say, "To heck with this" and go do something else - which they could not do, in a railroad.
The linearity is a result of the (depressing) way the maps are designed, not because of requirements in how the plot must progress.
Now, if a poor DM runs it and doesn't allow for novel solutions, doesn't allow creative problem solving, and doesn't allow them to abandon the whole darn mission, it could easily be a railroad. Heck; there's a scene where the PCs might interact with and possibly fight the "BBEG" - but only if they've tarried too long and have been discovered. If the PCs manage to kill him off early, but the DM fudges the result, that's pretty railroady right there. For another example, the PCs need to get to the Shadowfell pretty early on, and a method of doing so is presented. If they have a way of doing it that isn't the one set forward in the adventure, and the DM vetoes it, that'd be railroady as well.
As it stands, though, it's just a bad adventure.
-O
You can tackle the first parts in any way you wish, walk away, or whatever. I don't see this as very linear either.
Linear: Day 1 the Evil Vizier has his minions kidnap some innocents, Day 2 the minions will transport the victims to the Sunburst Vale, Day 4 the victims will be sacrificed to bring forth and controll the Aithar Ghosts.
What the characterss do after getting a few clues/hooks is totally up to the Players.
So, essentially, you're okay with railroading the cultists who both possess the power to blow up the world, and the desire for it?Nope. If the Pc's fail to act or fail in their attempt there are negative consequences for that but the world keeps turning. Serious consequences for failure are part of losing sometimes.
Constantly saving the world gets tiresome. In these situations either the fix is in and failure is not possible OR the DM is tired of the campaign and hopes it blows up.![]()