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What Is Railroading?
How's this for a definition:
Railroading is when the GM creates a scenario whose plot is so linear that it
offers the player characters only one route through. Any attempt by the player
characters to perform an action that doesn't fit into the GMs preconceived idea
of how the scenario should develop will be blocked out of hand.
Why Do We Railroad?
Because it makes GMing easier. There is no way the GM can create a
scenario which allows full freedom of action to the player characters, yet also
takes account of every possible action that they might perform.
In a railroaded scenario the GM can work out each action that the player
characters might perform and create, in advance, a descriptive, fully
worked-out response.
Is It Always Bad?
So, if railroading can make a GMs job easier, is there any "good" way in which
we can use it?
Perhaps.
A railroaded scenario is one in which the player characters can only perform
certain actions. What you need to look at is the key element that is preventing
them from performing the other actions.
If this element is believable, reasonable, matches the motivations of the
characters, and fits neatly within the reality of the setting, then players will
readily accept it.
If this element is arbitrary, makes no sense within the setting, does not match
the motivations of the characters, and is clearly there to make the GMs job
easier, players will resent it.
And if there isn't really any reason at all, and the GM is simply using emotional
blackmail to force the players to make their characters pick the desired option -
the players will probably just get up and leave.
Some Examples Of Bad Railroading
"CURIOROSITY DOESN'T KILL THE CAT - ALRIGHT?"
The player character group is journeying from a small town to the capital
city, carrying a valuable cargo of furs that they have been contracted to
deliver to a trader. As they journey down the road they pass a mysterious
cave...
So what? Why should they care? Why on earth would they divert themselves
from their journey and risk losing their valuable cargo, just to go poking around
a hole in the ground that is most likely nothing more than a hole in the ground?
Because the GM will keep on repeating his description of the "mysterious
cave" - that's why.
As players, we know that something is significant simply because it is
mentioned. But to our characters it's just one more cave that we have passed.
Give us some reason to go in there, other than mere curiosity.
THE SLAMMING DOOR
Carefully the thief hammers the stout iron spike into the stone floor. Only
when he is satisfied that the door is securely held open does he follow his
comrades into the room.
Then, err... the spike kindof breaks, and the door, like swings shut. And locks
itself.
This is the worst kind of railroading. The GM has written the scenario on the
assumption that an event will occur (in this case a door slamming shut behind
the players) but this has been foiled by them taking precautions (in this case
spiking the door open). But he ignores what the players have done, and just
makes the event happen anyway.
Some Examples Of Good Railroading
MURDER ON THE ORIENT EXPRESS / AIRSHIP
"Well, I guess I'll wonder around looking for somewhere to get a drink."
"There's only one bar, on the upper deck with views of the ground below."
"I'll go there, order a drink, and see if I can strike up a conversation."
"There is a single other passenger there, a Colonel Drendal... you get talking...
suddenly he stands up clutching his chest and falls to the floor."
If you set your scenario within a contained location, this will constrain the
actions that the players can take. You don't need to worry about a character
going off to buy some kind of wonder gadget that will trash your plot. You don't
need to worry about them getting bored and wondering somewhere else, just
as your intricate storyline is about to unfold.
'Cous they've got nowhere to go.
SPACE PATROL
"Patrol Group 3, your orders are to travel immediately to the Deltacron
system at full speed."
"Ok."
If your campaign's theme involves the player character group having some
kind of overall motivation or task, you'll find it much easier to write scenarios.
The classic example here is the Star Wars roleplaying game (from West End
Games, with a new version out soon from Wizards of the Coast). Since the
player characters are all members of the rebellion, you can create scenarios
that have as a hook the mere fact that the Empire is doing something bad
(which the characters will obviously want to stop).
Conclusion
Creating scenarios which are written in such a way that there are only a finite
number of avenues that the players can take, is good. Nobody likes an
ad-libbing GM, umming and ahhing and floundering. But remember two things:
Give the players some
choices.
Put your constraints within the
reality of the game world.
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