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Posts tagged ‘railroading manifesto’

Go to Part 1

Railroading can take myriad of forms, but it tends to boil down into a few major methods.

ENFORCING FAILURE: The PCs cast a teleport spell to bypass the frost giants guarding the Necromancer’s inner sanctum (that’s the player choice), but you want them to meet the Frost Giant King (that’s the preconceived outcome), so you decide to add a teleport interdiction field to the inner sanctum (that’s enforcing failure). The wizard casts a finger of death on the Frost Giant King (that’s the player choice), but you need the king to escape so that he can wage war against the human kingdoms in Act III (that’s the preconceived outcome), so you fudge his saving throw to keep him alive (that’s the enforced failure).

In its extreme form, enforcing failure becomes pixelbitching: Absolutely nothing works except for the precise preconceived path that the GM envisioned for the adventure, so the PCs are left to fail and fail and fail again until they finally guess what the GM wants them to do. (The term comes from poorly designed computer adventure games where players had to guess which specific portion King's Quest V - Sierra Gamesof the screen the designer wanted them to click on.)

Enforcing failure can also crop up in adventure design, but it’s a gray area: Bank vaults are supposed to be difficult to steal from. It’s not railroading if you design a bank vault with a big heavy door and a really difficult lock. It’s not even enough to look at the intention behind those design decisions (because, of course, your intention with the big heavy door and the really difficult lock is, in fact, to prevent the PCs from accessing the vault in certain ways). You have to look at the totality of the design here: If your scenario is designed in such a way that the predesigned world is constantly funneling the PCs into a single course of action, you’ve probably got a problem.

Generally speaking, designing your scenario from the perspective of the game world (instead of from the perspective of how to control your PCs and guarantee specific outcomes) generally solves the problem.

Another gray area arises when failure is enforced on a macro-scale: If the PCs successfully take an action that should prevent a specific event from happening, but then the event happens anyway, that’s a form of enforcing failure. For example, let’s say that the PCs are serving as bodyguards for Lord Harrow. Lady Karna sends a squad of orcs to kidnap Lord Harrow and the PCs defeat them. But you really need Lord Harrow kidnapped, so you decide to add another squad of orcs who pop out and grab him. That’s railroading.

But if you’re dealing with smart, active opposition that are trying to make a specific event happen, the fact that they keep trying to make it happen even after you’ve stopped them once isn’t railroading. For example, if Lady Karna responds to the PCs defeating her orcs by sending a different kidnapping team the next day that’s not railroading.

FALSE CHOICE: “We take the corridor on the right.” “You find the Altar of Despair.” [REWIND] “We take the corridor on the left.” “You find the Altar of Despair.”

This is similar to the magician’s choice: The PCs appear to have a free choice between multiple options, but no matter which choice they make the GM forces the outcome he wanted the PCs to choose. (For example, the magician asks the spectator to choose between two cards. If the spectator chooses card A he says, “Flip that card over!” If the spectator chooses card B he says, “Okay, we put that card back in the deck. Flip the other card over.”)

Location-based false choices are quite common: No matter where you go, you end up in the same place.

Event-based false choices are also quite prevalent, although they can run into the gray area of smart opposition. (Lady Karna’s kidnapping teams finding Lord Harrow a second time is railroading if you’ve simply negated whatever security precautions the PCs have made to prevent that from happening. But Lady Karna really wants to find Lord Harrow, so it’s reasonable for her to have invested the cash in a scrying spell if the PCs have exhausted all of her mundane efforts to locate him.)

Another variant of the false choice is the timeline that doesn’t matter. In published scenarios, this seems to often show up in the form of, “No matter how long it takes the PCs to reach the Lost City of Bakkanar, the bad guys have gotten there just before them.” Here, though, you can see the gray area between enforcing failures and false choices: Is this a false choice because it doesn’t matter whether they travel by ship or horse or teleport spell? Or are you enforcing failure by claiming that their effort to use a teleport spell to outpace the bad guys automatically doesn’t work? It doesn’t really matter, of course. It’s railroading either way.

PROMPTING: Prompting is not, strictly speaking, a method of railroading, but it’s a related technique. It basically boils down to the GM making suggestions about what the PCs should be doing, either directly or indirectly. A common variant is the GM NPC who tags along with the group and either tells the PCs what to do or hints at it. GMs can also prompt in the metagame by simply telling the players what their characters are supposed to be doing.

A more complicated form of prompting is simply having negative consequences from failing to take a particular action: Something horrible happens, informing the PCs that they should have taken action to prevent it. If they still have the opportunity to undo it (or stop it from becoming worse), then that’s serving the same function as a nudge. For example, they hear a rumor that there’s a Necromancer in the forest that’s using a bane bone to create skeletons. They ignore it and a week later a group of skeletons attacks the village. They continue to ignore it and the skeletal attacks become larger and more frequent until, finally, they return from the dungeon one day to discover that the Necromancer has taken over the whole village and reared a tower of bone in the town square.

Some prompting has a generally negative effect on the game (because it tends to influence or corrupt the players’ decision-making process). Other prompting has a generally positive effect on the game. But prompting, by itself, isn’t railroading.

Where it intersects railroading, however, is when the GM is using the prompt to tell the players what the GM’s preconceived course of action is. The GM is basically saying, “You should be doing this. If you try anything else, it’s going to fail because this is the thing that you should be doing.”

MIND CONTROL: Mind control is a special case. When a PC has their mind controlled, the GM isn’t negating the outcome of a choice. Instead, they are removing the player’s agency entirely. It’s a complicated issue that deserves a dedicated discussion of its own.

As far as railroading is concerned, my opinion is that mind control is not necessarily railroading in much the same way that failing to hit an ogre with your sword isn’t. Where it becomes railroading is if the GM uses mind control in order to create a preconceived outcome. (Although here, again, there’s a legitimate gray area: It’s not unreasonable for Lady Karna to use a dominate person spell on a PC in order to have them lead her kidnapping squad to Lord Harrow’s hiding place.)

If I was looking for a litmus test here, it would be the GM’s willingness to fudge the PC’s saving throw in order to make sure the mind control happened. That’s a dead giveaway that they’re committed to their preconception.

GUARANTEEING SUCCESS: Is it railroading to guarantee that the PCs succeed at what they want to succeed at?

I don’t necessarily have a satisfactory answer to that question. For the sake of argument, let’s lay aside the issue of game mechanics that guarantee success for the moment (whether that’s universal mechanics like GUMSHOE’s automatic clue-finding or specific instances like a character who’s skill is so high that they’ll automatically succeed on a particular task) and simplify the discussion by simply talking about a GM fudging a die roll to make a PC succeed where they should have failed.

Is that railroading?

My gut says that it isn’t. There is a fundamental difference in kind between negating a player’s choice and enabling that choice.

With that being said, however, the guaranteeing of success does share a number of negative traits in common with railroading: It flattens the gaming experience by making it more predictable. It removes complexity and interest from the scenario. And it can significantly warp the decision-making process of the players.

This becomes particularly true if the GM shows favoritism towards enabling only certain types of decisions. (Which should become really obvious if you consider that one type of decision that can be selectively enabled is “decisions which lead to my preconceived outcome”.)

INVISIBLE RAILROADS vs. VISIBLE RAILROADS

A categorical distinction is often drawn between visible railroads (where the players can see the tracks) and invisible railroads (where the mechanisms are hidden from them). Invisible railroads are sometimes referred to as illusionism (referring to the fact that the players only have the illusion of free choice), and the simplest example would be fudging a die roll behind the GM’s screen. In any case, the difference between a visible railroad and invisible railroad is more of a spectrum.

Invisible railroads are often invoked as another excuse for railroading:

It doesn’t matter if the players don’t know they’re being railroaded!

In practice, however, I would note a couple of things.

First, GMs tend to overestimate the degree to which their players don’t notice their railroads. Lots of players are polite enough not to pull back the curtain on the Wizard of Oz, but that doesn’t mean that they don’t see his feet poking out from behind the curtain.

Second, the majority of negative effects created by a railroad exist whether the players are aware of the railroad or not.

Go to Part 3: Penumbra of Problems

The Railroading Manifesto

March 13th, 2015

Railroad Tracks - Ha Tay

Railroads happen when the GM negates a player’s choice in order to enforce a preconceived outcome.

Note, however, that both parts of this equation are important: The choice must be negated and the reason it’s being negated is because the GM is trying to create a specific outcome. The players must try to get off the train and the GM has to lock the doors.

A simple failure to achieve a desired outcome is not railroading: If the doors are unlocked, but the players can’t figure out how the door handles work that’s not railroading. For example, a player might want to hit an ogre with his sword. If he fails his attack roll, that’s not railroading. (If the GM secretly changes the ogre’s AC so that the PC misses, that’s railroading.) If the PC tries to break down an adamantine door with a fluffy pillow, that’s still not railroading even if the GM says they have no chance of success.

It’s also not railroading if the GM has a preconceived outcome, but doesn’t negate player choices in order to make it happen. As an extreme example, consider a campaign where the PCs are FBI agents in New York during World War II. On May 2nd, 1945, the newspaper headlines declare that Adolf Hitler died on April 30th. The GM, of course, knew that Hitler was going to die on April 30th long before it happened, but the newspaper headlines are not railroading the PCs.

The same remains true on a more intimate level: The GM might make a note that the beautiful dame Jane Adams is going to contact one of the FBI agents on May 15th with information about a KGB operation targeting Manhattan Project scientists. Unless the PC deliberately goes into hiding for some reason, it’s still not railroading when Jane Adams shows up.

Finally, choices having consequences is also not railroading. If a PC punches somebody in the nose and then they punch the PC back, that’s not railroading. If a player says, “I’m going to hop on I-94 and drive from Minneapolis to Chicago.” Then it’s not railroading when the GM says, “Along the way, you pass through Eau Claire.”

In fact, choices having consequences is the exact opposite of a railroad. Railroading makes a choice meaningless. Consequences make a choice meaningful.

(Of course, not every consequence is a negative one: If the PCs piss off the Red Dragon Gang, the gang might retaliate. But it’s also possible that the PCs might be given a medal by the mayor who also asks them to do a favor for him. Or they might be contacted by the Red Dragon Gang’s rivals who want to hire them as enforcers. And so forth. None of that is railroading.)

RAILROAD BY DESIGN

Railroading, in the purest sense of the term, is something that happens at the gaming table: It is the precise moment at which the GM negates a player’s choice.

In practice, of course, the term has bled over into scenario prep. We talk about “railroaded adventures” all the time, by which we generally mean linear scenarios which are designed around the assumption that the PCs will make specific choices at specific points in order to reach the next part of the scenario. If the PCs don’t make those choices, then the GM has to railroad them in order to continue using the scenario as it was designed.

However, not all linear design was created equal. And it’s not really accurate to describe all linear scenario design as being a “railroad”.

Linear scenarios are built around a predetermined sequence of events and/or outcomes.

Consider a simple mystery:

Scene 1: The PCs come home and discover that their house has been broken into and an arcane relic stolen from their safe. They need to figure out who did it, which they can do by analyzing fingerprints, looking at their neighbor’s surveillance camera, asking questions around town to see who took the job, or casting a divination spell.

Scene 2: Having discovered that Jimmy “Fast-Fingers” Hall was responsible for the break-in, the PCs track him down. They need to figure out who hired him, which they can do by interrogating him, following him, analyzing his bank statements to figure out who paid him, or hacking his e-mail.

Scene 3: Having discovered that Bobby Churchill, a local mob boss, was the guy who hired Jimmy, the PCs need to get their relic back. They can do that by beating Bobby up, agreeing to do a job for him, or staging a covert heist to get it out of his vault.

That’s a fairly linear scenario: House to Jimmy to Bobby. But because we used the Three Clue Rule to provide a multitude of paths from one event to the next, it’s very unlikely that a GM running this scenario will need to railroad his players. The sequence of events is predetermined, but the outcome of each scene is not.

Non-linear scenarios do not require specific outcomes or events, allowing freedom of player choice.

Linear scenario design and non-linear scenario design exist on a spectrum. Generally speaking, requiring specific events (“you meet an ogre in the woods”) is less restrictive than requiring specific outcomes (“you meet an ogre in the woods and you have to fight him”). And the more specific the outcome required, the more likely it is that the GM will have to railroad the players to make it happen (“you meet an ogre in the woods and you have to fight him and the killing blow has to be delivered by the Rose Spear of Vallundria so that the ogre’s ghost can come back and serve the PC at the Black Gates of Goblin Doom”).

With that being said, it’s often quite trivial for an experienced GM to safely assume that a specific event or outcome is going to happen. For example, if a typical group of heroic PCs are riding along a road and they see a young boy being chased by goblins it’s probably a pretty safe bet that they’ll take action to rescue the boy. The more likely a particular outcome is, the more secure you are in simply assuming that it will happen. That doesn’t mean your scenario is railroaded, it just means you’re engaging in smart prep.

My point here is that you can’t let fear of a potential railroad make you throw away your common sense when it comes to prioritizing your prep. This, by the way, leads to one of the most potent tools in the GM’s arsenal:

What are you planning to do next session?

It’s a simple question, but the answer obviously gives you certainty. It lets you focus your prep with extreme accuracy because you can make very specific predictions about what your players are going to do and those predictions will also be incredibly likely to happen.

Where you get into trouble is when your scenario expects something which is both very specific and also very unlikely.

For example, in the Witchfire Trilogy from Privateer Press, there’s a moment where the PCs have all the information necessary to realize that a specific NPC is the bad guy they’ve been looking for. This makes it incredibly likely that the PCs will simply confront the bad guy. The author doesn’t want that, though: He wants the PCs to put her under surveillance and trail her back to her secret hideout. So he throws up a bunch of painfully contrived roadblocks in an effort to stop the PCs from doing the thing they are nevertheless overwhelmingly likely to do. (So You Want to Write a Railroad? is an almost endless litany of even more egregious design failures from another published scenario.)

THE RAILROAD EXCUSES

Another way of thinking about this is that the more specific and unlikely the necessary outcome, the more fragile your scenario becomes: It will break if the PCs deviate even slightly from your predetermined sequence. Once the scenario breaks, you’ll have to resort to railroading in order to fix it. This is why I often refer to railroading as a broken technique seeking to fix a broken scenario.

It’s fairly typical, for example, to hear someone say, “I only railroad my players if it’s really important.” And when you delve a little deeper, you virtually always discover that “really important” is a synonym for the GM making sure their predetermined outcome happens. These are literally people saying that they need to railroad because they designed a railroad.

Another common rationalization for railroading is that GMs have to use it in order to keep problem players in line. However, if your relationship with your players is that they’re naughty children who are testing their limits and you’re a parental figure that somehow needs to keep them in line, then your relationship with your players is fundamentally broken. More generally, what you’re talking about are issues outside of the game. Attempting to handle those issues with in-game behavior modifications is simply dysfunctional. It’s no different than if a player at your table was cheating or if they poured a drink over the head of another player: These are all problems which require intercession. But none of them are going to be solved through railroading.

One specific example of this is often cited as an exception, however: Behavior which is deliberately disruptive through the agency of the game world. For example, the guy who tries to assassinate the king when the PCs are called in for an audience. Ultimately, however, this example only cycles back to the previous two: Either the guy involved is a jackass (which is a problem that needs to be solved outside of the game) or this is really only a “problem” insofar as it disrupts your preconceived notion of how the royal audience was supposed to play out (which means we’ve arrived back at “I need to railroad them in order to maintain my railroad”).

(Note, too, how often these “problems” can quickly be solved by having the game world respond naturally to the circumstances: Crazy McGee has just assassinated the king. What happens next? Well, the king’s guard is going to try to arrest them. If they escape, there’s going to be a manhunt. Then there’s going to be a power struggle to fill the vacuum. The other PCs need to decide whether to help hunt down their former comrade or help him escape. There may be a rebel group who concludes that the PCs are on their side because of the assassination. And so forth. That all sounds like interesting stuff.)

Nobody minds the railroad if the destination is Awesome Town!

The theory here is that if you offer a big enough carrot, nobody will mind being hit by the stick a few times.

There’s a fair amount of truth to that, but what always strikes me about this popular meme is the extraordinary amount of hubris it demonstrates. See, any time that a player chooses to do something, that implicitly means that it’s something that they want. That doesn’t necessarily mean that they should automatically succeed at everything they attempt, but if you’re artificially negating their choice in order to enforce your preconceived outcome, what you’re saying is, “I know what you want better than you do.”

Which might be true. But I’m willing to bet that 99 times out of 100, it isn’t.

The railroad creates specific situations. The goal is to see how the PCs react to those specific situations.

This is a more nuanced and deliberate application of railroading techniques. The idea is that the choices you’re interested in are those made in specific moments. The methods by which individual moments are reached are of less interest, and, in fact, it’s more important to create specific moments of particular effectiveness than it is to enable choice outside of those moments. You’re basically stripping out the strategic choices of the players in order to create intense tactical experiences.

In practice, however, railroads warp the decision-making process of the players. When you systematically strip meaningful choice from them, they stop making choices and instead start looking for the railroad tracks.

So railroading PCs into a situation to see what choice they’ll make doesn’t actually work: Having robbed them of free agency in order to get them there, you’ve fundamentally altered the dynamic of the situation itself. You’ll no longer see what their reaction is; you’ll only see what they think you want their reaction to be.

I suspect that GMs who habitually railroad have difficulty seeing this warping of the decision-making process because it’s the only thing they’re used to. But it becomes glaringly obvious whenever I get the players they’ve screwed up: Nothing is more incoherent than a player trying to figure out where the railroad is when there’s no railroad to be found.

For example, I had a group who spent all their time trying to figure out which NPC was the GM NPC they were supposed to be following around because that was the method their last GM had used to lead them around by the nose. Since the scenario I was running for them revolved around a conspiracy with multiple factions who were all more than happy to use the PCs to achieve their own agendas the result was… bizarre. (Unfortunately, I only figured out what had gone so horribly wrong in the postmortem.)

Of course, it gets even more obvious once the players start demonstrating Abused Gamer Syndrome.

Go to Part 2: Methods of the Railroad

THE RAILROADING MANIFESTO
Part 2: Methods of the Railroad
Part 3: Penumbra of Problems
Part 4: Chokers
Part 5: More Chokers

Addendum: Random Railroads
Addendum: I Want To Be Railroaded
Abused Gamer Syndrome
How a Railroad Works

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