Most of what you're describing is simply providing a plot, or a goal to reach, or a conflict to be resolved ( aka, running an adventure). The rest of it is simply setting expectations. None of which is railroading. Sometimes as a DM, you do have to say "no," but there is a huge difference between preventing players from doing things which are unreasonable, nonsensical, impossible or disruptive and from preventing players from doing things because it conflicts with the choices and outcomes you have predetermined. The latter is railroading, not allowing player choice to affect the world or the story.
Very true, which is why I describe the railroad as more of a plot as I think sometimes a lot of social media gets confused between the ideas of railroading vs what's just part of the game. In essence, I was looking to point people towards keeping the idea of a "railroad" in their games without worrying about not giving players enough freedom, but at the same time I didn't want to endorse the harsher railroading of not allowing them to do anything at all
@@cryptghoul8408 no, you're absolutely right. I've seen plenty of RPG horror stories, and there's a fair amount where someone (usually the DM) gets bullied for setting limitations or providing a plot. It does seem like its not an uncommon misunderstanding that ANYTHING that might limit player choice is "railroading."
@@Mr_GoR_ It's a tough balance to strike because at the same time I also can see where someone might think plotting ahead only means their plot being the ones that work i.e. not allowing the player to do anything not in their original plan
I think we have a lot of confusion over terms in this hobby. I've had numerous games where we followed a pre-determined course, like an adventure module, but we had the freedom to do it however we chose, and there was never any sense of "railroading" in that pejorative way. But I had one DM who kept shoving us down the paths he wanted us to go, with the proverbial gun to our heads, all the while warning us in-game and out of game not to go there, until eventually we were literally down in a hole with nowhere to go and had a wizard standing above us about to rain death on us. That's when I quit. I'm not one for "horror stories," and in fact, there had already been several character deaths, which imo had been fair play. But he did say as a DM it was his job to kill us, and I just never thought he would go that far, until he did. And at that point, I definitely felt like all our freedom had been completely stripped away to serve him and whatever ideas he had. And it just seem pointless to continue fueling it. It was a shame, because otherwise, he was a good DM, but after that, I couldn't trust him anymore.
@@MemphiStig Sorry that happened to you. Sometimes people get confused with what a DM is. Either through power hunger or inability to understand they'll think it's some kind of god role in the worst way. No DM is meant to kill characters, but they should provide a challenge where they can, it's about being the players guide more than their enemy imo
I feel like railroading is when player agency is removed for story, but dropping hints/clues/hooks for the next most interesting area or plot is just basic design for DMs. If the players ignore all of the signs and go start a commune somewhere, thats totally cool! Just ask them to roll new characters who want to adventure. Party wants to investigate the mining union instead of the quest the union gives them because the NPC you made came off shady? Let them! Great thing about DMing as well is that if the players havent seen something yet, it can be anywhere! Designed a cool dungeon lair but the players want to rob a bank? Swap a few details and make it a magic vault. Part of playing DnD together is that the players should be looking for hooks and the DM should be providing them.
Completely right, In the video I go over similar things with pretty basic plot tips, but the idea is mainly to not worry about sticking to a path. As you say with the players drawing up new characters example, it's worth it for DMs to know they can't adapt to everything and not every element can be tuned exactly to the players' liking
Most of what you're describing is simply providing a plot, or a goal to reach, or a conflict to be resolved ( aka, running an adventure). The rest of it is simply setting expectations. None of which is railroading. Sometimes as a DM, you do have to say "no," but there is a huge difference between preventing players from doing things which are unreasonable, nonsensical, impossible or disruptive and from preventing players from doing things because it conflicts with the choices and outcomes you have predetermined. The latter is railroading, not allowing player choice to affect the world or the story.
Exactly!
Very true, which is why I describe the railroad as more of a plot as I think sometimes a lot of social media gets confused between the ideas of railroading vs what's just part of the game. In essence, I was looking to point people towards keeping the idea of a "railroad" in their games without worrying about not giving players enough freedom, but at the same time I didn't want to endorse the harsher railroading of not allowing them to do anything at all
@@cryptghoul8408 no, you're absolutely right. I've seen plenty of RPG horror stories, and there's a fair amount where someone (usually the DM) gets bullied for setting limitations or providing a plot. It does seem like its not an uncommon misunderstanding that ANYTHING that might limit player choice is "railroading."
@@Mr_GoR_ It's a tough balance to strike because at the same time I also can see where someone might think plotting ahead only means their plot being the ones that work i.e. not allowing the player to do anything not in their original plan
What is your stance on Firearms in DnD?
Of course depends on the setting as always but I'm not opposed to them so long as they don't feel like they make every other weapon obsolete
That's just a normal road.
Or.... a river? Idk I liked that metaphor at the time, but a normal road is probably the goal
I think we have a lot of confusion over terms in this hobby. I've had numerous games where we followed a pre-determined course, like an adventure module, but we had the freedom to do it however we chose, and there was never any sense of "railroading" in that pejorative way. But I had one DM who kept shoving us down the paths he wanted us to go, with the proverbial gun to our heads, all the while warning us in-game and out of game not to go there, until eventually we were literally down in a hole with nowhere to go and had a wizard standing above us about to rain death on us. That's when I quit. I'm not one for "horror stories," and in fact, there had already been several character deaths, which imo had been fair play. But he did say as a DM it was his job to kill us, and I just never thought he would go that far, until he did. And at that point, I definitely felt like all our freedom had been completely stripped away to serve him and whatever ideas he had. And it just seem pointless to continue fueling it. It was a shame, because otherwise, he was a good DM, but after that, I couldn't trust him anymore.
@@MemphiStig Sorry that happened to you. Sometimes people get confused with what a DM is. Either through power hunger or inability to understand they'll think it's some kind of god role in the worst way. No DM is meant to kill characters, but they should provide a challenge where they can, it's about being the players guide more than their enemy imo
Huge curveball, love a bit of dnd content. What an absolute treat!
Thank you! I'm on a lil Warhammer break right now after all the end times stuff, decided to try some other stuff
I feel like railroading is when player agency is removed for story, but dropping hints/clues/hooks for the next most interesting area or plot is just basic design for DMs. If the players ignore all of the signs and go start a commune somewhere, thats totally cool! Just ask them to roll new characters who want to adventure. Party wants to investigate the mining union instead of the quest the union gives them because the NPC you made came off shady? Let them! Great thing about DMing as well is that if the players havent seen something yet, it can be anywhere! Designed a cool dungeon lair but the players want to rob a bank? Swap a few details and make it a magic vault. Part of playing DnD together is that the players should be looking for hooks and the DM should be providing them.
Completely right, In the video I go over similar things with pretty basic plot tips, but the idea is mainly to not worry about sticking to a path. As you say with the players drawing up new characters example, it's worth it for DMs to know they can't adapt to everything and not every element can be tuned exactly to the players' liking