Railroading
is when the party is driven along like a pile of potatoes in a sack in the back
of a train car, being taken from Oerth to Faerun to Dragon Pass and onwards
with no true impact.
And that
impact is the thing.
Players are
like cats being herded, but they can also be like bloodhounds. This is because
they are human beings, not animals, and thus driven by things besides basic
instincts and instinctual desires. I know that most posts like this devolve
into dime store psychology, but my background is in marketing, so for me it’s
not about how my players’ love of their mothers or toilet training affects
their drives, but about selling to the party.
See, people
complain about railroads, but that’s because most railroads are taking their
riders to Abilene, the Montana Sulphur Flats or Dachau. In summary, places they
don’t want to be.
But when I
get on a train going from say Chicago to Philadelphia, I sure as damnation want
that train to get to Philadelphia. I’ll be kind of cheesed if the train ends up
randomly deciding it’s going to end up in say, South Bend, Indiana.
And what
this sums up is basically, players are ok with riding the rails, if they like
the destination and the ride getting there. Players aren’t dumb. They know how
structured adventures work, they can see your cleverly hidden plot threads and
they can choose to pick them up. They’re travelers, wanting to find a pathway
to the end. So the trick is..
Be a rail
company.
Give them a
lot of options. Make rails and plot threads. Railways deviate their courses at
certain points, different railheads heading off in countless directions, with
people floating in and out. Each train line having its own unique character and
feel.
But you’re
still the same rail company, so even if the party opts to jump the R5 to the
R3, and decides to head to Ottawa instead of Florida, they still have the same
icons on the cars, and the dining cars still work the same way even if they’re
serving more maple.
Plots are
threads, even in sandboxes. And plots keep chugging away. Even if a party jumps
the R5 line to check out what the R3 has to offer, the R5 is still going to its
destination.
Basically,
make sure your players know that they can choose to not pursue a given bad guy,
or plot thread, but those threads don’t stop existing just because they weren’t
pursued.
And that,
that’s even more important for
showing the players that their choices matter. If there are suboptimal choices
and consequences, well..
Then the
player’s choice matters!
And they
aren’t a potato. They’re a passenger.
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