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{{topquote|It's the only way.|[[Adventure Time]]}}


<strike> The degree of determinism in a tabletop game, '''''railroading''''' occurs when the [[GM]] has a particular story or sequence of events planned out and will not allow the players to deviate from it.
'''Railroading''' occurs when the [[GM]] has a particular story or sequence of events planned out and will not allow the players to deviate from it. A less-insulting synonym is the "linear" adventure; antonym is the "sandbox" or, back to insults: Calvinball.


A small amount of railroading occurs in nearly all campaigns and is considered reasonable and necessary for a satisfying story. Excessive railroading, however, destroys the illusion of freedom that [[RPG]]s provide and alienates the players. For this reason it is important that a [[GM]] be able to improvise when his players go off the trail he's marked out for them without simply forcing them back onto it again.
Where the campaign has a story at all, some small amount of railroading must occur - especially smaller one-shot encounters - and is considered reasonable and necessary, considering no one amongst humans are psychics (at least not yet) and cannot guess what to do all the time. Excessive railroading, however, destroys the illusion of freedom that [[RPG]]s provide and alienates the players.


If you feel you're being ''excessively'' railroaded, it is common to make a "Choo choo!" noise, or other train related sounds. Alternatively, you can just pull a [[Old_Man_Henderson|Henderson]].</strike>
For this reason it is important that a [[GM]] be able to improvise when the players go off the planned trail without simply forcing them back onto it again. Where the story has to get from A to B, a nimble GM must accommodate the players' decisions, allowing for occasional zigs and zags, or arranging such that the apparent detours still end up where the story must lead.


Look, this isn't the direction I want you guys to go. You really need to listen to the NPCs and what they're trying to tell you about 1d4chan!
Orrrr the GM can ... ''plan ahead''. A common design pattern in longer-form published adventures is to start the action with a linear plot, open to a sandbox in the middle, and bring the story back to linearity for the endgame. This is particularly notable for [[Monte Cook]]'s remake of [[Temple of Elemental Evil]] which, at its end, simply buries the bulk of the classic Temple under rubble excepting where Monte wants you to go. The middle part of that remake occurs somewhere else, though; so remains a sandbox.
 
If you feel you're being ''excessively'' railroaded, it is common to make a "Choo choo!" noise, if you are a jerk, or other train related sounds. Alternatively, you can just pull a [[Old_Man_Henderson|Henderson]].


==Spotting the Railroader==
==Spotting the Railroader==
If he's really good, you'll never know that you've been railroaded as you'll think that your roleplaying group has reached or overcome whatever situations occur naturally.
If a GM is really good, you'll never know that you've been railroaded, as you'll think that your roleplaying group has reached or overcome whatever situations occur naturally.
 
Most railroading GM's are not like that, though, and are typified by sets of behaviour that makes it quite easy to spot.
 
They talk... like a LOT... though they might not be fantastic orators, they just like giving you information, both in and out-of-character. This is basically just to make certain that you don't leave the rails they have provided for you.
 
So, when the group comes to a halt to face a conundrum, most other GMs might be happy enough just to restrict their input to whatever your characters already know, or re-iterate what the players might have forgotten from previous adventures. That way, the solution the players come to will be their own, and they will face the natural consequences from the lack of information, or from whatever hasty course of action they decide to take.
 
By contrast, the railroading GM will be there making a decision with you, talking you through it so that you ''completely understand'' the options available to you, and the consequences of choosing the ''right'' answer.  There are no hasty decisions with the railroading GM.
 
Railroading by a GM can become almost ''painful'' as the group gets bogged down by indecision, not between party members (which is what usually happens in active roleplaying groups) but because the GM keeps countering whatever decision your group does make by providing a little tit-bit of information piece by piece until you start following the line of story that he has prepared for you.
 
Below are some examples.


Most railroading GM's are not like that though and are typified by sets of behaviour that makes it quite easy to spot.
*'''"Your character remembers something..."''' ''i.e.:  I'm telling you something you would never have guessed by yourself, but I couldn't be bothered telling you before now. You should now change your previous decision and do what I tell you.''
*'''"You suddenly notice..."''' ''i.e.: despite the fact that you've already searched the entire area and found all the information I gave you first time around, you are still not on the path I want you travel, so here's another clue to reinforce my desire that you go down this path.''
*'''"[NPC] pipes in with helpful information"''' - ''i.e.: despite that fact the NPC might have been a nameless minion, I have waited until just now to inform you that the NPC knows more than you do about this situation.''


They talk... like a LOT... they might not be fantastic orators, but they like giving you information, both in and out-of-character. This is basically just to make certain that you leave the rails they have provided for you.  
Other clear signs that a GM is railroading you include that dice have stopped being rolled to determine random effects, or the GM stops referring to notes / adventure sheets, as they already know what happens next.  


So, when the group comes to a halt to face a conundrum, most other GMs might be happy enough just to restrict his input to whatever your characters already know or re-iterating what the players might have forgotten from previous adventures, that way the solution the players come to will be their own, and they will face the consequence of whatever lack of information they suffer or whatever hasty course of action they decide to take.
Most GMs can get flustered by their players when they start acting too quickly, because they need time to catch up with book-keeping (both statistically or with pages of text).  Conversely, the Railroader already knows what is going to happen to the players regardless of what they do. A Railroader only gets flustered and annoyed when players insist on not following a carefully laid trail of breadcrumbs, leading to [[Rocks fall, everyone dies]].
By contrast, the railroading GM will be there making a decision with you, talking you through it so that you ''completely understand'' the options available to you and the consequences of choosing the ''right'' answer, there are no hasty decisions with the railroading GM.


Railroading by a GM can become almost ''painful'' as the group gets bogged down by indecision, not between party members (which is what usually happens in active roleplaying groups) but because the GM keeps countering whatever decision your group does make by providing a little tit-bit of information piece by piece until you start following the line of story that he has prepared for you, usually by some of the following methods:
==Side notes==
*'''"Your character remembers something..."''' ''ie:  I'm telling you something you would never have guessed by yourself, but I couldn't be bothered telling you before now. You should now change your previous decision and do what I tell you.''
*'''"You suddenly notice..."''' ''ie: despite the fact that you've already searched the entire area and found all the information I gave you first time around, you are still not on the path I want you travel, so here's another clue to reinforce my desire that you go down this path''
*'''"[NPC] pipes in with helpful information"''' - ''ie: despite that fact he might have been a nameless minion, or someone who has been following the group for a while, I have waited until just now to inform you that he knows more than you do about this situation''


Other clear signs that the GM is railroading you is when he stops rolling dice to determine random effects or he stops referring to his notes / adventure sheets as he already knows what happens next.  
One of the ways to spot a railroading GM is to pay attention to the way they handle [[adventure hook]]s. If there is only one proper reaction to the hook, and nothing else will work, you're on probably on rails as tight as a Disneyland dark ride.


Most GMs can get flustered by their players when they start acting too quickly because they need time to catch up with book-keeping (both statistically or with pages of text) but not the Railroader, he already knows what is going to happen to the players regardless of what they do. He'll only get flustered and annoyed when they insist on not following his carefully laid trail of breadcrumbs, but when that happens, [[Rocks fall, everyone dies]].
There exists a practice known as "Schrodinger's Railroad" or the "Quantum Ogre"<ref>For a hypothetical ogre who is guarding two mountain passes a mile apart simultaneously</ref>, where multiple options are given, but which one is picked doesn't actually matter. Say, the BBEG is hiding in one of five locations: A cave, a ruined temple, a ruined castle, a recently abandoned fortress, and another cave. Well, no matter which you chose, you're going to meet an odd NPC at the first location, some of the BBEG's minions at the second, nothing at the third, and the BBEG at the fourth.


It should be pointed out that some degree of railroading is a necessary requirement when playing pen & paper RPGs, mostly because there is only so much preparation that can be done and that an adventure usually has a pre-defined start and end point... so if the players cannot be bothered slaying the arch-demon and would decide to go kill the pirate king instead, then they need to be steered back on the path that keeps them within what the GM has available.
==See also==


A good GM knows that an adventure is not a straight line from A-B, but rather a wavy zig-zag line that keeps things interesting, and so just makes shit up to accommodate the players decisions, rather than making their decisions in advance.
* [https://tatabletop.com/2020/06/22/quantum-ogre-theory/ This article] on the "Quantum Ogre", a frequent symptom of Railroading.


[[Category:roleplaying]]
[[Category:roleplaying]]

Latest revision as of 10:21, 22 June 2023

"It's the only way."

Adventure Time

Railroading occurs when the GM has a particular story or sequence of events planned out and will not allow the players to deviate from it. A less-insulting synonym is the "linear" adventure; antonym is the "sandbox" or, back to insults: Calvinball.

Where the campaign has a story at all, some small amount of railroading must occur - especially smaller one-shot encounters - and is considered reasonable and necessary, considering no one amongst humans are psychics (at least not yet) and cannot guess what to do all the time. Excessive railroading, however, destroys the illusion of freedom that RPGs provide and alienates the players.

For this reason it is important that a GM be able to improvise when the players go off the planned trail without simply forcing them back onto it again. Where the story has to get from A to B, a nimble GM must accommodate the players' decisions, allowing for occasional zigs and zags, or arranging such that the apparent detours still end up where the story must lead.

Orrrr the GM can ... plan ahead. A common design pattern in longer-form published adventures is to start the action with a linear plot, open to a sandbox in the middle, and bring the story back to linearity for the endgame. This is particularly notable for Monte Cook's remake of Temple of Elemental Evil which, at its end, simply buries the bulk of the classic Temple under rubble excepting where Monte wants you to go. The middle part of that remake occurs somewhere else, though; so remains a sandbox.

If you feel you're being excessively railroaded, it is common to make a "Choo choo!" noise, if you are a jerk, or other train related sounds. Alternatively, you can just pull a Henderson.

Spotting the Railroader[edit]

If a GM is really good, you'll never know that you've been railroaded, as you'll think that your roleplaying group has reached or overcome whatever situations occur naturally.

Most railroading GM's are not like that, though, and are typified by sets of behaviour that makes it quite easy to spot.

They talk... like a LOT... though they might not be fantastic orators, they just like giving you information, both in and out-of-character. This is basically just to make certain that you don't leave the rails they have provided for you.

So, when the group comes to a halt to face a conundrum, most other GMs might be happy enough just to restrict their input to whatever your characters already know, or re-iterate what the players might have forgotten from previous adventures. That way, the solution the players come to will be their own, and they will face the natural consequences from the lack of information, or from whatever hasty course of action they decide to take.

By contrast, the railroading GM will be there making a decision with you, talking you through it so that you completely understand the options available to you, and the consequences of choosing the right answer. There are no hasty decisions with the railroading GM.

Railroading by a GM can become almost painful as the group gets bogged down by indecision, not between party members (which is what usually happens in active roleplaying groups) but because the GM keeps countering whatever decision your group does make by providing a little tit-bit of information piece by piece until you start following the line of story that he has prepared for you.

Below are some examples.

  • "Your character remembers something..." i.e.: I'm telling you something you would never have guessed by yourself, but I couldn't be bothered telling you before now. You should now change your previous decision and do what I tell you.
  • "You suddenly notice..." i.e.: despite the fact that you've already searched the entire area and found all the information I gave you first time around, you are still not on the path I want you travel, so here's another clue to reinforce my desire that you go down this path.
  • "[NPC] pipes in with helpful information" - i.e.: despite that fact the NPC might have been a nameless minion, I have waited until just now to inform you that the NPC knows more than you do about this situation.

Other clear signs that a GM is railroading you include that dice have stopped being rolled to determine random effects, or the GM stops referring to notes / adventure sheets, as they already know what happens next.

Most GMs can get flustered by their players when they start acting too quickly, because they need time to catch up with book-keeping (both statistically or with pages of text). Conversely, the Railroader already knows what is going to happen to the players regardless of what they do. A Railroader only gets flustered and annoyed when players insist on not following a carefully laid trail of breadcrumbs, leading to Rocks fall, everyone dies.

Side notes[edit]

One of the ways to spot a railroading GM is to pay attention to the way they handle adventure hooks. If there is only one proper reaction to the hook, and nothing else will work, you're on probably on rails as tight as a Disneyland dark ride.

There exists a practice known as "Schrodinger's Railroad" or the "Quantum Ogre"[1], where multiple options are given, but which one is picked doesn't actually matter. Say, the BBEG is hiding in one of five locations: A cave, a ruined temple, a ruined castle, a recently abandoned fortress, and another cave. Well, no matter which you chose, you're going to meet an odd NPC at the first location, some of the BBEG's minions at the second, nothing at the third, and the BBEG at the fourth.

See also[edit]

  • This article on the "Quantum Ogre", a frequent symptom of Railroading.
  1. For a hypothetical ogre who is guarding two mountain passes a mile apart simultaneously