Railroading: The act of giving your players only one real
course of action. To many this has become almost a curse word in gaming. Cries
for complete freedom of player choice go out across Reddits, Facebook pages,
and message boards across the internet. But is railroading actually that bad?
Is complete freedom of choice actually that good?
A very vocal group will tell you that nobody likes
railroading. They advocate for complete sandbox all the time, every time. If
nobody likes railroading why are modules some of the top selling products of
RPG publishers? People have been enjoying modules from as far back as the first
edition of Dungeons and Dragons, with stories being told over beers about
getting the final bad guy or surviving a particularly dangerous dungeon.
One of the first things reasons many people actually do
like being on the rails is choice paralysis. This isn’t just a gaming
phenomenon. Personally, choice paralysis hits me especially hard when it comes
to ordering food. Asking me what I want to eat is far too broad a question; I
never know what to pick. But once you’ve narrowed down the choices to half a
dozen restaurants, it’s much easier for me to choose. The same holds true for
gaming, just asking “What do you want to do?” gives many people too many
choices and this is one of the reasons modules sell so well.
One of the other factors as to why people like modules,
and thus some railroading, is that many people like to tell epic stories. I get
that there is also a contingent of folks who have no issues doing the
day-to-day minutia of setting up a business and going into detail about their
morning shower, shave, and breakfast routine. But many, many gamers want to
have epic adventures that rivals The Lord of the Rings. To tell a cohesive story,
though, sometimes the players need a little nudge.
One of the biggest issues I have is that in most sandbox
games you end up repeatedly being asked what you want to do. You head off in
some random direction, a little bit happens, and then you get asked what you
want to do again. All these little things don’t add up to big adventure and
that just doesn’t work for me or a lot of other gamers. I get GMs who say
"But you haven’t played with me", and honestly many GMs say that and
very few actually deliver.
There is always this rivalry between people who like
canned adventures and those who espouse sandboxing. The argument invariably
gets made that needing to be on the rails comes from a video game mentality.
Kids these days and their newfangled games are the death of imagination, and so
on and so forth. "Hey you kids, get off my lawn!" Modules, however, have been
selling like hotcakes for generations. Adventure games from the text based
D&D games, to Tomb Raider or Dragon Age, have grown from the very stories
that were being told in the early D&D modules. If anything video game
culture is much more influenced by us than we are by it.
Frankly, though, there is a middle ground. True
railroading is as bad as completely free sandboxing. There is a fine art to
both giving actual choices and providing the illusion of choice. Some say
"hooks, not rails", and I suppose that is an apt representation.
There are many ways to give the players options while still staying within the
story. There are also methods for adjusting or adding to the story, depending
on player actions within. I do my best to help guide my players without making
them feel like I am pushing them.
The one thing I have left to talk about is the start of
the adventure. When you sit down, there does need to be some agreement on what
kind of adventure there is going to be. The players, for their part, need to
play along for a bit to get the ball rolling. This leads back to my thoughts on
making a character for the game you’re in, but it also showcases one of
the few types of players I think is truly a problem.
When you’re starting your game and you give the players the
hook, and they know it’s the hook, they bite to start the adventure and one
player says, “My character wouldn’t do that.” If your character wouldn’t go on
an adventure, then why did you make that character?
Do you prefer a game that is more on the rails (like
modules) or completely free? Have you
found that a middle ground approach works best? As a player do you snap at plot
hooks or does it make you feel like you’re being led around by the nose?
Been enjoying the CRB? Consider becoming a patron. You
can help support my endeavors at my Patreon making it feasible for me to
devote more time to providing you with quality content. The CRB is branching
out to other forms of social media. Join me on Twitter @SimonSezCRB where I live tweet my Saturday and Sunday games. Take a look at the CRB on
Tumblr where I expand upon my articles and share some of the other
gaming ideas I enjoy. Join the CRB Facebook community for updates on current projects.

