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The Forge Archives
General Forge Forums
First Thoughts
(Moderator:
Ron Edwards
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Is railroading a symptom of design?
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Topic: Is railroading a symptom of design? (Read 1652 times)
David Berg
Member
Posts: 612
Re: Is railroading a symptom of design?
«
Reply #15 on:
February 11, 2010, 02:28:18 PM »
Hi Ron,
Is it GM Force if the players get tired of sending their characters somewhere other than where the GM had planned, because doing so always results in boredom? Because that's the situation where I most often hear the term "railroad", and that's what Michael's initial post about D&D and challenges reminded me of.
Ps,
-David
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here's my blog
, discussing Delve, my game in development
Finarvyn
Member
Posts: 83
Re: Is railroading a symptom of design?
«
Reply #16 on:
February 17, 2010, 06:25:03 PM »
Jumping in a little late to toss in my two cents....
I think that "railroading" is more a philosophy than a design element, although sometimes they go hand-in-hand. Certain types of adventures, such as tournament or convention games, tend to lead characters from point A to point B in a hurry since time is more limited. This isn't a function of game design, but it could be considered a function of scenario design.
For this very reason, I suspect that some games "play better" at game conventions than others do. For example, throwing together a quick
D&D
dungeon crawl plays well in 4 hours, but developing character motivation for a
Sorcerer
or
Amber Diceless
adventure is more problematic in that same 4-hour block. Not saying it
can't
be done, but some games fit well into tiny time blocks than do other RPGs.
Just my two cents.
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Marv (Finarvyn)
Sorcerer * DFRPG * ADRP
I'm mosty responsible for
S&W WhiteBox
OD&D
Player since 1975
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