The Forge Reference Project

 

Topic: Anatomy of a Railroad
Started by: abzu
Started on: 9/27/2005
Board: Actual Play


On 9/27/2005 at 4:25am, abzu wrote:
Anatomy of a Railroad

wrote: oving some stuff around tonight, I uncovered a couple of dusty old notebooks. They appeared to be from my last year of highschool and first year of college. One of them contained the outline for my AD&D uber-adventure: SACENAD (Super Awesome Cool Excellent Nasty Adventure of Death).

I remember this all quite clearly. SACENAD was created because I was sick of the ultrapowerful oneupsmanship going on in our AD&D game. Every problem was met with a magic item solution -- Vampires? Staff of Light. Giants? Sword of Giant Slaying. Green Slime? Keoghtum's Ointment. I hated it! There was nothing I could throw at them -- so I felt -- that would challenge my friend's uberpowerful characters.

I wrote up SACENAD. The idea? My friends would have to navigate a challenging high level dungeon without benefit of any of their magic items. But how to accomplish such a task? They certainly weren't going to simply agree to it! We were a covetous bunch, and to be caught without your trusty Rod of Resurrection meant a character might actually die!

I'll let me of 17 years speak. This is my dialogue intro, to be read to the players:

17 year old Luke wrote:
Remember! War of attrition.

Ah...back again -- in nasty, fun, dirty, lawful (w/ decent guards), good ol' Skarg! And soon after your excursion to the Isle of the Ape that was so successful. But, alas, you get only a short repreive from action. You hear that you are being looked for by a merchant/cleric of Odin, Jim, that works for Odin in the richer district.

(Wait for the players to say, "let's go look for him.")


That last parenthetical is an instruction to me! I actually wrote instructions to myself in case I forgot. I was my own imp instructing me to railroad! But it gets better.

17 year old Luke then]
You find Jim working in a small but elaborate building. He is selling small holy household trinkets, mugs with Odin on them, salt shakers in the shape of a hammer. Upon entering, Jim addresses you, "Greetings (list names), I see you heard that I needed assistance. It is not just I who needs assistance, but the Almighty One also. (Act holy!) It seems that the same person that has been looting the temples has also been assassinating our clerics. We have limited information on this !evil! but we know that he has fled Skarg to here (point out on map). I request that you go find this scoundrel and return the stolen items. (Do they accepts?) (If not, just sit there and stare.)


Wow! No bones about it. I actually wrote clear instructions to railroad the players into doing what I wanted. No asking, no consulting, no wondering. Just the simply assurity, "I wrote this adventure, so you're going to play it, like it or not."

Wouldn't be so bad, if I wasn't planning on turning the screw tighter.


(The next portion of the adventure is getting there. Use outdoor encounters! Convince them not to teleport! (too easy))

So no matter how they get there:
"You are on a broad (10') mountain path. The path is winding up into a very rocky area (encounters). After walking along the mountain path, you notice the sides of the path are hewn straight and the sides seems to continue like this. When you turn around you see there is no path behind you!


Wow. I might as well have written: You're all in a train on a long straight track, the train is slowly picking up speed...


After walking for about 20' you notice a scroll on the ground ahead of you. (give them the scroll).


Yep. I had a prop scroll ready. I can vividly remember tossing in nonchantantly over the screen, "Oh, you find this."

The First Scroll wrote:
Greetings adventures / you seek me / for crimes i've done / but now let's have a bit of fun / your power i now take / to prove you're no fake / you know not what you seek / for what it is, I'll give you a peek  (a character's shoes become tied together and he trips) / now have fun in my jolly maze / then find me or not / you will be ... amazed


::groan::

What follows is a 33-entry, percentile, custom wandering monster list for the maze. I'm not retyping it!  But one encounter that stands out is with a 1st level Illusionist done up like a Terrasque. No respect for Illusionists in our group. But the notes in the margin are gold.

notes next to the wandering monster list wrote:
Remember, war of attrition / Keep your sanity / Do not blow them away if they piss you off

If they try to Wind Walk [over the maze] have them find another curse scroll: "Your Wind Walk doesn't seem to work."

Spells cannot be memorized after being used on any level.


It was clear that we were at war. Player vs GM. They were gunning for me as much as I for them. We both wanted to prove who was the better player -- by ruining each others' fun.

Oh, and a penny to the brilliant mind who can tell who the villain is...
<
quot;The Second Scroll wrote:
Hello Adventurers,
Did we have fun in the maze? I hope so, but I unfortunately must be elsewhere, so I lef this dungeon to detain you. So have fun and find the end. But will I be there? You don't know and maybe you never will. But if you shall, you must remember, 3 is a rule, the rule of 3. Touch 3 and just maybe you'll see me! But remember, I'm father of two things. One's really long and skinny and goes round something round and the other is lots of fun. (Another character trips.)


The dungeon segment consists of 14 finished rooms (and probably many more unfinished) and two lists of random traps. One for wandering traps with 20 entries, one for door traps with 11 entries.

The absolute best room is room 14<
quot;Room 14]
14) A sign on this door reads "closet." When you open it, that's what it is, a closet. It's empty.

When the PCs open the door and look around, an exact replica of the first character appears before him/her. The replica smiles, raises its hands as all of its flesh and innards are ripped from it (INSANE CHECK!) until it is just a skeleton. The skeleton has the same abilities/weapons as the character. It attacks! Only the replicated character may combat it.

Skeleton: "What are in closets?"
PC: ...
Skeleton: "Skeletons!" Smack, "Skeletons are in closets!"


I know for a fact we never played that room. But keerist, why would we ever? It's the biggest screw hound railroad around!

The last bits include another scroll and a wilderness/desert encounter list with notes about exhaustion.

But we did play this. I remember giving out the scrolls. I remember running through the maze and dungeon. But we never finished it. I think it was put out of its misery by college.

What I really want to know is where this came from? I played in a group of 5 boys. Four of us were roughly the same age. One, Jon, was older by a few years. Chris, Jason and I had our own worlds that we GMed in. Characters would rotate through worlds, sometimes getting stripped of treasure and power because one of use didn't like what happened in the other adventures.  I played AD&D and a variety of other games for four or five years with these friends.

But SACENAD is a paean to frustration. I wanted a challenging adventure for my friends. I wanted desperately to cut out the bullshit and force them to survive on their wits. Of course, my methods for such involved no wits. The adventure is pure random death. It's not possible to play it cleverly -- marching order and door-opening tactics notwithstanding.

Competitive play like this was par for the course for our games. It was a battle of wills between Jon, Jason, Chris and myself to see whose aesthetic would rein. The fifth player, Tony, was the perennial player. And because he played the most, he was the most powergaming of us all. His characters were just ridiculous and SACENAD was an attack on him -- and an affront. I think he refused to play it.

Took years to move past this adversarial style of play.

-Luke

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On 9/27/2005 at 5:09am, droog wrote:
Re: Anatomy of a Railroad

Gotta say, though, you were one thorough feller as a 17-year-old. Seriously, though, if I had written notes anywhere near as...complete...I'm sure they would have looked much the same. I carried all that railroading technique in my head, always ready to be deployed.

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On 9/27/2005 at 5:41am, abzu wrote:
RE: Re: Anatomy of a Railroad

droog wrote:
Gotta say, though, you were one thorough feller as a 17-year-old.


Well, this document is unique. It was my magnum opus. All of my bad habits and frustrations writ large for the world to see.

There definitely isn't anything else like this in those notebooks.

-L

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On 9/27/2005 at 11:53am, TonyLB wrote:
RE: Re: Anatomy of a Railroad

That was awesome.  If I happened upon something that far into my younger-self-style (and I'm sure I've done stuff as embarrassing, we all have, I've just blocked it from long term memory) I don't think that I would have the sheer guts to post it that way.  That's inspirational.  Good on you!

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On 9/27/2005 at 12:42pm, Frank T wrote:
RE: Re: Anatomy of a Railroad

I must thank the great and unforgotten Greg Costykian for writing, in Star Wars d6, 1987, a complete instruction on how to railroad in a (more or less) functional way. I do clearly remember writing instructions to myself, though.

- Frank

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On 9/27/2005 at 1:25pm, droog wrote:
RE: Re: Anatomy of a Railroad

Maybe you should use it for Elfs, Luke?

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On 9/27/2005 at 6:27pm, abzu wrote:
RE: Re: Anatomy of a Railroad

droog wrote:
Maybe you should use it for Elfs, Luke?


That was my first thought, actually. But it's too painful, too close to the heart. Part of me still cherishes this little part of myself.

You're all welcome to it if you want it. I'm sure I have the maps for it around here somewhere.

Anyway, I was talking to Thor at lunch. We were trying to discern where the ultra-competitive nature comes from. There's a little bit of it built into the very structure of AD&D -- trying to get the magic and kill the monsters and get all the experience. And my friends and I were competitive with each other. Tony and Chris were geniuses. Jon was older. Jason was cooler (as he still is!).

By the time I wrote this, I'd played Marvel Superheroes, Paranoia, Timelords and probably Rifts. No where in those texts are explicit instructions for this kind of railroad. In fact, Paranoia has a great essay on dramatic roleplay that even hints at collaboration between player and GM to make things "cool."  Further still, my group produced two homebrews by this point: Warped Reality and Anarchy. Both games featured "us" as characters. As such, the social contract of those games was "we are the stars." Even though we tried to humiliate each other, we were supposed to win in the end. Beneath the surface, adversity between player and GM had to stop at a point.

But there is such a formality to this adventure. And it's so utterly typical of the medium. Ultra conservative, a nose-dive into the problem, rather than trying to address it on a higher plane. Thor mentioned to me that my notes to myself showed that I could identify problem areas in the game, but my "fixes" just made them worse.

-Luke

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On 9/27/2005 at 6:32pm, Valamir wrote:
RE: Re: Anatomy of a Railroad

Amatuer ;-)

MY D&D Magnum Opus was a scenario that was over 100 pages (typed) long.
Every room in a 3 story castle with 3 levels of crypts had at least two pages of description.  Every entry was broken down by
Approach:  what they see when the near the room
Quick Glance:  what they see when they reach the room (before the monsters attack)
Good Look:  what they see when they have time to look around (after they kill the monsters)
Quick Search:  what they find if the roll the room quickly (including a table for how long it takes based on who searches)
Thorough Search:  what happens if they look for every last possible thing (ditto table).

Then each room had the DM's section where I had elaborate notes for what nasty screw jobs the army of kobolds and hobgoblins would do complete with if/then strategy trees and responses to my players favorite spells.  Nothing quite like providing a tribe of kobolds with a shaman who was an alchemist and could churn out potions of fire immunity and free action like nothing.  Of course they're kobold potions which means any PC who tries to drink the nauseating mixture has to make a Con check or fall into helpless retching for 1d6 rounds.

Of course once the kobolds were cleared out they had to tackle the crypts...and we all know what lives down in crypts...yup...my players learned to hate being attacked by skeletons and giant spiders at the same time.  Even high level clerics run out of cure poisons eventually...

I was a master at taking low level monsters and fucking over high level parties...and then having low level town officials take all their hard won treasure away...after making them figure out exactly how they were going to cart away 100,000 gold pieces worth of copper and silver pieces.  Heh...adventurers by day, accountants and teamsters by night...

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On 9/27/2005 at 7:08pm, Thor Olavsrud wrote:
RE: Re: Anatomy of a Railroad

As I mentioned at lunch, the part that really struck me about your initial post was how good you were at spotting areas that would lead to dysfunction. Your solutions were problematic, but even then you (and I imagine this is true of most GMs) were able to predict the areas of your own scenario that would cause problems for the players.

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On 9/27/2005 at 7:32pm, abzu wrote:
RE: Re: Anatomy of a Railroad

Ok Ralph, I've been in that applecart before. Why would you do it? And why would the players come back for more?

-L

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On 9/27/2005 at 7:41pm, xenopulse wrote:
RE: Re: Anatomy of a Railroad

I do wonder if it has something to do with the game, or the group. Because my grand self-written adventure was total "Look at how cool this is" Pseudo-Sim play. Railroading as well, at least how they got there (shipwrecked on an island; no escape from my game!) and what they'd encounter. But the idea was not to beat them, but to show them all these nifty creatures, items, and NPCs. Just like your game was Pseudo-Gamist (as you said, there was little room for Stepping On Up against your monsters and traps), mine clearly was off the path of Sim but really wanted to be there.

We played Das Schwarze Auge, which puts a lot of emphasis on setting exploration, bringing about this complete world, etc. I think that was a big influence. Especially because we played lots of modules. Did you use modules as well? I think there's a whole lot of analysis we could do on how those pre-made adventures influence and determine what we think of as proper play styles.

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On 9/28/2005 at 11:53am, JasperN. wrote:
RE: Re: Anatomy of a Railroad

Reading Valamir's response made me think immediately of how the old Das Schwarze Auge modules used to structure information in a similar way: a) What's plain to see b) What takes some time to discover and c) what only the GM is supposed to know. It was widely considered a fatal blunder, if you accidentally slipped into b) or (gasp!) c), while reading out loud a) - there were vague suggestions of paraphrasing a), but we didn't know what that meant, anyway. Getting to b) invariably required a spot or social interaction roll of some kind, and if all players failed, tough luck. c) ist interesting, because the modules swayed between advising you to hand out these informations only to particularly shrewd players as a kind of reward or just keeping them for yourself to get a better grasp of the "atmosphere". My understanding at the time was that this information must. not. be . found. out. by. the. players. ever. So in what is probably one of the most detailed gaming worlds evah with  flavor texts highlighting setting exploration as a main goal of the game, you had "hide the backstory" entrenched right there. I'm so glad these days are over for me. 

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On 9/29/2005 at 10:46pm, Joshua BishopRoby wrote:
RE: Re: Anatomy of a Railroad

abzu wrote: What I really want to know is where this came from? I played in a group of 5 boys. Four of us were roughly the same age. One, Jon, was older by a few years.


I think you rather neatly answer your own question, there.

Someday, I will make a documentary by videotaping a gaming session, and putting that in half the screen opposite a group of male monkeys in their native habitat.  Watch the dominance games play out on both sides parallel to each other.

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On 9/30/2005 at 12:33am, Valamir wrote:
RE: Re: Anatomy of a Railroad

abzu wrote:
Ok Ralph, I've been in that applecart before. Why would you do it? And why would the players come back for more?

-L


Good questions.  At the time we were hard core into "realism"...which for us meant "as if you were really there and this was really happening"  So even though we weren't really "immersed" in our characters (lots of 3rd person "my character does X" stuff) we were all about being immersed in the setting.  This was about the time that Wilderness Survival Guide and Dungeoneers Survival Guide was released and for much of my past history I concidered those books to be the single greatest RPG supplements ever.  Yes, my group did think it was essential to differentiate damage from a straight fall vs. from rolling down a hill and to know exactly what effect heavy armor has on fatigue in hot weather.  Those things were for us (at the time) the primary purpose of playing at all.  Killing stuff was easy.  Making the decision to take off the full plate while crossing a desert full of scorpions or else risk the heat stroke rolls was where the fun was.

So even though we frequently treated our characters in pure Pawn Stance mode, we wanted the environment and setting to be described to us as if we were reading a novel.  If you were reading a novel where the character was traveling down a corridor the text would be all about what the corridor looked and smelled like...what kind of lighting it had...the sound of dripping water on the flagstones...the dim shape of a heavy door looming out of the darkness at the far end.  So...our adventures had to be like that. 

Unlike those OTHER munchkiny gamers who were satisfied with "its a 20 foot corridor and the door opens into a 15x20 room" (who ONLY cared about the monsters and treasure), our group of superior roleplayers ;-) wanted the full effect of the dungeon ambience.  We wanted the GM describing the musty odors, the distant scrape of claws from some as yet unknown wandering monster, the vague impression of lavish furnishings before being jumped by orcs.

Combat was all about immediate decision making...there was no taking time to think about it and no studying spell lists.  If you took more than a second to announce your action the DM said "fine you stand there and drool, next" and as a rule...there was no going back.  Often the DM would have the next player announcing their action before the current player had finished making his roll so there'd be one guy shouting out "I hit for 6 damage" at the same time as another player was saying "I slip into the shadows and move around to the right for a backstab".  The intent was to engender a kind of anxious chaos effect; because that's what REAL fighting is like -- unlike what those nasty min maxer types did ;-).  So we rarely had the ability to optimize a response for any encounter.  That required the GM not providing all of the details of what's exactly in the room so it was important to distinguish between what a hurried glance would tell you vs. a careful study.

So to get all that you needed either to improvise rapidly or have it all written down in advance.  Since our group also had a healthy sense of "Us vs. the DM" (being able to kill off more characters than the last guy to DM was a source of pride) clearly improvising was right out. 

The above module was actually one of the best campaigns we'd ever run (with that group in that style of play) and it solidified my reputation as GM par excellance.  I clearly remember going to the library to do research on how long it would take metal to rust and cloth to rot so I could get my descriptions of the castle's original furnishings "correct"...I can remember being upset because I couldn't find any information on how far away you could smell a decomposing corse from...damn...if the internet had been around back then I would have been god...

Now, of course, I'd slit my wrists before GMing that adventure...but at the time...I was the man.

If anyone knows how to read old Bankstreet Writer files from the Apple II days I could probably still find the 5 1/4" floppies.

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On 9/30/2005 at 9:52am, Arturo G. wrote:
RE: Re: Anatomy of a Railroad

Wow!
Ralph, this is exactly the mood and motivation of my group's play for more that ten years. I was famous as a GM for these kind of tricks (colorful descriptions, ease "immersion", fast paced combats in the climax). My abilities as "ilusionist" were improving constantly, and everyone was happy.

However, I begun to get tired. The stories where always the same lamb with a different skin. It was a real pitty that we didn't discover other kind of games on those times.

Then, I tried to create a nice "realistic" (low-fantasy) world with more interesting stories about human behaviour and decissions which implied real conflicts. And we played it with our beloved Basic/Expert D&D set, to recover the old "flavor". Amazingly, it was working at the beginning. But as the characters improved level by level, the system was pressing me to transform the campaing to a more "highly-epic" mood, and I didn't know how to deal with it. Moreover, on those times we were not able to play more than some sessions during summer and some sessions on Christmas holydays. I had so much time to "prepare" the world inbetween that it become an incredible collection of cartography, ecology, colorfull descriptions, myths, tales, main characters who were not PCs (a lot of stuff that players were not involved with, and that they were forgeting from session to session). And the worst, I prepared marvellous perfectly nailed stories to be played by them (or may I say "be told to them"). Without noticing, I moved from "trailblazing" to much more boring "railroading", full of color details that only me was enjoying. The black curtain finally felt. We tried to talk about it, but all the stuff I had generated was pressing me a lot to appear in the games and I made the same mistakes a couple of times more. The interest of my players dissapeared, my interest (which always was to create fun) dissapeared, and we stoped to play. Without any pain.

We had some more tries, from time to time, with small stories and other not so different games. But the high excitement was not there again, except ocassionaly. Tabletop and card games substituted RPGs for a long time (many years). But now... I'm coming back again. I hope that wiser and provided with better tools for what I want to do.

Cheers,
Arturo

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On 9/30/2005 at 2:20pm, Nev the Deranged wrote:
RE: Re: Anatomy of a Railroad

RE: Valamir's post above:

I don't think what you describe is necessarily dysfunctional. It actually sounds kind of like fun. Heavy flavor text to keep the mood, yes. But also because in a GM vs PCs type game, the detail of the descriptions becomes part of the currency of the game, in that it is used strategically by both GM and PCs. And we had a lot of fun with that kind of thing back in the day, even when playing Freeform. Heck, *especially* when playing FF. That level of detail became the field on which to maneuver, in the sense that:

The GM describes the surroundings and situation. Usually having one or two possible "escape routes" or "solutions" to the situation in mind, but open to other possibilities.

The players take the GMs description and try to figure out a solution to the current dilemma using whatever is at hand.

The "game" exists in the negotiation between the players and GM about what actions are possible given the description given.

The difference that makes this not necessarily "railroading" or dysfunctional is that the players were allowed a limited measure of Director stance, at the GM's discretion, generally phrased as questions: "So, does the porticullis have a rope or a chain holding it up?", where the GM, if he hadn't already determined that, might be interested to know where the player is going with it, and make the decision based as much on his interest in the player's ideas as on his own.

Yes it was competition between the two sides, but it was also an excercize in imagination, and there was a lot of respect accorded to both figuring out the way to squeeze through the GM-created situations, and especially doing so in imaginative, unexpected, and cool ways.

I guess it was pure Gamism, in that the joy of the game, while based on niggling details, was really about "Dude! luring the dragon through the gate with the smell of cooking goblin meat and then dropping the porticullis on him was AWESOME!"

Okay, I'm gonna stop now, cuz I think I've made whatever point I was after... I really should have slept a couple more hours >.<

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On 9/30/2005 at 2:20pm, abzu wrote:
RE: Re: Anatomy of a Railroad

Joshua wrote:
[Someday, I will make a documentary by videotaping a gaming session, and putting that in half the screen opposite a group of male monkeys in their native habitat.  Watch the dominance games play out on both sides parallel to each other.


I was wondering if you could be more condescending in your next post? This is an excellent example, but I think if you try harder you can do it!

;)

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On 9/30/2005 at 2:59pm, Valamir wrote:
RE: Re: Anatomy of a Railroad

Arturo G wrote: It was a real pitty that we didn't discover other kind of games on those times.


I'm actually glad we didn't.  We never would have given them a chance.  The 12-14 year old me would have considered Dogs in the Vineyard to be a complete and utter piece of shite and would have cited the lack of rules for differentiating between single and double action revolvers to be proof of what a cop out design it was.  Hard core setting and genre emulation was pretty much what everyone I knew was doing, whether the game was AD&D, Top Secret S.I., Pendragon, or Twilight 2000.  What we were emulating changed and we considered it a mark of "good" roleplaying to change the techniques we'd use to get there (our Pendragon play was 180d different from our AD&D play) but that hyper detailed emulation of setting was still the entire purpose.

Nev the Deranged wrote: I don't think what you describe is necessarily dysfunctional. It actually sounds kind of like fun.


It was loads of fun.  But it was also a huge source of frustration and friction between the players.  The pressure to get the details right, the one upsmanship on being called out when you didn't.  The literally HOURS spent arguing things like how far a man can jump or whether a horse would really shy away from stepping on a fallen man.  The disappointment when the other players couldn't figure out the mystery and they blamed poor GM prep and delivery.

The guys I played with were without a doubt my very best friends (outside of gaming as well) but on more than one occassion we nearly stopped being friends over arguements about games.  Some gaming moments that even today rank among the all time greatest gaming moments ever for me.  And some gaming moments that literally can only be described using words like "spiteful" and "betrayal of human trust". Its a very stress inducing way to play. 

abzu wrote: I was wondering if you could be more condescending in your next post? This is an excellent example, but I think if you try harder you can do it!

;)


Accurate though.  Jumping up and down, pounding the table, trying to talk each other down, wild gesticulating.  We never flung dung...but miniatures, d20s, and pink rubber erasers nearly put out a few eyes

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On 9/30/2005 at 10:20pm, Noon wrote:
RE: Re: Anatomy of a Railroad

Hi Luke,

Just looking past the use of stick and berating ourselves over it for a moment, let's talk about carrot. How much mutual appreciation of tactics was shown at the table? Even for the small stuff - like "Hey, that party order turned out to be a good idea?". Was appreciation passed between players? Was appreciation passed from the GM to players? And just as importantly, was appreciation passed from players to GM?

Hi Ralph,

And the bitter fights were tinged with the very strong sense that you lost everything if you lost the arguement, right? Well, mine were. No matter how much death defying you did, when the arguement came up it was like putting all the money you just won from that death defying on one gamble. Which naturally fueled arguement to extremes. Way off?

It's funny, all that death defying gets you a certain respect currency. But it's nothing in comparison to the currency that's involved in a real life person to person face off.

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On 9/30/2005 at 10:49pm, Joshua BishopRoby wrote:
RE: Re: Anatomy of a Railroad

abzu wrote:
Joshua wrote: Someday, I will make a documentary by videotaping a gaming session, and putting that in half the screen opposite a group of male monkeys in their native habitat.  Watch the dominance games play out on both sides parallel to each other.


I was wondering if you could be more condescending in your next post? This is an excellent example, but I think if you try harder you can do it! ;)


In order to be more perjorative, I'd have to talk about my own adolescent gaming experiences, as I know the embarassing details of those better. ;)

At root, railroading is a whole lot about control, and control struggle + adolescents = a incredibly chaotic and potentially painful learning experience.  I mean, consider how the same applies to dating.

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On 9/30/2005 at 11:01pm, droog wrote:
RE: Re: Anatomy of a Railroad

Callan wrote:
But it's nothing in comparison to the currency that's involved in a real life person to person face off.

That system needs a second edition.

There was an altercation in my RQ group one unforgettable day over whether a crossbow could be carried around cocked and loaded. That ended with the player abusing the entire group and storming out. Years earlier, one of my D&D players kicked in a screen door over...what? Damned if I remember.

I guess the question to what extent this is all related directly to the railroading. How much of this sort of behaviour represents an attempt to take control of some--any--aspect of the SIS in the face of the train?

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On 10/1/2005 at 5:35am, Valamir wrote:
RE: Re: Anatomy of a Railroad

A valiant attempt to drag the discussion back to topic Droog.

I actually think that Rules Lawyering is a direct response to the railroad.  At least in retrospect that's how it evolved in our play.

Originally our play was very much what usenet folks would recognize as Sim.  Go any where, do anything, the GM is entirely the neutral referee who responds to the PCs free choices.  But as we began to assign more and more value to the mood and "realism" establishing narration described above it became more and more impossible to prepare material to the level of depth required to make the game "good" that could cover all possible contingencies.

That's where the Illusionism started for us originally, simply a survival tactic for the GM to use basic techniques like "Roads to Rome" to limit the amount of the world that he'd actually have to prep to a manageable (for kids on summer vacation with nothing better to do) size.

Shortly thereafter is where the one upsmanship between DMs started to see who could have the coolest stories, most detailed backstory, biggest surprise twist, most memorable scene, etc.  From there the arena kept getting smaller and smaller and tighter and tighter as adventures became a way primarily to show case the DMs adventure design talent and less about actually playing the adventure.  The ultimate result was linear adventure design on very narrow rails that worked like one of those fun house rides where the car may loop around and rotate on a very convoluted track, but none-the-less the track was specifically laid out to take you point by point to where all the cool stuff was to see.

At that point the ONLY influence players had in the game was tactics in combat which in AD&D 1e when not actually moving minis around on a battle mat was very limited (basically what weapon to use, which monster to swing at, and when to drink the heal potion).  That's when the rules lawering started.  I can get the game to move in the direction I want if I can show that the direction you want is illegal.

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On 10/1/2005 at 6:20pm, Chris Geisel wrote:
RE: Re: Anatomy of a Railroad

Valamir wrote: At that point the ONLY influence players had in the game was tactics in combat which in AD&D 1e when not actually moving minis around on a battle mat was very limited (basically what weapon to use, which monster to swing at, and when to drink the heal potion).  That's when the rules lawering started.  I can get the game to move in the direction I want if I can show that the direction you want is illegal.


This exactly describes my AD&D group when I was younger. Exactly. Except I think that the arguments were partly rules lawyering, partly a discussion of "realism" and how the GM should rule on various tactical situations where the rules were silent, which might've been an outgrowth of the Sim priorities that were our starting point.

We spent hours debating things like how to adjudicate stabbing someone in the back, in the absence of a "backstab" class ability. Hours. And when I say debating, I mean low-intensity bullying. With the GM's "rule zero" and the players' "we'll just stop playing" as the final, nuclear options to any conflict. Brinkmanship at its finest.

We also used to discuss things like how to use the AD&D weapons vs armor table (which we all agreed was a desirable level of "realism") without slowing our combats down further. (Wow, this leads me to all kinds of questions about Sim play, and how it's accomplished without the kind of dysfunction present in my old AD&D games.)

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On 10/1/2005 at 11:48pm, Noon wrote:
RE: Re: Anatomy of a Railroad

Ralph, great account! So you couldn't just agree to enjoy participationism, because there was a competitive element to session design that asked for judgement?

So the question was always "Do you like this game I made?". It never became a different question "Would you like to try out a different game type (participationism), something you might ordinarily think you wouldn't like"

While at the same time, game design necessitated some restriction (mapping everything is just impossible). Initially the GM's discover this is a great tool to help them 'win' the game design competition. However, over time and more extensive use this gets some amount of negative feedback.

In responce, the GM adds more cool stuff so as to get a good rating. This requires more restriction so that stuff is actually experienced. This earns further negative feedback. And so on, in a classic deathspiral.

Way off? The GM trying to win the game of 'make the players/my friends happy'. But if players are allowed to wander off the prepared areas, they wont find anything that makes them happy. Worse, even though they were the ones who decided to wander off 'the map', they get to call that as the GM's fault and give him a bad rating.

On the opposing side, the players want freedom AND engaging content. Essentially two mutually exclusive goals.

I think I've played that game a few times.

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On 10/2/2005 at 7:17pm, Sydney Freedberg wrote:
RE: Re: Anatomy of a Railroad

Valamir wrote:
....as we began to assign more and more value to the mood and "realism" establishing narration described above it became more and more impossible to prepare material to the level of depth required to make the game "good" that could cover all possible contingencies.That's where the Illusionism started for us....


Now, is this the most common process by which old-school "wander 'round the dungeon" D&D (which was pretty functional and fun a lot of the time) turned into "I am Gamemaster, I have Story!" railroading (not so functional)? I get the feeling that, as Mike said, restricting the players' options starts as a way of managing workload when you want to describe an entire world but you're fixated on replicating the predefined, detailed descriptions of every room in the "box text" of a published module.  Big caveat: My own D&D experience is actually limited, so you grognards are going to have to reality-check this theory.

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On 10/3/2005 at 1:55am, Nev the Deranged wrote:
RE: Re: Anatomy of a Railroad

Callan wrote:
On the opposing side, the players want freedom AND engaging content. Essentially two mutually exclusive goals.


Uh... no, no, and also, no.

All of the most engaging games we played were freeform, with no maps, lists of treasure, or monster stats. It is entirely possible to build a story around the actions of the players just the way Ron & Company champion. We did it all the time... before D&D came along and taught us "how to play".

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On 10/3/2005 at 9:22pm, Joshua BishopRoby wrote:
RE: Re: Anatomy of a Railroad

Sydney wrote: Now, is this the most common process by which old-school "wander 'round the dungeon" D&D (which was pretty functional and fun a lot of the time) turned into "I am Gamemaster, I have Story!" railroading (not so functional)?


My group picked up railroading directly from adventure supplements and tradition -- that is, we played the same adventure supplement so many times over, that we slowly accrued the 'right' way to go about playing it.  We saved those hostages in the country schoolhouse from the mutant farm animals so many times...

Later, when we started creating our own adventures, they were linear like the battle-worn supplements we were so used to.

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On 10/3/2005 at 10:00pm, Mike Holmes wrote:
RE: Re: Anatomy of a Railroad

Good point. I think that the module as instructional tool has been overlooked in many cases as the culprit in creating methods of play.

Mike

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On 10/3/2005 at 11:31pm, Sean wrote:
RE: Re: Anatomy of a Railroad

There's no single cause for railroading. It can be a desire for story, or a lack of creativity, or an adolescent power trip, or lots of other things.

Old-school gaming as I experienced it was not railroady though. You had a map, some encounters, some random encounter tables, and, if you were good, notes on the personalities of a few NPCs so you could do some social interactions that led somewhere interesting. It's very much a 'jazz' GMing form but without the 'Narrativist' content - it's all about mutual response between the players. The dungeon is a living entity, responding to what the players do, and they try to grok its whole structure and complexity and outthink it before it gets them.

Trying to run with dungeon geomorphs and a monster & treasure assortment, and nothing else prepared, is a good way to learn how to do this even today. The trick to making it good is that when the players decide to talk to the blink dogs instead of fighting them, or come up with some interesting theory about the trap and who put it there, or whatever, you find a way to work it into the adventure, so that they can create meaning out of the random events that initially constitute the dungeon.

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On 10/4/2005 at 3:34am, Noon wrote:
RE: Re: Anatomy of a Railroad

Now, is this the most common process by which old-school "wander 'round the dungeon" D&D (which was pretty functional and fun a lot of the time) turned into "I am Gamemaster, I have Story!" railroading (not so functional)?

I think the root cause is that "riffing off nothing" can not be sustained. Sure, in the initial stages you can riff off the most basic player actions to make all sorts of cool stuff. But that enthusiam for anything roleplay is soon used up.

That's what I was stabbing at in the 'complete games' thread. When you run low on riffing enthusiasm, if system doesn't keep the game flowing regardless, as GM you start to rely on force techniques to get players to where you do have some enthusiasm left.

Hi Nev,

Freeform usually has even more rules involved than book play. They just aren't printed. By freedom I wasn't refering to freeform, I was refering to a lack of creative restriction. Creative focus comes from restriction rather than from being able to do anything you want.

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On 10/4/2005 at 5:07am, Brand_Robins wrote:
RE: Re: Anatomy of a Railroad

Mike wrote:
Good point. I think that the module as instructional tool has been overlooked in many cases as the culprit in creating methods of play.


I remember a Shadowrun module that I played in years and years ago. I was a Lion shaman, and by the rules in the book could not take insults without giving them back or attacking. (Oh the My Guy badness just lurking there....)

At one point we were in a situation where a powerful NPC was belittling our characters, calling us names and so on and forth. My character steps up and insults back. In retaliaiton the GM has the NPC hit us with everything he has -- resulting in a TPK in the second scene of the adventure.

When I protested, the GM showed us the module, wherein it said, "If the PCs are stupid enough to threaten [this npc] or give him lip, have him hit them hard enough to teach them to shut up. If they fight back, kill them to teach them not to be stupid" -- or something to that effect, I can't recall the exact words. (And even if that isn't what it said, the GM, and many of the players in the group, took it to mean that and to justify the behavior.)

From then on everyone in that group was very certain never to do anything "stupid" that could get in the way of our goal. Play became as simple as get mission, fulfill mission, come home and get more cyber. No personal BS anywhere, and no trying to step out of line. Because the module told us so.

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On 10/4/2005 at 2:32pm, Mike Holmes wrote:
RE: Re: Anatomy of a Railroad

I've said this before, but I think it's interesting that the text like this that's in the Hackmaster modules is only slightly exaggerated. That is, it tends to go on at length about stuff like this, but it was all in the original copies of the modules being parodied. Check out the introduction to an old D&D module, and one of the parallel Hackmaster modules to see what I mean. Often the Hackmaster version simply lays bare the subtext of the original.

Mike

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On 10/4/2005 at 11:47pm, Sean wrote:
RE: Re: Anatomy of a Railroad

Mike,

If it's not thread drift, could you be more explicit? I don't understand your 'like this'. I'd disagree if you were responding to Brand and if by 'old' you meant the pastels (which you almost must have, since most of the HM parodies are of the pastels). But maybe I don't understand what your 'like' is. Like what?

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On 10/4/2005 at 11:54pm, Joshua BishopRoby wrote:
RE: Re: Anatomy of a Railroad

Callan wrote: When you run low on riffing enthusiasm, if system doesn't keep the game flowing regardless, as GM you start to rely on force techniques to get players to where you do have some enthusiasm left.


There's also the possibility that the players can direct the game in directions they want; this responsibility does not fall solely on the GM's shoulders.  In lots of old games, the GM was the only one with the explicit power to do so, though.  I see a lot of instances in new games of empowering the players to direct the course of the game, either implicitly or explicitly.  TonyLB's thread about transferring excitement back and forth is a good example of this.

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On 10/5/2005 at 1:41pm, Mike Holmes wrote:
RE: Re: Anatomy of a Railroad

I've never heard the term "pastels" before, but I think we're talking about the same thing. The modules typified by the "Giant" and "Underworld" ("D" series) stuff. I'll have to grab one when I have a chance to make a direct reference, but in those series there is a lot of text that amounts to "GM Hints for Play" interspersed with the rest of the text. Often in odd contexts, and almost throw away at times.

One I can remember specifically (because I just happened to re-read it recently) is in the Descent Into the Depths where it talks about traveling in the underworld, and that the party can't teleport in and out. The surrounding text is telling the GM essentially to use whatever plot methods are neccessary to ensure that the party has to follow the rout that leads through the labeled encounters.

I haven't read the hackmaster version of this particular module, but I'm betting that it says this stuff, just much more explicitly. Now this example is specific to linear scenario railroading, but not all modules will have that. I'm not saying that they all, or even most of them, promote railroading. Steading of the Hill Giant Chief, for example is just a map, and one that can be entered from many points, in fact. So it doesn't have railroading subtext. But it has other challenge related subtext. For example, there's a long explanation for why the steading can't simply be burnt down, no matter what the PCs bring to bear. The subtext of which is, "Don't allow the players to avoid going through the dungeon crawl by using creative means. They have to go inside and kill the giants, one by one."

These modules, despite the short length of the non-room-description parts of the text, are full of this stuff. And for my eleven year old self trying to figure out how to play AD&D, it was all very formative information. Given that a lot of it is subtextual, I'm sure that people read the modules differently, and get different ideas. But, again, I think if you read the HM versions that you'll see them extrapolating the text in the ways that I'm talking about.

Mike

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On 10/5/2005 at 3:49pm, Brand_Robins wrote:
RE: Re: Anatomy of a Railroad

Mike wrote: One I can remember specifically (because I just happened to re-read it recently) is in the Descent Into the Depths where it talks about traveling in the underworld, and that the party can't teleport in and out. The surrounding text is telling the GM essentially to use whatever plot methods are neccessary to ensure that the party has to follow the rout that leads through the labeled encounters.


For the record, Forge types aren't the only ones to notice (and be unhappy with) this. Monte Cook did a bit, a couple years back, about how badly many dungeons are designed. He comes at it from a very gamist POV (as you'd probably expect), and talks about the way that PC powers should be used as opportunities to open up possibilities and not as obsticles that should be shut down in order to control the environment.

So Monte also saw a lot of railroading in those adventures, because not only did they force the story in one direction, they harshly limited the players rightful ability to step on up.

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On 10/5/2005 at 4:45pm, ffilz wrote:
RE: Re: Anatomy of a Railroad

Interesting to realize how quickly D&D modules went from fairly open (I consider G1s not allowing you to bypass the module completely pretty minor, especially for prep-heavy gamism, you need the players to agree to "do the module," however, short of things that bypass the challenge, player creativity should be open - which G1 did a pretty good job of) to being pretty railroady. Thinking about it, I suspect that's why I have fond memories of G1, and can hardly remember playing D1-D3 (I do remember playing Q1 Queen of the Demonweb Pits). I really rejected the serial dungeon form of railroading (though I'm sure I've done plenty of other railroady things).

Of course I had learned to play before modules were really available (we started with the original Basic set, complete with Dungeon Geomorphs and Encounter and Treasure Tables).

It's interesting contrasting these modules to Judge's Guild's Dark Tower that I'm running right now. Verry little railroading text in that, in fact, it doesn't really even make an assumtion whether the players will help the forces of good (Mitra), the forces of evil (Set), or none of the above.

Frank

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On 10/5/2005 at 4:47pm, Sean wrote:
RE: Re: Anatomy of a Railroad

The pastels are B1, G1-3, D1-3, S1-2, C1, and T1 - the 11 modules originally released with monochrome pastel colors. I would agree that there are some railroading elements in G1 and G2 (though G2 is one of the grandest 'series of fights' modules ever written IMO). But in general 'railroading' was understood as a bad thing by most early D&D players and it's one reason that e.g. the Dragonlance modules are and were widely hated by old-schoolers: because they took away the freedom to improvise and plan cherished by so many in the early days.

With the D series, it's funny. It's true what you say about the teleport restrictions, but there was ALSO this huge underworld map inviting to be filled in, which you could travel all around and get way off the planned adventure if you wanted. The 'sunless sea' 4-hex area was especially intriguing. Lots of GMs I knew filled in those areas and ran extended underdark campaigns connected to but distinct from the drow epic.

What I don't see in those modules though is the particular thing Brand was talking about where an NPC essentially bullies the players into doing what he wants and the players have no option to resist. There is a lot of latitude for interpreting individual encounters, most extremely in D3 and T1. (Our run of D3 involved much more politics and hot elf-drow sex than fighting, and might have been construed as an early stab at narrativism - the main protagonist was beloved of the surface-world elf-queen, but seducing Eclavdra was his most effective route to staving off the Drow invasion, setting up some moral hand-wringing alongside the sex.) The only exception I can think of offhand is Ghost Tower of Inverness (C2, not a pastel), but there the setup is in media res - you're all in the Duke's dungeon and the Duke wants you to get this soul gem for him, so go get it or die - but it's a tournament module, so that's not exactly the same thing.

It's true that sometimes old-school modules include unwinnable fights, but this is a feature not a bug from the old PoV - players need to be smart enough to recognize these unwinnable fights and run away. They also don't say "you can't do this", they just give you an obstacle which you could concievably roll your way into overcoming, though your odds aren't good.

The genius of non-railroaded old school modules was Paul Jaquays, whose Caverns of Thracia and Dark Tower (both Judges Guild) are masterworks of this kind of design. I think that's one reason those modules (along with Tegel Manor) are so beloved, actually - they were much more 'blueprints to make your own stuff out of', as were Gygax's D3 and T1.

So anyway, I guess I disagree with you about a 'general subtext' pointing in the direction of railroading pretty strongly, though I'm sure you could find (a) some compelling instances which were (b) read that way by some fraction of the early D&D community. The 'sandbox' philosophy is much more common to the great majority of Judges Guild products and a substantial fraction of TSR ones, and a great number of people were aggravated/pissed off/left the game when the Dragonlance modules ushered in the railroading style for a much larger group of players - and was seen as 'licensing' it as well.

Monte Cook and Andy Collins both have opined that since the game contains lots of transportation and divination spells at high levels, it's the GMs responsibility to challenge players with those powers rather than to shut down on them to protect the 'secret' of the adventure etc. In general I think that's a fair assessment, though I also note that the OD&D/1e versions of many of these spells that had built-in 'bugs' (dying from teleportation, going insane from contact other plane, etc.) so that there was a real risk built into using them to compensate somewhat for this, and I don't think that's a bad approach either.

Anyway, sorry to put the grognard hat on here, but I had an extremely fun and functional early D&D experience in general, and one reason was that we felt very free to improvise things in a way that few other games provided until I discovered the Forge. IIRC you've been around a while too Mike and while I accept that other people had very dysfunctional early experiences with the game, I also think that anyone who came into D&D after '84 and in some cases a little earlier may derive very misleading assumptions about what a substantial percentage of early play was like based on the text of later supplements and rulebooks.

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On 10/5/2005 at 8:08pm, Mike Holmes wrote:
RE: Re: Anatomy of a Railroad

Sean wrote:
But in general 'railroading' was understood as a bad thing by most early D&D players and it's one reason that e.g. the Dragonlance modules are and were widely hated by old-schoolers: because they took away the freedom to improvise and plan cherished by so many in the early days.
You being an expert on how all "old-schoolers" played, I take it. So the way that I was informed by the modules made my group an aberration? The HM parodies of these modules also being abberational readings?

Or, perhaps, could it be that your group was the aberration? Or, perhaps, is it as I've said that different people get different things from the subtext?

With the D series, it's funny. It's true what you say about the teleport restrictions, but there was ALSO this huge underworld map inviting to be filled in, which you could travel all around and get way off the planned adventure if you wanted. The 'sunless sea' 4-hex area was especially intriguing. Lots of GMs I knew filled in those areas and ran extended underdark campaigns connected to but distinct from the drow epic.
Yes, a module you paid money for with mostly blank space. Frankly I had bought it to play it as written because I could have made a map of some underground caverns myself, and filled them. The point is that, yes, this subtext does say that there's another way to play the module. It's just a suggestion, however, with no more support for it in the module than, perhaps, the wandering monster tables.

What I don't see in those modules though is the particular thing Brand was talking about where an NPC essentially bullies the players into doing what he wants and the players have no option to resist.
I wasn't commenting on that.

There is a lot of latitude for interpreting individual encounters, most extremely in D3 and T1. (Our run of D3 involved much more politics and hot elf-drow sex than fighting, and might have been construed as an early stab at narrativism - the main protagonist was beloved of the surface-world elf-queen, but seducing Eclavdra was his most effective route to staving off the Drow invasion, setting up some moral hand-wringing alongside the sex.)
My annecdotal evidence is that the party I ran through D3 basically committed genocide on the populace taking out whole clans of drow with barrages of magic missiles. Where you get roleplaying out of those modules is your groups predilections alone. Yes, there is an implication of some political play possible. But, again, the only support is for combat, with the drow stats all being listed neatly for them to be killed.

But, then you're not reading me again. I said explicitly that the subtexts of different modules say different things, and it's not all about railroading.

The only exception I can think of offhand is Ghost Tower of Inverness (C2, not a pastel), but there the setup is in media res - you're all in the Duke's dungeon and the Duke wants you to get this soul gem for him, so go get it or die - but it's a tournament module, so that's not exactly the same thing.
I think that the fact that they almost all started out as tournament modules is telling. Descent into the Depths is like it was because it was a tournament module that required railroading. The "and you can fill it out" part was tacked on to make it theoretically into something more. Again, our readings basically were to simply accept the "tournamentyness" of them, and go along with that, since that was what was supported. I remember calculating the point totals for Shrine of Tamochan play after finishing it to see how well the players did.

The genius of non-railroaded old school modules was Paul Jaquays, whose Caverns of Thracia and Dark Tower (both Judges Guild) are masterworks of this kind of design. I think that's one reason those modules (along with Tegel Manor) are so beloved, actually - they were much more 'blueprints to make your own stuff out of', as were Gygax's D3 and T1.
I still have my Caverns of Thracia, and read it also not long ago. And I agree with you about it. Again, where have I said that all old modules promoted railroading?

So anyway, I guess I disagree with you about a 'general subtext' pointing in the direction of railroading pretty strongly, though I'm sure you could find (a) some compelling instances which were (b) read that way by some fraction of the early D&D community.
Thanks for agreeing with me completely.

The 'sandbox' philosophy is much more common to the great majority of Judges Guild products and a substantial fraction of TSR ones, and a great number of people were aggravated/pissed off/left the game when the Dragonlance modules ushered in the railroading style for a much larger group of players - and was seen as 'licensing' it as well.
I've never even seen the Dragonlance modules. So I'll have to take your word. But nobody I've ever known saw them either, so none of us left D&D because of that. We all left way earlier than that. Though I think it's more for a desire to get away from gamism than anything else.

[quote}IIRC you've been around a while too Mike and while I accept that other people had very dysfunctional early experiences with the game, I also think that anyone who came into D&D after '84 and in some cases a little earlier may derive very misleading assumptions about what a substantial percentage of early play was like based on the text of later supplements and rulebooks.
Wow you make a lot of assumptions. First, I didn't have a dysfunctional experience with D&D. I liked it a lot. I liked linear adventures.

Second, I've been playing RPGs since 1976, and started playing Basic Blue Book D&D in 1977. So the condescending, "I played before you so I know what it was really like" can just stop. I even got a white box edition, and played a bit of that. I know the sort of open play that you're talking about. Ron and I and others have discussed it here and lauded it quite a bit. I played that way myself a lot before some modules showed me other ways to play.

All I've said is that modules have lots of subtext on how to run them, and some of that is what informs players of how to railroad. Note that you simply assumed that we had to be talking about the "pastels" (which seems damn Freudian to me), when I was thinking particularly of my old punching bag, CoC modules. Which are so straightjacketed in most cases that they read like scripts. And Traveller modules which introduce plot play, but assume but one possible plot. Etc.

So, I dunno, how about a bit less defensiveness about something that's not even under attack.

Mike

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On 10/5/2005 at 8:37pm, Sean wrote:
RE: Re: Anatomy of a Railroad

Y'know, Mike, I'm pretty sure you're the one being defensive here, since all the points you bring up "against" my post I agree with and at least indirectly acknowledge in the post you're responding to. We seem to agree on most of the substantive issues here, in fact, so why the line-by-line response cattiness? It's a drag. Surely you have better things to do with your time then to project a subtext that isn't there into my posts.

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On 10/5/2005 at 9:34pm, NN wrote:
RE: Re: Anatomy of a Railroad

Mike isnt claiming that these old modules were all railroads, but rather that as written their challenges are often narrow in scope. Yes, you can play D3 as a political thriller but whats there in black and white is a big roster of drow to hack up. One would think that if "the point" of D3 was to..I dunno, cunningly cut a deal with the anti-Llolth Drow faction...there'd be pages and pages of support for how to run that.

Ive always been puzzled by the disconnection in AD&D between the DMG and the modules. The former is full of Sim-ish stuff about noble titles and sages and the cost of mercenaries and castle building and treasure-rationing, the word "milieu" crops up every paragraph, etc.  And yet the "classic" modules to support this are nearly all Tournament adventures. Or wannabe tournaments.

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On 10/5/2005 at 9:47pm, Sean wrote:
RE: Re: Anatomy of a Railroad

Hi, NN -

I accept that my play of D3 was highly nonstandard, but it's a tangent to the discussion at hand. Mike seemed to me to be claiming, based on several earlier posts, that the implicit model of the classic dungeon crawl was a kind of disguised railroad. I queried him about that, and he either retracted the claim or else never made it in the first place.

The only relevance it has is that when you have a 'sandbox' perspective on adventures, it's much more natural to take them in different directions. It was rather common, in my experience, for people to try novel things (the kind of thing Mike seemed to be suggesting e.g. G1 ruled out, though apparently he just meant that that was one way of reading the module that was partly supported by the text) in older adventures, and for the adventures to go in weird, bizarre, and unexpected directions only loosely supported by the text (that's trivial, actually, given the style, which in turn opens questions about 'support'); but later on there really was a concerted effort, embodied in post-Dragonlance modules and much of the published 2e material, to encourage a railroaded 'story' style of play as the norm. My subsidiary point, which was not addressed to MIke, is that it's a mistake to project that style back into the early history of the game, because while one could find examples of it from the beginning, I don't think it was especially the norm until later on.

As a historical note the 'classic' adventures were mostly, but not all, tournament adventures. This was a major stage in the development of D&D, the development of tournament play, which played an important role in the way many players (and I think Gygax) perceived the game.

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On 10/5/2005 at 10:03pm, Mike Holmes wrote:
RE: Re: Anatomy of a Railroad

If I point out that you keep putting words in my mouth, and avoiding the points I made, will I get accused of being defensive again? Well, I am being defensive, as a matter of fact. You keep attributing arguments to me that I've not made. I don't get to try to correct that?

Why should I address a point you made in refutation to mine, when in fact, I never made the point in the first place?

No matter what I do here, you seem determined to make my arguments into something they're not. I said that modules teach various play methods (note, various, not railroading), and that the Hackmaster modules are only slightly exaggerating in their extrapolation of the subtextual indications in these directions. If you have some problem with one of my actual arguments, please continue to include me, Sean. Otherwise, just make your points without reference to mine.

Mike

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On 10/6/2005 at 12:29am, Ron Edwards wrote:
RE: Re: Anatomy of a Railroad

All right, thread's closed. As usual people are hugging their personal D&D experiences so close to their own hearts that the thread topic seems to have been lost.

Best,
Ron

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