At first I had to
have a hard look, because I also “hate railroady bits”. So I was
kind of baffled to be accused of inserting railroading in one of my
own adventures. I even moved toward story-based gaming because I
hated the lack of choice some GM's gave me. But Bryce was right, my
first scene did look like railroading – the way he read it, and
possibly also the way I wrote it. So what happened? I'm not sure, but
it sure got me thinking about the railroad thing.
Being on the Losing End
During the
scenario there are at least three occasions where the idea is that
the heroes will (have to) be on the losing end of a confrontation.
First their relatives are kidnapped before their eyes, secondly they
may be locked in and have to consider help by a noble family dwelling
underground, and thirdly they might be captured in true comic book
style, to be gloated over by the arch-villain.
Now being on the
losing end of a confrontation is not being railroaded per se. You
might think so with the talk about play balance, and some players may
seem to think so when they start to balk about not being able to win.
In my view, “bad” railroading only starts to occur when the
players feel they have lost control over where they want to go. Or
not to go. Not just their characters have lost control, but the
players have. Basically the players then feel nothing they do right
will help to change the situation.
Notice that I'm
not saying much about story, or keeping things on track. Players
rarely balk about winning too easily. Although the better ones do.
Instead, what I think bothers most of us, is the “losing” bit in
losing control.
But Losing – and then getting back
on top – can be Very Exciting
Regular movies, tv
shows, comics and books are full of heroes losing out. In the
starting scenes they may be overwhelmed, later on they may be
captured, beaten, knocked down, and so on. In most shows, the upbeat
ones, they win again later on.
Yet, in D&D
this may prove to be harder to do. Typical heroes will be stacked
with spells, armour and weapons, and may burn down any enemy before
they can speak. So, capture attempts tend to evolve into all out,
life or death fights. This is partly because the average player may
expect a GM to punish signs of weakness severely. Shame if that's
true (and it surely has been in my own games), because this way you
miss out on a range of potential nail-biting moments.
So, what if you
knew you could trust your GM?
Yeah right. To an
extent I should trust my GM, to be fair. But I should also trust him
to make trouble for me. Yet, suppose that you could also trust the GM
to never bring you into an unfair situation, even if you were
captured (or *&% forbid “railroaded”?)
Suppose you're
overwhelmed, but you also know you can run away to live another day,
then a no win confrontation is less bad. Most GM's will actually
handle this well enough. Or, if you know you'll have the chance to
later rescue the ones you saw being kidnapped, it's probably less
bad. Or, more extreme, if you know that the villain captures you, but
that the game master promises to help create a chance to let you
escape, it's probably also less bad. It might even be fun, because
you get a new kind of challenge.
No Direct or Indirect Harm shall be
done through Forced In-Game Capture
There's no hard
rule for this in OSR, maybe it's more of a story gaming thing, but
you could make it one: THE GAME MASTER MAY LET NPC's CAPTURE ONE OR
MORE PC's (under gunpoint, by knocking them out, lulling them to
sleep, etc.), BUT SHOULD THEN LATER PROVIDE AT LEAST ONE (OBVIOUS) SERIOUS
ESCAPE OPPORTUNITY BEFORE ANY REAL HARM IS DONE TO THE CAPTURED PC's.
Naturally, pc's may still try to escape before capture, against all
odds, but if they get hurt during this attempt, that's their own
risk. The GM should carefully signal what kind of situation this is,
of course.
Now, would this
work? What do you think, out there? I'm sure going to give it a try.
Meanwhile, I'll
also do a little rewrite of the scenes that looked too much like
railroading, and update the module.
UPDATE: Shadow of the Haunted Keep was updated. It now should no longer contain "railroady bits". Or at least fewer of them :-)
UPDATE: Shadow of the Haunted Keep was updated. It now should no longer contain "railroady bits". Or at least fewer of them :-)
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