I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Saturday, December 10, 2022

Railroading paradoxes (plus: diegetic RR, meta-RR, ticking bombs, good and bad RR, deus ex machina, etc.)

Railroads happen when the GM negates a player’s choice in order to enforce a preconceived outcome (Justin Alexander).

The first railroading paradox is this: if you negate a player's choice to go into a dead end, you're railroading. But once you reach the dead end, there is no more choice.

And that's okay. In order to make choices, the possibility of making a bad choice must be on the table. Enough bad choices and there are no more choices to make. If necessary, make a new character. In short, past choices can negate future choices.

(I'll use RR as an abbreviation for railroading from now on)

Allowing players to put themselves into bad situations is one of the most important protections against RR. Anyone can see how unfair and frustrating is to save your beloved villain from the PCs with dice-fudging and "deus ex machina" only to have him reappear later. But there are lots of GMs who think it is fine to save the PCs from the villain in a similar way. It is not. It is equally RR. You're negating player’s (bad) choices.

Choice for the players usually means they are able to risk and even sacrifice their characters.

[Notice: I do not mean random TPKs are mandatory. I mean the players get to choose. It is okay if you all agree beforehand that PCs can never die, or that they can only die when willingly risking their lives for something they believe in. As long as everyone knows what kind of game they are playing - see the next section about "social contracts"].


What is "player choice"?

Player choice is role-playing their PCs however they see fit. This usually includes risking and even sacrificing their characters when they find adequate. Taking this choice away is RR.

It does not necessarily include choosing elements that are extraneous to their character's actions. HOWEVER, before the game begins, or when there is no role-playing occurring, it is often a good idea (sometimes even necessary) to allow  players to choose elements that are extrinsic to their characters: for example, "what about playing a campaign in the northern wastes next month"?

Notice that this "social contract" limits future choice even in character actions: if a player agrees to play a campaign in the northern wastes and the first action his PC takes is going south, he is either trying to make a new character, or a certified a-hole (and maybe you should find a new player).

This is another example of how past choices can negate future choices.

Deus ex machina

Deus ex machina [...] is a plot device whereby a seemingly unsolvable problem in a story is suddenly and abruptly resolved by an unexpected and unlikely occurrence. (source)

I think this is an important aspect of RR - especially the unlikely part. In this context, a potential TPK is a "seemingly unsolvable problem" that the GM can solve with RR.

Diegetic railroading and meta railroading; explicit railroading

Diegetic RR happens "in-fiction": help suddenly arrives out of nowhere, etc. Related to "deus ex machina".

Meta RR happens in the game mechanic - you fudge the dice, alter AC or HP, etc., to save the PCs or to let a villain escape.

Both are similar in that "the GM negates a player’s choice in order to enforce a preconceived outcome". I find diegetic RR preferable because at least is obvious and honest, while meta-RR is closer to cheating.

And explicit, direct RR is better than covert RR, in general. Maybe "a green dragon attacks you on your way to town" is barely even RR, but "a green dragon attacks a neighboring town and you must go there to fight it or the king will throw you into prison..." is. In both cases, the PCs have no choice but to face the dragon, but the first one at least removes the illusion of choice (see here).

Good and bad railroading

RR is usually a bad thing IMO, but not all RR is created equal. The worst forms of railroading are the most unlikely and also the most independent from player's choices. "Rock falls, everyone dies" is a good example.

On the other hand, if help suddenly appears, right after the PCs have just made an ally in the last scene, it barely strains credulity. And a rock that falls because the PCs failed to disarm a dangerous trap is not RR.

Notice that I'm NOT saying that RR is okay if the players do not notice it (it is quite the opposite, as seem above). It is not. I'm saying that might be some gray zone that deserves to be considered.

There is some aspect of unfairness in railroading. This might deserve a post of its own.

Consequences are not railroading

"If you don't take the quest, the king throws you in prison until you comply" is probably one of the lowest form of railroading that can be found in old adventures (and Descent Into Avernus).

However, having the king throw the PCs in prison because they committed a crime is not RR, it is the consequence - not the denial - of player choice.

Acts of God and Force Majeure are not RR

Earthquakes and tsunamis are not RR. They generate preconceived outcomes and are immune to player choice, but are not made "in order to" negate player choice. Same applies to plagues, riots, revolutions, and ancient red dragons destroying entire cities.

Ticking bombs, the end of the world, an another RR paradox

To avoid a "schrodinger's dungeon" or  "schrodinger's sandbox" (e.g., a place that is frozen in time until the PCs enter, which I call "railroading in time"), it is often using to have "ticking bombs". "The villagers were captured and might be killed in a week if not rescued".

This feels a bit like a RR, but noticed the PCs usually still have a choice. Let the villagers perish, etc. But what if they know the villagers will be used in a ritual to summon the demon lord and end the world?

"If you don't take this quest, the world will end" sounds even more extreme than being thrown in prison. However, if somehow feels less RR to have a lich planning to destroy the world than to have a king throw the PCs in prison until the perform a service.

(BTW: I have recently played a Shadow of the Demon Lord campaign that did exactly that in its finale - either the PCs act in X hours, or the world ends).

Why is that? I think it might have something to do with affecting the PCs directly and specifically. Also, in D&D worlds it feels more likely to have a world-shattering peril than to have a king that can easily overpower the PCs but also needs them for a random task.

The "end of the world" scenario is an extreme case and should be used with great care IMO. Still, it is NOT RR if the PCs still have choices.... and the possibility of failure.

Affecting the PCs directly is dangerously close to RR

A hearth attack cannot be controlled by the PC's actions. But you can easily see how giving a random hearth attack to a PC can become a tool for the worst forms of railroading. Likewise, being thrown in prison for a crime you didn't commit is iffy unless you've made some enemies before.

Every time the PCs are affect directly but seemingly random events, the GM must be extra careful to avoid railroading.

In any case, the GM can protect from direct RR by using tools such as social contracts and random tables ("we are playing a realistic Pendragon campaign, after 40 y.o. your knights have 1% chance of sudden death every year").

In conclusion: sometimes, the GM must negate player choice

In conclusion:

- RR is anti-RPG since it limits the possibilities of role-playing (literally, it limits the capabilities of players playing their roles).
- Player choice can (and often should) be negated because of past choices, including previous actions and social contracts.
- As a rule of thumb, the GM should not negate player choice without their knowledge.

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