I lightly touched upon this in my
previous piece “How the World Acts”, but the influence players
have is an extremely important part of a campaign. The entire tone of
the game can be influenced and created based on the amount of freedom
players have. For the rest of this piece, I will talk about the
concept of freedom and how it applies to creating adventures.
Railroading and Bounded Freedom
An important part
of being a Dungeon Master is not to railroad your players. However,
depending on the kind of game, there will be certain things that
cannot be achieved no matter how high you roll on the D20. If your
players are expecting a down to earth, realistic-ish game (yeah,
yeah, magic isn't real but it still follows internal rules), a
natural 20 shouldn't let your character jump to the moon. Part of
running a game is defining this boundary in a consistent way. There
are even games I have played in where there is nothing off the table
and while it was fun, it created a tone that was comical. For this
reason, bounded freedom is an important element in creating the
overall tone of a session.
The idea of
limited freedom isn't the same as railroading, and I want to make
that very clear. In normal day to day life, you are limited by the
rules of the world but at the same time you have freedom to live
within those rules. I like to think of a game to be the exact same.
The issue is when your players don't like the rules and boundaries
you have set up as the Dungeon Master or when you restrict their
choices because of a grand plan. It is easy to accidentally railroad
players, especially when lacking experience as a Dungeon Master, so
keeping these ideas in mind is important.
Finding the Right Balance
Trial, error, and
knowing your group. That basic approach to just about every element
of a good session is also needed here. There is such a thing as too
much player freedom. When is this the case? That depends on your
players. The nature of role-playing games is that player actions
should have effects and be acted on (actions have consequences).
Certain reactions may limit player choices but that makes sense from
a narrative perspective (consequences can limit freedom). Depending
on the kind of game, though, the difficulty to accomplish a task will
be different. For example, how difficult should it be to cut a rope
from 300 feet away using a single arrow from a longbow? Well,
depending on the kind of game you are playing, the answer could be
from easy (though this is probably unlikely), to hard (more likely),
to nearly impossible (the more realistic games would probably say
this). If the difficulty is off to either direction, players won't
be happy.
Plotting Advice
“Design the
problem and the rules for the world but don't worry about the best
solution.”
From my humble
experience, the line from bounded freedom to railroading is crossed
when the game master has a storyline in mind for the entire game.
What this article boils down to is that quote at the start of this
section. If the Dungeon Master defines the rules and consequences for
actions, the players can solve that problem or confront that
situation in any way they wish within the framework the Dungeon
Master has set up. If the Dungeon Master has defined the entire story
with every scene having a solution he has placed there, we tend to
end up having railroading. This isn't to say the Dungeon Master can't
give help through items and non-player characters, but the players
should be free to use that help as they see fit as long as it fits
into the framework built.
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