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Originally Posted by Ken
Is railroading a facet of scenario construction/writing or is it a type of GMing style?
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To me it's either and/or both. A scenario can be written either way, or at least to facilitate either style of play easiest. A GM can take either scenario style and run it either way, but it takes more effort to run a scenario different than it was designed.
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Yes, players had choice to roam the dungeon at will but only after they had virtually been delivered to the entrance by Fed-Ex. In fact, Expert d&d acknowledged that it was more difficult to let the players do what they wanted by roaming wilderness areas, which is why it was introduced later and only on hex-maps.
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I see those as two separate issues. Yes, the written adventures frequently gave very little information on how to get the players involved, but once the adventure started it was pretty much freeform. (I'd note that tournament modules by their very nature are railroaded and many of the early modules were exactly that.) I also don't think the early adventures are exempt from railroading, as you note. I just think it got worse later.
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I dislike a scenario (and these are usually the published ones for obvious reasons) where everything is static unless interacted with by the PCs. Where the creatures operate in a limbo until 'spawned' by players. This is little more than power-gaming (or computer gaming) with a veneer of narrative painted over it. The PCs can see through this when badly implemented and therefore feel as though they are being manipulated, i.e railroaded.
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I agree completely. I never ran adventures that way, even if written that way. In fact, when I was young(er) I really pissed off a group of players once because after they pulled back to recharge, I had the inhabitants of the (prewritten) scenario set up defenses, hire help (from the treasure the PC's wanted), equip with the magic items in the treasure, etc. It just made sense to me. To me, this is a lot like the above. In the hands of the right GM, the scenario works perfectly fine, but if it was written explicitly to make the inhabitants active, rather than static, it'd be a better adventure and would take much less GM effort to run well.
To me, the world has always been a dynamic place that moves along with things happening, even if the PCs don't get involved. Of course, the PCs can make their mark on the world, but if they sit home, the rest of the world doesn't wait on them. If they choose one path, the other may still be there later, but it most likely has changed significantly. I'm pretty sure I'm considered a die-hard simulationist, so I'm more interested in running a coherent, "realistic" world for the character to react against. The story is what the players do in that world, but I don't stage things directly around them. That's up to them: I have been lucky to generally have very proactice players who seize the initiative and push for their own agendas in the world. (I'd like to thing my GMing encourages this, but I may have just been lucky.)