| Post/Author/DateTime | Post |
|---|---|
| hollow_ghost11-17-05, 07:46 PM | There comes times when you need to railroad. Such cases include DMing for first-timers, when happens because your players are always arguing, or when you need to make your players run away. This can also be a thread of things not to do. I hope this can be a serious thread. EDIT: Also, for when PC1 MUST fall asleep or get captured, and you want to avoid lucky-godlike rolling from your players (for example). 1. Talk through the raven familiar/psicrystal. 2. Send a DMPC. |
| SOKAR11-17-05, 07:53 PM | 3) Have said task be issued by in person in power, such as a king. |
| mrmoot11-17-05, 08:02 PM | 4. Tell them if they don't do it, they may as well go home, because you don't have anything else planned and you had a long day at work and don't feel like making crap up on the fly. |
| Jesper11-17-05, 08:36 PM | I find that a if the party finds a (insert very big scary powerfull monseter here) if they don't follow your story line works just fine |
| green_yawgmoth11-17-05, 08:44 PM | 4. Tell them if they don't do it, they may as well go home, because you don't have anything else planned and you had a long day at work and don't feel like making crap up on the fly. This isn't railroading so much as expecting your players to not be asshats. http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif |
| Rocketboy1311-17-05, 08:54 PM | 4. Tell them if they don't do it, they may as well go home, because you don't have anything else planned and you had a long day at work and don't feel like making crap up on the fly. This is f'ing brilliant. :rofl: My players tend to follow the most vocal NPC, which usually gets them off track to begin with, but can quickly bring them back without them even knowing they were going the wrong way. :) :D :embarrass :eek: Random Encounters :dragon: |
| Cadfan11-18-05, 12:45 AM | Have someone trash their stuff. PCs may refuse to take plot hook after plot hook out of sheer spite, but if someone wrecks their stuff, they'll hunt that guy to the ends of the earth. |
| SuperTKO11-18-05, 01:10 AM | The promise of treasure, babes, coins, and cleavege only to find out all they did was save the world. Also, for the Munchkins of the group. Bonus. Experience. |
| Black Kitten11-18-05, 01:48 AM | Make them find their own motivation to do it. Know your players and tailor things to it. I have a natural inquisitive party coming up soon and I have been giving them clues to their upcoming mystery already. I am trying to give them the feeling they HAVE to look into something or they will become naturally :censored: |
| revnk11-18-05, 02:09 AM | Having a mission set for them by talking through a familiar or being set by a king or noble wouldn't be railroading under even the most loose of definitions. Acceptable rails might include: The players wake up in a cell without equipment.... When the PCs awaken, an army of foul horrors has besieged their town.... Their ship is sinking.... The PCs are on a magical train that becomes snowed in; an NPC on board is murdered.... The PCs' airship crashes.... The king decrees that all eligible adventurers are hereby drafted into the army.... Nameless horrors are rising from the deep as we speak.... The roof, the roof, the roof is on fire: so is the rest of the manor the PCs were staying in.... This inn was four-star before the zombies surrounded it; we can hardly recommend it as a bed and breakfast to our friends after the walking dead attacked.... The next morning the village was completely empty... wasn't this a Twilight Zone episode? Those are a few ideas that come to mind at a late hour right before bed. If a DM is going to consider pulling a rail out of his bag'o'tricks--and a DM should have as many tools as possible in his toolbox--it ought to be presented in such a way that the players don't even realize there's a track at all. |
| Malice Duskblade11-18-05, 04:38 AM | I'm glad to see a thread like this. It's too frequent you see DMs on this board screaming about railroading just because the other DM keeps them on the right direction. Otherwise, they'd vegetate in the imaginary pub. 18. Finding a key and a map to the next location. 19. One of those trusted NPCs whom they've fought alongside in battle, and saved each other's hindquarters time and time again, has new information or a request. 20. "I hear there's a lot of gold there..." 21. "They say there's a weapon of much power..." 22. "As the Lich falls to her knees, she reaches over the side of the boat and drops the staff into the rapids below..." "Wait - that's her phylactery!" Two months later, rumors abound of the undead queen who led an army upon the PC's home village... 23. Familiar names. These are perhaps more key than anything. A loyal friend has dissapeared, their hated enemy has murdered a friend, the helpful, friendly village has been besieged by orcs. And finally, because nobody wants to be called an asshat. |
| Evil DM Mk311-18-05, 04:43 AM | 24: You fall down a large concealed hole in the ground. 25: You bite into your rations, a few hours later you colapse into unconciousness. 26: Anything in a simmilar vein where the situation FORCES the party to take a certain path by virtue of the fact it is the only one there. Anything else is just agressive hooking. |
| R-man11-18-05, 09:31 AM | 27. The Cleric/Paladins deity has a favour to ask of you. 28. The BBEG that was killed and the party has a serious grudge against gets brought back to life. 29. Stealing party stuff is particularly good, especially non-combat stuff. eg nice jewelry, clothing, deed to property etc. 30. Make fun of the PC's in game! Players will go to great lengths to kill the offender if they can justify it by their alignments. 31. Throw the Rangers favoured enemy out there. Also works with prestige classes designed for defeating specific enemies ie Slayer in the Psionics handbook. 32. If you have good roleplayers with decent backgrounds, use them! Players have difficulty not rising to the bait of stuff in their background being an issue. 33. Offer a title for completing the quest, especially if the title comes with some degree of power/authority. ie Count/Duke/Marquis etc. |
| epifreak11-18-05, 10:26 AM | An "all roads lead to Rome" thing should work pretty well as long as the PCs don't know about it: The PCs are mercenaries offered two jobs. If they take the one, they'll go to a tainted forrest and eventually fight a lich and his/her army. If they take the other, they'll travel to a cavern rumored to have a great treasure; they eventually fight the same lich. The only thing that changes are the environmental descriptions (that and the fact that the forrest lich has the potential to have skeletal squirrels composing a portion of his army :D ) When the PCs return, they find that a competing party took the other job while they were away. |
| Messer11-18-05, 10:36 AM | Actually, I find the best way to get the players where they need to be, (if they get in that nasty habbit of doing stupid things, or wasting time) is to start killing them. You wouldnt believe how easy it is to get them to do what you want them to do when they are looking at potential death. Problems.... Players get frustrated, and tend to start shouting at everyone for not paying attention.... solution, Smoke Break. I had a flaggin group of adventurers who found no reason to do anything, and I found the best thing to do, was to keep asking them throught the week (why does your charactor advventure....) and when I understand the psyche of thier cha's, I get to do my rail road. Give them a Treatening thing that deiffinately poses a threat, a possible reward, works for thier ego, and if all else fails.... (Dah, d'd'dah, Didilly dah d'd'dah) *fanfair and banners* Ladies and Gentelmen, Messer's Rail-Road advice! #34 Pass a note to (greedy PC) says, "I'll bump you 100 xp if you help me push for the quest" and pass a note to the other NPCs that either has dirty pictures drawn on them, or has the ever present "Dreams" hook. Speaking of dreams, I had better get some. |
| DarkWarriorKarg11-18-05, 01:17 PM | #35. Use the West End games Star Wars method (which I and my players enjoyed): Start them in the middle of the action/swamp/forest. Works well with episodic sessions. |
| Ekranoplan11-18-05, 02:40 PM | The next morning the village was completely empty... wasn't this a Twilight Zone episode? There all like that. |
| hollow_ghost11-19-05, 06:22 PM | 36. kidnap a family member |
| ChaoticGood11-19-05, 07:54 PM | "OK, you've got the wizard surrounded. Suddenly, you hear a *poof* and he disappears. This is followed by the sound of laughter from on high. With a *whoosh!*, you all disappear into thin air and find yourselves on a beach." "Whoa, whoa, wait a second! My character and the dwarf... we weren't even there!" "Fine. Later in the day, a man walks up to you and the dwarf on a street and shakes your hands. With a *whoosh!*, they disappear into thin air and find themselves on a beach... right next to the rest of the party." Honest to Moradin, our DM did that to us a few weeks ago. Teleported us, unwillingly, and with no saving throw. We now refer to this as the Maximized Epic Cheat. |
| On_the_wings_of_TPK11-19-05, 09:04 PM | Thia has got to be one of the most retardest things I have very seen! We are all dumber for having read it. If you must railroad then write a freaken book! D&D is a co-operative game. |
| Keurin11-19-05, 11:14 PM | Just lay out a clear objective and make it so painfully simple it's just going "A to B back to A" and if they don't, it will result in their death. IT's then up to you if you wanna toss in crap to make it difficult. ****** I used to do that hack'n'slash game, then I tossed in a whole **ITLOAD of plotting and scheming, dragons, devils, liches, gods, and a continent in chaos. They prefer the hack and slash. :( Can't wait until they put out more epic content. |
| kaeso11-20-05, 12:20 AM | They're following an NPC, and you give them a choice between two towns, so they think that they actually have a choice (poor fools). If you want them to go to town A (Bobtown) where the NPC is, and they go to town B (Ralphtown), then whala! Switch the towns. Now, Bobtown is Ralphtown (in structures and people, not name), Ralphtown is Bobtown (in structures and people, not names), and you just made a major change to the two cities that the players will never notice. |
| lonesoldier11-20-05, 04:34 AM | Also, for the Munchkins of the group. Bonus. Experience.You had me at 'bonus'. ^_^ (Use the number's people) 40. The PCs suddenly fall down a mine shaft/pit trap that leads somewhere. Bonus points if the pit/shaft is not related to the area. |
| FriendlyBiscuit11-20-05, 07:23 AM | Wasn't that in a twilight zone? There all like that. Railroads #40-#400: all the Twilight Zone episodes. I'm going to go hit up Google, but does anyone know off-hand a good site for twilight zone episode synopses? |
| feartheinvinceblehamster11-20-05, 11:06 AM | Forgotten Realms only: Elminister tells them that if they don't do it, he'll be forced to ask alustriel to do it, and she'll refuse, and then he'll have to ask storm silverhand, and she'll say no, and then he'll have to ask The Simbul, and she'll also refuse, and then he might have to get off his stupid chair, stop smoking whatever magical "Herb" he has in his pipe, and do something useful for a change. |
| AntiDjinn11-21-05, 02:51 AM | When you have a player who is bogging the game down with endless minutiae (Such as a provisioning trip in which she needs to play out each and every purchase: How much of each type of ration, where stowed, and what seasonings are on each serving. How many candles, what color, what scent and how they are wrapped and the order in which they are put into her back pack. What clothing and accessories she is buying and how they are packed. How many extra shoes and exactly how they are stowed in the saddlebags on her mule. Which pets she is bringing and how their supplies are prepared for travel) then at the point where half of the rest of the players are starting to play video games at the table and the rest are either slack-jawed and drooling or looking at you as though silently pleading with you to end their pain, simply slam your fist to the table and say: "So, moving right along, you all set out to meet your contact at the designated rendezvous point...." Sometimes the direct approach is needed and this way only one player is mad at you for railroading and the rest feel like an RPG logjam has been broken. It worked for us. |
| hollow_ghost11-27-05, 03:08 PM | #43 - Fight on a barge on rapids. Makes you do Balance check every round, fear Bull Rush, and brings you to a new place. |
| hollow_ghost01-08-06, 01:28 AM | Is a DMPC a good idea? My party wants to avoid a war between elves and halflings and go back to their hometown where nothing important ever happens. Seeing as how I've elaborated an interesting plot, how would I keep them in the war without them hating too much? |
| sombrus01-08-06, 04:17 AM | Is a DMPC a good idea? My party wants to avoid a war between elves and halflings and go back to their hometown where nothing important ever happens. Seeing as how I've elaborated an interesting plot, how would I keep them in the war without them hating too much? An idea partially stolen from "curse of the azure bonds". Your party goes to sleep, and wakes up with bizarre blue sigils inscribed on their arms. When these sigils begin to glow the party members are knocked out by an extremely difficult to resist will save... let this happen a couple times while your party tries to figure out why and how this is happening... further... make it clear that these excursions are "costing" the party in potions, spells, and the like...but they aren't gaining xp (that'll **** 'em off)... and after doing this a couple times, let one of the party members make the will save, and if they're in any way smart they'll follow the party to the secret location where an obviously worn out and exhausted wizardess sends them on a mission for whichever side. Bonus points if the party member who made his save fakes like he's under the control of the sigils.... after the mission is completed (with only the single party member getting xp)... the party should go hunting for the battered wench. Upon meeting her they learn she is extremely powerful and can kill them on command through the power of the sigils...but is doing so only because of the most dire need....and she'll allow the party to fight FOR her...rather than merely be puppets.... this sends them off on the adventure.... conversely... the wizardess could be evil and part of the adventure would culminate with the party destroying the evil wizardess.... another way to ensure success is to have an accomplice PC... who you designate and will make the save. |
| sombrus01-08-06, 04:18 AM | #43 - Fight on a barge on rapids. Makes you do Balance check every round, fear Bull Rush, and brings you to a new place. or put down your books and go play Soul Calibur III |