Babbling at the Counter #11 – Pen and Paper
When is a railroad not a railroad?
I was reading this post Sandboxes vs Railroads
at The Space Masters and it got me thinking.
While I agree with most of the ideas expressed there (mainly about the
dangers of the sandbox style), I think that railroading should be a last
recourse option for a GM. Instead, I offer two alternatives to start a campaign or to
keep the motivation up and the story moving forward:
Heroes and other White Hats
First of all, unless you are playing a survival-kind of game, it’s
assumed the characters are going to be on the adventurous side. They should
have their own reasons to go out and risk life and limb on quests. If they
didn’t, they’d be innkeepers instead of wandering swordsmen, right?
Maybe they do want to avenge their homeland; but why would they help a
poor farmer if they are not heroes fighting the good fight?
Unless each and every action they take is tied to the main plot, they’ll
have to go out of their way every now and then to complete a mission, and they
should be as motivated as ever.
That’s why most fantasy characters are noble and/or greedy. It’s not
just about the Big Bad threatening the universe; it’s about saving damsels from
bandits, too. You don’t need to threaten the party with “Save the world or
suffer the consequences” if they are Heroes. You just need to point them
towards an injustice and they’ll take care of the rest *.
*For greedy characters, replace “injustice” with “treasure” or “monetary
reward”.
You brought this on yourselves
Now, this is a neat idea. Start your campaign with a sandbox kind of
world. Let the players do whatever they want. Then, use that to create the main
problem to solve. You see, instead of taking aim at the characters’ motivation,
shoot for the players directly.
Maybe they survived the zombie attack, kudos! Oh, wait, remember that little
girl they saved? Yeah, should’ve taken a look to be sure she wasn’t infected.
Now they have to hunt her and everyone she bit down before they infect the
city. That’s a good campaign starting point.
Or perhaps the dungeon they destroyed on their way out was the prison of
a demon. Better put it back, pronto!
The idea here is not to tell
them what to do, it’s to say: “Well, what you did caused that, are you going to
do something about it?”. If they refuse, they clearly don’t want to play this
kind of game. What about backgammon or something else?
Final Thought
Yes, a campaign with no motivation is bad. But one with a player driven
motivation is even better than the railroaded alternative.
What do you all think?
-The Storeman
Extra reading: A way to railroad stealthily, if you absolutely need to. 2
Links (Schrödinger'sGun a.k.a. RailSchroding)
Nobility and greed are fine motivations if they can be depended on, but I find an even better motivator is the threat of loss. If they don't do something, something bad is going to happen. Really it all comes down to player choice. Give them hard choices, because that's when they come up with creative solutions.
ReplyDeleteYeah, loss can be powerful too. Don't know why I forgot it.
DeleteI guess it isn't there because I was thinking about wandering heroes, which are hard to threaten with something besides their equipment… not sure, though.