I generally like Colville's takes on this kind of thing, and while I didn't watch the whole bit this seems to be no exception. Bowl, you said you didn't click the link, but basically he's saying railroading is...
Quote:
If you mean "Forcing your players down one path no matter what they do", then yes, that's not great.
...that. And I've actually seen a
lot of setups for that over the years in written modules. Obviously not great, and if you're not an experienced GM, you might not know that working with the players and their ideas is actually a good thing, vs. strictly following the written word. The best OSR modules have great takes on this where
problems are defined, not solutions.
Situations are outlined, rather than encounters detailed.
To stir a bit more discussion, two items:
1. I'm not so sure that Colville's statement that "linear" adventures aren't railroads really holds up, and
2. CoC and Delta Green adventures are, I think, the gold standard for how published modules really don't have to be railroads. There's a thing that's happened, there's a mystery, there are locations, there are factions / opposition -- but the players are 100% in control of where they go, when they go, and what they do when they get there. It's up them them to put it all together, in their own way. Now of course as I'm writing this I'm remembering some terribly designed CoC mysteries where "progress" can stop dead in its tracks unless the PCs find or do the specific thing. It's poor adventure design, which eventually resulted in mystery games like Gumshoe and Trail of Cthulhu figuring out better ways to handle those critical clue-finding moments.
Back to #1, a question for the D&D and PF players out there. How railroady are the big adventure paths or hardcover campaigns for those games? Are they sandboxy and open or linear? Can the adventure 'progression' be halted by the PCs missing something, or not visiting the right place or doing the right thing? I've often wondered about games that use battle maps, too -- it kind of implicitly indicates that the GM has prepared a specific thing and bent the narrative that way. What happens when you take the player input on-board and potentially end up with a fight or encounter breaking out in some location you're not prepped for in terms of the battle map, tokens, etc.?
Last point: railroads aren't always bad. Some
players actually prefer them. They want to be on that rollercoaster that vagueGM mentioned, they want to have content brought
to them. Not how I like to play (or run), but it's definitely a thing. Hard framing can also be a very useful tool when there's a limited amount of time to play -- say, at a con or other short-form game.