Tuesday, September 22, 2015

Choo-Choo, All Aboard! Running Linear Game Sessions


Working on the Railroad 

Among players and game masters, no path to adventure is as maligned as the infamous "railroad." Railroading players is defined as limiting their path to a very singular sequence of events rather than free form or branching paths to the adventure's conclusion. In most cases this can be very frustrating for players, since it removes their sense of freedom and agency and restricts the game to a predefined structure. 


For example: The town is being tormented by the machinations of an evil necromancer. In order to reach his tower, the players must pass through the dark forest, and then climb to the top. If they try to abandon the mission, the necromancer will destroy the town. There are not many ways to circumvent the overall course of their mission. It's going to be town, forest, tower.


Now at face value, this sounds like a bad idea. It locks the players in to restrictive gameplay. But there is a place and time for everything, even a linear game design. There are cases in which a linear adventure design can actually provide a more engaging experience. The trick is in execution, and allowing the players freedom to make choices within the framework of the adventure.


If you think about it, most video games contain similar restrictions. They have a series of progressive levels that you have to complete in order to proceed to the end. Even open world games have specific quest lines arranged in a particular sequence. There's nothing innately wrong with having a planned sequence of objectives. In fact, following a prepared path on the tabletop makes sure that the players will face encounters that have been designed for maximum satisfaction. A scenario the DM has planned and prepared for is usually more likely to satisfy than the one he has to invent on the fly. Of course player freedom is important. But if it will result in a dull or confusing experience, it's not worth it. 



Remember to keep your linear adventure fun for the players with these five simple rules:  

1. Don't limit yourself to the plan.




When the players make choices that don't lead them into the next scene, don't automatically fight them. Even when the game has a set arc to follow, it should still feel organic. Embrace alternatives as your players present them. If they wish to take a stagecoach instead of buying horses to arrive at the OK Corral, roll with it. As long as they hit the highlights, you should be fine. Mix improvised elements into your adventure path. Use the advice in "What's Behind That Door?" to allow you to work your planned encounters back into the adventure. You know what you want to have in the adventure, but allow your players to have their say on how it is introduced.

2. Fill in spaces.

Use alternate paths and new ideas presented by the players to 'fill out' their adventure. Let the players explore side-paths before you guide them back to the trail. Use honey rather than vinegar: offer enticements to draw the group back to the parts of the adventure that you have prepared in detail. Use their PC's motivations to inspire them. 

Whatever you do, don't try to force your players back onto the path. That's where the term railroading comes from. In extreme cases, address the players directly and ask them what they want out of the adventure. Sometimes they might just need you to present them with a stronger hook to make them care about the adventure at hand.

3. Include options within each scene.


"You need to rescue the princess from her cell, but that doesn't mean you have to fight your way out."

Just because the players are on a certain course to finish the adventure doesn't mean they should have no say on the inner workings of the quest. Your encounters themselves should include for multiple avenues to success (combat encounters with limited options are no fun.) Dungeons or other mapped areas to chart their own path through are the most classic. But there's also including non-combat solution to a combat encounter, a second door into the same room, a chance to choose their weapon in a gladiatorial duel. Even minor decisions like naming a flagship or choosing outfit to wear to the ball can be fun and engaging for players if presented right.

Another common trick is letting the players choose an order of events. If they have to tame three beasts before gaining audience with the beastmaster, at least they can choose which creatures they approach first, second, and third. 

Make sure you are including options within your games by tracking how often you are asking players questions. As long as you are doing this and letting their answers have effects on the game world, you avoid boxing them in.

4. Don't make it obvious.

If you use these techniques, it shouldn't be so obvious that the players are following a certain course of events. After all, they have chosen their routes, made decisions along the way, and you haven't stopped them. If they played through the adventure a second time and it turned out the same, they might feel disappointed. But that's why you only run it once after all! If your players seem happy with the game (always the number one priority) then you'll be fine. 

Remember, absolute player freedom and having an open world doesn't take priority over fun.

5. Don't make your whole campaign linear.



Mass Effect 3 had a relatively simplistic conclusion
On the flip side of that last rule, having complete control and being prepared doesn't take priority over fun. 

That's right, this is the part where I say not to do everything I just said you can do. At least not making a habit of it. This isn't a model you want to apply to more than a session. On a big picture level you will want to allow the players to chart their own course and work from there. Players having control over their adventure paths leads to your party having a greater stake in it. Unless you are running a module, don't plan out your campaign in long term, prepared detail. Let the players course develop in its own direction. Linear adventures are ideal for one-shot adventures that only last a session for this very reason. Following the principles here can make for a fun, quick game. 

At last, keep in mind that an adventure is only as good as the parts of its whole. If the singular path you have in mind is comprised of poorly designed encounters and storylines, it is time to redesign. If your players don't seem happy, give yourself a time out and reassess the situation. See what you can salvage from the material you have prepared. Don't throw everything away out of frustration. Find out what it is that's not working and then re-work it to fit your players' needs. Just don't insist on keeping everything as-is just because that's what you originally planned. Being able to adapt and improve your ideas is the key to running any adventure, and the key to good game mastery.

Happy ventures!

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