A Party Comes Together: A Modal Approach to Group Dynamics Travis Joseph Rodgers Ars Arcana Blog Volume III, Number 1 Two of the central struggles associated with an RPG party - as opposed to the players or the game itself - are how to bring a diverse group of characters together in the first place and how to keep them sufficiently together in the long run to keep them a party. I draw out two distinct polaristic approaches that are especially difficult to make work for most groups: hard railroad and utter chaos. I draw out a third possibility, based on modal operators (what is possible, what is necessary, what is impossible). Hard Railroad Whatever railroading is in an RPG, there is a bad version of it. Eliminating player agency altogether seems also to eliminate the role of the player. This seems antithetical to the nature of an RPG (it's a ROLE PLAYING game, after all). At the same time, what amounts to railroading will depend upon what an agent wants to do. If an agent w...
In Search of a Railroad (1 of 2 on Railroading) Travis Joseph Rodgers Evidently, one of the worst things that can happen in an RPG is railroading. It sounds terrible, at least, to hear from many who discuss the topic on Twitter’s #rpg or #ttrpg tags. So, consider this brief essay an exercise in conceptual analysis. I’m simply attempting to understand what railroading is, such that it is objectionable. The RPG Theory Review blog has the following to say: Railroading only takes place when player actions are prevented from having any effect on the flow of events . Stack Exchange diagnoses the central wrong of Railroading: It's generally frowned upon, because it disrupts the free-will oriented nature of roleplaying . The Angry GM agrees: Railroading used to refer to the GM forcing the players on a predetermined path through a story . Even TV Tropes.Org chimes in: In short, the GM takes any measure necessary to ensure there is only one direction the campaig...