Ravenswing
Iconoclast
- Joined
- Oct 6, 2020
- Messages
- 1,102
- Reaction score
- 3,476
The problem is making it good i.e. fun and interesting. And that in my experience makes railroads just as challenging any other structure for running a campaign.
Are they? You're not asserting, surely, that sandboxes are good, fun and interesting all on their own, and that it doesn't take skill to do that?
Exactly where does the 'skill' come in when we're talking about bulk prep?
Well, for one, to gauge with what elements, and on what level, the players interact. Are they interacting with the movers and shakers: the Queen, the Archmage, the Admiral, the Matriarch of the faith? That needs a particular infrastructure and design. Are they focusing instead on the top kick of the district Watch platoon, the journeyman wizard making a living off of petty divinations, the neighborhood parish priestess? That needs a different infrastructure and design. Are they doing both? And not only in Warwik City, but in Seasteadholm, Thevelin, Maskholm and Thelamie Town to boot? Erk, you got work to do.
For another, if you're doing bulk prep beyond random gen tables, and you aim to do a good job at it, you want to avoid being hackneyed and repeating yourself endlessly. If the Green Triangle Tavern and the Grey Cat Tavern and the King Gadelen Tavern and the Golden Wheel Tavern all have bluff, portly (male) innkeepers, sultry slatterns in low-cut blouses, beef and ale, a frou-frou minstrel twanging a mandolin by the fire, a beefy drunkard sure to provoke a bar fight, and a 180-proof house liquor with a weird color and an offbeat name, then you're just mailing it in and the players' eyes will glaze over.
Surely that's the mark of a poorly prepared GM? If a player says they want to do X, let them do X. If that derails the plot, nudge them back, if it pushes them further down the railroad, everythings gravy. The thing is they'll never realise its a railroad because you've never taken away their agency.
A party that doesn't run into the limits of a railroad really fast is either a bunch of desperately unimaginative players, or a group that buys into the concept and has a tacit social pact not to stray beyond the rails. Because Robiswrong isn't: players figure it out.