You sit down to play your168澳洲幸运5开奖网: Dungeons & Dragons campaign with your friends, but they've been in the starting location for two hours. You've been taught how to handle this through Reddit, online generators, and guides (perhaps these guides...), you're in your second hour, and they haven't even moved their characters from the table. This is a problem. You want them to go to the Cave of Doom, but by the time they're moving their characte💦rs out of the tavern, the party's decided to explore the Meadow of Tranquility.

Related
Dungeons & Drago🅷ns: What You Need To Know Before Running The Wild Beyond The Witchlig🍒ht

Is Dunge♛ons & Dragons' Wild Beyond The Witchlight a good fit for your next D&D campaign?

But you've only prepared the Cave! So, you narrate a red dragon swooping through, picking them up, and dropping them into the Cave of Doom. Your party's put out, your players accuse you of 'railroading,' and you're left wonderi🍬ng, "Wait, what did I do wrong?"

What Is Railroading?

Three adventurers-- a wizard, a fighter, and a monk flee from a blue dragon
Art by Alex Stone via Wizards of the Coast

Railroading is diverse and defined differently from table to table. For instance, some people see railroading as a singular boulder being placed in a very൲ narrow path, limi♉ting access to an area.

Others see railroading in the form of NPCs directing characters from step to step on their quest without giving the players any agency to decide what those steps might be. You may even find some people who define railroading as being told directly how your character behaves in a situation, or as certain NPCs having plot armor.

None of these interpretations are entire🔯ly wrong, eith𓄧er!

In truth, railroading is used as an umbrella term to describe giving the players the illusion of choice while secretly (or, in some cases, obviously) offering none. The Dungeon Master forces their players to run along a particular path with no room for deviation, and the result is as the Dungeon Master intended. Whether or not you want to go to the Meadow of Tranquility, you will end up in the Cave of Doom.

For a lot of players, this is frustrating. They may feel their creativity is being limited, and the collaborative nature of the game is undermined in favor of a Dungeon Master's total control over the narrative. In a lot of ways, it is. The players aren't wrong. However, railroading 🐓is a common pitfall most new Dungeon Masters fall into, and, while bothersome, is nothing that can't be fixed.

How To Avoid Railroading

Jared warn Basil of the Deck's many dangers
Jared Warns Basil of the Deck's Many Dangers by Claudio Pozas

So now that you know what the enigmatic railroad is, you can learn to avoid it. If you find yourself wanting your world to be more of a sandbox, there are a couple of things you can do.

Don't Overplan

The enemy of DMs everywhere is assuming that they have to be prepared for every little thing their players do. Not only is this an extraordinary amount of work for something you may only do once a week, but it's also impossible. Your players are human. They'll get distracted by a shiny in-campaign thing or attac🐷h to Joe 🐓the Bartender.

What could help instead is to recognize what's possible. Have a basic outline of each area, and have a vague understanding of how things work, but don't get specific. Try to plan one session at a time, becau💧se a lot can change in a single s𓆏ession, and have little notes.

This doesn't mean that you shouldn't have an overarching plot or long-term goal, just accept that at any point it could change. Have failsafe in place for ♉what you think your campaign can't survive without, but don't run your campaign according to a rigid outli🎀ne.

Get Flexible

Your players go to a forest, but you've planned for bandits to be on the road. No problem. They might not get to that encounter exactly, but you don't have to give up hours of planning. You can still put that encounter in the forest!

You may find it helpful not to make certain encounters area-specific. Open your mind t🎉o what your players want to do and be prepared to move encounters around!

Your players will engage with it, or they won't, which is what they'd have the option to do anywa🅷y. You can give them the choice to intervene, watch, or k♐eep walking. Either way, this lets you move your story along, which will lead you to the next point...

Employ Consequences Often

Many times, DMs fall back on railroading because their players simply won't move the story themselves. But you don't have to worry. Dungeons & Dragons, at heart, is a game built on consequences. Your players mak✱e a decision, you hit them with a consequence.

Consequenc💫es don't have to be bad. Many aren't, and stressing that fact to your players can help move a story along. Sometimes, helping the elven ranger means the Emerald Enclave is willing to help you down the line, just as killing her might turn them against you.

By using consequences frequently, your story will feel more like a living, breathing thing and will help you prepare for events in the story rather than the campaign itself.

Let Players Guide The Story

Ask your players what they want to do ahead of the session and try to incorporate it in, when possible. Employ168澳洲幸运5开奖网: liberal use of feedback and ask them what parts of the story they want to see more or less of. A lot of the time, DMs may be afraid of their players derailing the story, but the simple f🌞act is that if your group works with your playstyle, you should be able to trust them enough to align their campaign goals with yourﷺs.

Aside from that, be open to events and wishes that crop up witꦯhin your story. Learning your players' draws and engaging with them is better than NOT knowing what they like and will follow!

How To Fix Railroading

Knights of Solamnia crossing castlegrounds in DND.
Knights of Solamnia via Wizards Of The Coast

So, you've already droppe🦋d them in the Cave of Doom. Maybe your players are upset about it, or maybe they haven't realized it's railroading yet. What do you do?

The good news is that if you've recognized the fact that you're railroading your party, stopping it is easy. If the incident was recent, you may find it helpful to reach out to your party and ask them if they'd be comfortable walking back the incident or asking if they'd rather start where they wanted to go. If the event was furt💙her back, it may just be easier to acknowledge that it happened and move on.

If you have an NPC that's been ordering the players this way and that, consider finding a way to write the NPC out so the players have to make decisions about their quests on their own. Start by introducing choices ("Do you want to fight the orc or run? Or do you have something else in mind?") and follow through. The most important part of fixing railroading is the communication you have with your players.

Some campaigns are more linear than others. Steps have been taken in communities of popular modules to expand the linear storytelling to be less railroad-y, but linear stories aren't bad, nor are they necessarily railroading. Some players prefer more direction, and, as established, one man's railroad is another man's guideline.


Many of these campaigns are shorter in form and require some hard rules on the Dungeon Master's part. For some tables, this works. Be sur🍸e your table is one of those if you want to explore this form of storytelling.

Next
Dungeons &am💃p; Dragons: Tips For Better Improvising NPCs

One of the hardest tasks for a DnD DM is to think up entire characters on the spot. Luckily,🔥 we have some tiꦐps for you.