-> 262. "''I am not allowed to make choo-choo noises when the GM tries to force the plot.''"
-->-- ''[[http://theglen.livejournal.com/131998.html 1,150 things Mr. Welch Can No Longer Do During An RPG]]''
->''"When the players really, seriously, just won't get on with the adventure as planned it can be sorely tempting to very gently prod them tentatively in the vague direction of one possible path towards getting on the right track to accomplishing some of the things that might help them in their eventual quest to achieve the adventure goals. Only the most perversely twisted players appreciate this behaviour from the GM."''
-->-''DarthsAndDroids [[http://darthsanddroids.net/episodes/0322.html page 322]]''
So, you're the GameMaster of the campaign. You've got this awesome idea for a plot for the game, full of action and intrigue, which the players are ''sure'' to love just as much as you do. There's only one problem: the players are the ones who control the protagonists, not you... and they don't seem to be taking the bait, instead latching onto [[RedHerring some unrelated background detail you mentioned offhand]].
What's a GM to do? Force the {{Player Character}}s to play his way. Make sure that everything outside of your plot is boring, put in a prophecy so every NPC insists that the party must do what the GM wants BecauseDestinySaysSo, litter the landscape with {{Broken Bridge}}s and {{Beef Gate}}s, pull out SchrodingersGun, trap the [=PCs=] in a ClosedCircle, even stuff in ButThouMust and DeusExMachina situations if need be.
Lots of railroading or over railroading is widely regarded as a sign of a poor GM, as forcing the players along a single path defeats much of the purpose of a [[TabletopGames Tabletop Game]] in the first place. If players wanted that, they'd just play a [[RolePlayingGame console RPG]] instead. (Or just play a PC game and instead take the driver's seat insisting it's nonlinear.) That being said, a subtle GM who knows his players, makes an effort to maintain at least an illusion of free will, and really ''does'' make stories that are That Damned Good can sometimes get away with herding cats. (PC games do it all the time)
It's also worth noting that a good railroading can sometimes be the ''only'' way to get difficult or unimaginative players to do something as simple as leave the first town. (Or keep the players from making a complete turnaround) It can also do wonders to speed up game pacing. Most Game Masters know to only use it when the game slows to a grinding halt and the players just aren't having fun anymore. Railroading players when they ''are'' having fun doing what they're doing is a good way to not have players anymore.
Subtle [=GMs=] can railroad players without their awareness, by employing SchrodingersGun. Let's say that the GM spent a lot of time preparing a dungeon to the North of the players, but the players want to go OffTheRails and decide to go South instead. Guess what! The dungeon has suddenly moved to the South (or rather, suddenly the dungeon was to the south all along). By keeping enough of the game world unknown to the players, the GM can place the next stop on the railroad wherever the players move. This is called "Railschroding". This is probably the most effective way to employ {{railroading}}, since the players think that they are driving the train - it just ends up in the same place no matter which way they go, like in most RPGs.
Also note that for players or [=GMs=] who treat their tabletop game like a [[VideoGame CRPG]], this is 100% par for the course.
PipeShooter is a video game subtrope. Contrast with OffTheRails.
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!!Examples:
* Widely used by published adventures to keep players on track for the campaign, and herein lies the difference between the good and the bad, the good ones often accomodate players who get off-track, and the worse ones just like to nudge you back on track with the pointy end of a spear.
**A particularly bad example of the type is the ''Mekton'' adventure ''Operation Rimfire'' which read more like a script then an adventure. While it featured ten pre-generated player characters, five of them were pretty much useless. To make matters worse, two of the other characters (and one of the useless ones!) were indispensable to the plot, however, if the players didn’t choose to play both of those characters, then important developments and revelations would be skipped or confined to NPC-only dialogue (And there is nothing less fun then watching the GM talk to themselves). The story leaves no room for deviation, basically forcing the players to do exactly what the script tells them, otherwise the plot simply will not advance. And finally, the worst straw is the villain’s Narmy death – no matter what the players do, which pretty much amounts to ten people wailing on him at once with guns, rapiers and laser swords, he lives long enough to deliver his ''twenty seven line'' dying speech and then execute his master plan anyway.
*** This is actually hideously ironic in a way: ''Operation Rimfire'' is considered one of the best Mekton campaigns to run, a fact which in and of itself says volumes about the Mekton playerbase.
* Back in the '80s, there was a series of ''DoctorWho'' ''ChooseYourOwnAdventure'' books. In one of them, about half your "choices" led to paragraphs basically saying "No, that's not the right decision. Go back and pick the other one."
[[foldercontrol]]
[[folder: Film ]]
* In ''StrangerThanFiction'', Harold, having discovered himself to be a fictional character, tries to stay at home watching TV all day so that the plot cannot progress, [[TheCallKnowsWhereYouLive only for a bulldozer to knock down the wall of his house]].
** Which is actually a plot point, as it is when they discover the novel is about things happening to him, not what he does.
* In ''TheTrumanShow'', the show's creators set up a MeetCute situation to force Truman to marry one woman, even though he actually loved someone else.
[[/folder]]
[[folder: Television ]]
* Thank God You're Here can fall victim to this, especially when one of the more comedic contestants starts a rant or starts digging themselves into a hole. It sometimes results in the ensemble cast (who attempt to steer the scene) into completely ignoring the last few things said.
[[/folder]]
[[folder: Web Comics ]]
* In ''DarthsAndDroids'', after the plot of ''StarWars Episode I'' is finished, [[http://darthsanddroids.net/episodes/0206.html the GM's original plot]] is shown. So during an ArchiveBinge, you get to see how the GM accomodated his original plot points after ''severe'' derailing by the players.
** When R2's player [=GMs=], however, the railroading stick hits ''hard''.
* ''DMOfTheRings'' is a screencap comic about characters going through the plot of ''LordOfTheRings'' (which doesn't exist in their world, so they don't know it) with a very bad DM who is quite blatantly railroading them, with the players attempting to go OffTheRails as much as they can [[spoiler:(including attempting and succeeding at killing Gollum, Gríma and Saruman)]].
** DM of the Rings provides an excellent summation of railroading:
--->Players tend to stay on the rails better when you place obvious landmines on either side of the tracks.
* B.A., the put-upon DM of the ''KnightsOfTheDinnerTable'', engages in some blatant railroading in one strip. His players catch on after hours of failed exploration, when they sneak a peek at the map of the countryside that B.A. drew, and realize that the road to the dungeon is a ''straight line'' with impassable forests and mountains on either side.
* ''TheOrderOfTheStick'': [[http://www.giantitp.com/comics/oots0251.html Stupid Railroad plot]].
* Though readers' suggestions were still used from time to time, much of the latter part of ''ProblemSleuth'' was based on commands the author decided to use regardless of whether they were suggested. Similarly, ''{{Homestuck}}'''s plot is already planned out, though reader suggestions still appear.
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