Justin Alexander Profile picture
May 24 37 tweets 10 min read
Is the #Dragonlance Saga railroaded?

Short Answer: Yes.

Long Answer: Yesssssssssssssssssssssssssssssssssss.

It's so pervasive in the Saga that if we spent this Let's Read commenting on every act of petty railroading, it's all we would be doing.
Instead, let's take some time to look at some examples of the Saga's railroading. Then, as we move forward, you can just assume that this stuff permeates every single adventure.

(Because it does.)
We are, in fact, continuing the Let's Read that started over here. Bounce back there if you want to take this from the top.

So how pervasive is this stuff?

Well, the Saga is literally built on the precept that it's your job as a DM to railroad your players.

We know this, because they tell us.
DLC1, p. 5: "Though this adventure follows a fairly set story line, part of your job is to mask this from the players. When only one choice out of several will advance the PCs along in the adventure, use your wiles to subtly make that choice...
...the most logical, most appealing one for your players. Only you can do this, as only you know how to best tantalize your particular group of gamers.
This is a test of your skills as a DM - to make the players interested and to make them believe they are free to make any choice they wish."
It's not just your job. It is a test of your skill to railroad them exquisitely.
BTW: In case you're wondering what I think of railroading, it turns out that I wrote a manifesto.

thealexandrian.net/wordpress/3690…
A key thing to understand is that most of the railroading in the Saga is just staggeringly petty.

So if the authors want to have a scene of the PCs rafting down a river, they will go out of their way to MAKE THAT HAPPEN. The PCs may cross the rivers easily before they join, but th
"PCs cannot be swept to the other side the river."
"No matter what the PCs do" could be the Saga's tagline.
One technique the Saga uses frequently is having a vast army advance, swallowing up regions one by one until the only region the PCs can go to is the one they're supposed to go to. Event 7: The Dragonarmies March. Just after dusk on the fift
In DL1 this isn't too bad, because the adventure does a passable job of telling the PCs that they're supposed to go to Xak Tsaroth, so the implacable army is just a backstop.
In later adventures, this is less true and it's quite likely that the PCs will need to pixel-bitch their way across the map.

Player: Here?
DM: No! There's an army!
Player: Here?
DM: Maybe.
Player: Okay, then we'll--
DM: The army shows up!
Player: Then maybe over here?
DM: LOL.
Although DL1 does include several ways for the PCs to "learn" that they need to take the blue crystal staff to Xak Tsaroth, these almost entirely take the form of NPCs who pronounce:

"Lo! Thou shalt do what the plot decrees!"
Random storyteller in the tavern?

"I foresee great and terrible destiny in your eyes. There is a Blue Staff which you must return to Xak Tsaroth."
Random unicorn in the forest?

"It was incredible! Two days ago the DM showed up and told me to tell you that you need to go to Xak Tsaroth!" At a moment of your choice, the Forestmaster tells the PCs:
A good example of the folly of all this comes at the beginning of DL6 Dragons of Ice.
The PCs are aimlessly wandering around a city when an old man leaps out of an alley.

"You seek knowledge, and I know where you can find it... an old library, unused and gathering dust for 200 years." This Event starts the adventure. It should occur when the he
1. What if the PCs are suspicious of this random guy trying to take them down a dark alley?

Well, then the adventure doesn't happen.
2. He takes them to the library, which is located in the basement of an apartment building.

Nothing here makes sense: Who owns this building? Where did the library come from? Who is this old man? How did the old man know what they needed? A puff of stale, dry air emerges as the door swings inward.
At this point, the old man is just... never mentioned again. He doesn't explicitly vanish, but that's the only logical conclusion.
3. The PCs must now put on the spectacles.

If they don't, they can't read any of the books and the adventure breaks.
4. Despite the ABSOLUTE NECESSITY of the PCs choosing to put on these spectacles, the designer chose to specifically make them so small that ONLY a kender can wear them.
This is, honestly, batshit to me.

The author had this image in his head and honestly said to himself, "It is more important to me that Tasslehoff Burrfoot -- AND ONLY TASSLEHOFF BURRFOOT -- read these books than for the next four modules to happen."
Like I said, this is a pretty good example of the railroads you find throughout the Saga, and the inherent flaws of those railroads.

They are:

Fragile. This hyper-specific sequence of events creates multiple opportunities for the adventure to derail.
Nonsensical. Since you're forcing an outcome, the game world doesn't have to make sense. And so it doesn't. (Appearing/disappearing old men with omniscient knowledge. 200 year old libraries in apartment basements. Etc.)
Petty. Like a petulant child, the DM screams, "No! You have to build a raft! No! I want SUZIE to wear the glasses! NOT TOMMY!"
Unnecessary. At both the micro-scale (seriously, why force Tasslehoff to wear the glasses?) and the macro-scale, where so often it would take virtually no effort at all to design a better adventure.
For example, the key information DL6 needs to convey to the PCs is the existence of an artifact called a dragon orb and the location of such an orb. That's the adventure hook.
Now, at the end of DL4 Dragons of Desolation, the PCs have gained sanctuary in Thorbardin, the ancient dwarven fortress which has been sealed from the outside world for 300 years.

The dwarves know stuff that has been lost to the outside world.
So rather than a nonsensical chain of mandatory events, just put the required lore in the libraries of Thorbardin.

If the PCs go looking, great.

If not, the loremasters of Thorbardin bring the information to them.

Simple.
I'm not saying that linearity is inherently bad.

There's nothing wrong with this scenario saying: "Your next mission, should you choose you accept it, is to get a dragon orb."

I'm saying railroading is a terrible way of achieving that.

(Tas' head from an illo by @martabg_art.)
@martabg_art For a deeper look at how you can make a good railroad (or, at least, a functional one), check this out.

thealexandrian.net/wordpress/4629…
@martabg_art Our discussion of railroading in the Dragonlance Saga continues over here!

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More from @hexcrawl

May 25
Thesis 1: If PCs got realms-based abilities automatically as they leveled up, that would generate interest in realms-based play.

Thesis 2: D&D's realms-based play was historically divided by character. Each fighter got a barony. Each thief got a guild. Each cleric got a church.
That worked for Arneson and, later, Gygax, because they were running open tables. PCs were solo.

But once you're running dedicated tables (with the same group of PCs sticking together), these divided fiefdoms discouraged the use of D&D's realm mechanics.

thealexandrian.net/wordpress/3864…
Thesis 3: To bring realms-based play meaningfully back into D&D, you'd want a GROUP-based mechanic where the entire group would accrue realms and realm-based abilities as it levels up.
Read 4 tweets
May 24
We tried this at Atlas Games.

It didn't work, so we stopped.

Thought it might be useful to discuss why.
A good ROI for marketing is 5:1. In other words, for every $1 you spend, you want to get $5 back.
(A 2:1 ROI can marginally work at scale, but you're not going to get scale in TTRPG because the TTRPG industry isn't big enough. So anything lower than 5:1, you're probably just chewing up your "profit" with your marketing person's salary coordinating the campaign.)
Read 21 tweets
May 23
To begin at the beginning...

DL1 Dragons of Despair by Tracy Hickman.

So the basic concept here is 300 years ago the true gods abandoned the world during the Cataclysm. 5 years ago, six of the PCs left Solace to search for any sign of the true gods.
We're continuing our Let's Read of the #Dragonlance Saga, which started over here if you'd like to begin from a different beginning.

So here's the opening boxed text from DL1 and also the reprint from DLC1.

I share these as a good micro-example of difficult it can be to actually parse the Saga.

DL1 has mis-typeset the text, resulting in the actual premise not being included. The air surges fierce and sweet, carrying the clear musk smeThe air surges fierce and sweet, carrying the clear musk sme
Read 34 tweets
May 22
Let’s talk about the Innfellows.

One of the innovations of the #Dragonlance Saga was the expectation that the players would take on the role of pregenerated characters (instead of rolling their own). Image
Tanis
Goldmoon
Caramon
Riverwind
Raistlin
Flint Fireforge
Sturm Brightblade
Tasslehoff Burrfoot
We're continuing our Let's Read of the original Dragonlance Saga, which starts over here if you want to begin at the beginning!

Read 35 tweets
May 9
Disappointed that Moon Knight turned out to be complete garbage.
Mostly the writing, editing, and directing.

Actors are doing yeomen service, but can't save it.

You want to go for purely surreal fantasy? Sure.

But then you need to stop setting up specific metaphysical rules and then immediately breaking them, turning your plot into nonsense.
Read 11 tweets
Mar 26
At the bottom of Betrayers' Rise in CALL OF THE #NETHERDEEP, the PCs run into a pre-scripted cutscene.

(Or maybe the cutscene runs into them? Either way.)

Aloysia Telfan shows up with the Rivals and says, "Gimme the McGuffin!" Image
Things assumed by this cutscene:

1. The PCs have the Jewel.
2. The Rivals aren't dead.
3. The Rivals aren't working with the PCs.
4. The PCs aren't working with Aloysia.
(Oddly the cutscene DOES provide a contingency plan for Aloysia being dead -- her understudy shows up and read her lines -- even though I see no plausible way for her to BE dead in the adventure as written.)
Read 22 tweets

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