In the TTRPG scene, the word railroading has become a buzz word, specifically for Game Masters to talk down Game Masters or players who have no experience in running games use to talk down Game Masters. Additionally, the word linear also has mixed connotations in the gaming sphere, often viewed negatively, however always approached at a grander scale. Unsurprisingly, its more nuanced than this and linear adventures can still lead to amazing gaming experience and freedom of choice to the players. This article’s goal is to provide a different perspective on the topic and allow Game Masters to have an additional tool at their disposal.
Setting the Records Straight
Before we dive into the topic, we must define these two words: Railroad and Linear. We must understand what these words actually mean for us to speak about the topic reasonably; let us begin with Railroading. The term is often thrown in RPG Horror stories or just players with an experience they found not fun. However, railroading is also used when players are not allowed to do a certain action imposed by the GM, as so upset players throw a fit after hearing the word “no”.
Railroading, in reality, is the scenario when the GM has their mind set on how an adventure is going to play out, regardless of the players intervention . Their hearts are set on specific scenes, that play out in a specific order and has only one outcome; all attempts from the players to change this are either shot down or punished in game. The players are an audience, their choices really don’t matter and sometimes even the dice don’t matter because the GM could fudge behind screen to accomplish their vision.
Linear adventures or stories are synonymous with railroading but it is not always the case. A linear adventure can provide several scenarios that, even through they have a set order or flow, can still be tackled in many ways. But to define linear : it is when the GM has prepared an adventure with a specific order of events. The interesting thing about this, is that these events do not have a set solution, rather these can be a question or a challenge that the players must resolve. The GM is providing them with a problem; the solution to the problem is on them. Combat, Diplomacy, Strategies, Stealth and the many other mechanical ways a game can influence these actions provide the players with options.
The counter point to linear adventures that is most often brought up, is that regardless of how the players resolve the issue (combat, diplomacy, strategies etc) they are expected to reach the final scene or event of the adventure. The choices did not matter because they all lead to the same end or its binary, its either success or failure often in the shape of the player’s defeat. To this point, it would be correct, if we were talking in the sense of only one story developing or a sequence of linear adventure after linear adventure but its not the only option.
The Campaign: The Bigger Picture
The campaign SHOULD NOT be linear. This is the key difference, a linear campaign would mean that there is only one sequence of events that will play out and the outcome is binary.
In the grander schemes of things, this is when linear-simple adventures-can be full of consequences where choices do matter and can have a major impact on the world and the shared story at the table. The benefit of linear adventures is that they can be prepped quicker, this means that you could offer the players the **choice** of picking what adventure they want to go on. I often offer my players at the end of an adventure three possible hooks/leads and they as a group decide which one to tackle. Each lead could inspire one or two players and the outcome is roleplay with players making choices in character. Some adventures can have time restraints, to follow one is to ignore another, this could bring consequences and changes to the world or the immediate area around the players. Pressure is placed on the players, if their resources do not replenish quickly and require time to rest.
Lastly, within a linear adventures, the players can have larger branching consequences, failure and success can come in degrees. In a linear adventure, the players can meet several NPCs or groups, enrage several NPCs or groups, receive an item that could make their jobs easier on the next adventure (meaning that the other adventure could be a bit more challenging without it and players will have the feeling of “if only we had this item last week!” once they find said item) they are actively making an impact on the world and it has been their choice to do so or not.
An example, say the players follow an adventure and the goal would be to capture a rogue wizard. They go through the adventure reach the wizard and learn that the wizard appeals to the character’s interest. They decide to not capture the wizard and bring him to face the empire’s law but help him instead. Now the players have a new ally but they are not seen to kindly by the empire or local authorities. Perhaps they do try to defeat the wizard but are overwhelmed, the wizard captures them (instead of killing them) and now they must escape the wizard’s jail cell. there, they can meet an NPC who has connection to the thieves guild.
In short, simple linear adventures are not bad when put into the perspective of a larger campaign that responds to the player’s action. They are a useful tool like the many other types of adventure methodology and can be used to break up the pace and vary things up in a campaign, accompanied by dungeoncrawls, pointcrawls, and hexcrawls. In case you haven’t noticed; congratulations, you are running a sandbox now!

