Which Paizo Pathfinder AP is Most Railroad Heavy?


Pathfinder Adventure Path General Discussion

Grand Lodge

As bad as that sounds, I'm looking for an AP that will regularly push my players along the railroad until the very end. No sandboxes. They don't do well with them. They get frustrated when there's no blinking signs pointing them to where they have to go next. We've already had to quite one AP when it landed in sandbox territory. This immediately throws out Kingmaker.

Two of the players in my group are also in two other groups, and they're currently doing Rise of the Runelords and Strange Aeons.

I was wondering how Giantslayer was. I've heard Legacy of Fire is pretty railroad-y in parts.

EDIT: I was just reminded that Legacy of Fire is 3.5, not Pathfinder. Never mind. With that said, not Paizo APs, but Pathfinder APs. Thought I'd correct myself.

Silver Crusade

Pathfinder Adventure Path Subscriber
kevin_video wrote:

As bad as that sounds, I'm looking for an AP that will regularly push my players along the railroad until the very end. No sandboxes. They don't do well with them. They get frustrated when there's no blinking signs pointing them to where they have to go next. We've already had to quite one AP when it landed in sandbox territory. This immediately throws out Kingmaker.

Two of the players in my group are also in two other groups, and they're currently doing Rise of the Runelords and Strange Aeons.

I was wondering how Giantslayer was. I've heard Legacy of Fire is pretty railroad-y in parts.

EDIT: I was just reminded that Legacy of Fire is 3.5, not Pathfinder. Never mind. With that said, not Paizo APs, but Pathfinder APs. Thought I'd correct myself.

Shattered Star is pretty rail-roady story-wise and is a series of dungeons which even at their most open present pretty clear paths.

Jade Regent can be very railroady, and there's helpful NPCs to either point the way or get kidnapped whenever your player's attention is flagging.

I'm running Giantslayer, and there are small sandboxes throughout it, which might not fit your group's style.


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Carrion Crown is the only AP I've played in, but I have to say it felt pretty railroady to me as a player.

I'm running a modified version of Giantslayer and I would agree it has some sandboxy points in some areas.


As far as I know, there are no APs with railroads in them.

Perhaps, another genre like Call of Cthulhu, or perhaps an old Eberron adventure.

Now that I got that out of my system.

Reign of Winter is pretty linear.

Grand Lodge

captain yesterday wrote:

As far as I know, there are no APs with railroads in them.

Perhaps, another genre like Call of Cthulhu, or perhaps an old Eberron adventure.

Now that I got that out of my system.

Reign of Winter is pretty linear.

I'd read that about RoW. That's probably the one I'd lean towards.

RPG Superstar 2009 Top 32

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captain yesterday wrote:

As far as I know, there are no APs with railroads in them.

Perhaps, another genre like Call of Cthulhu, or perhaps an old Eberron adventure.

Now that I got that out of my system.

We are trying to "train" him not to do that.

Sovereign Court

Carrion Crown is pretty linear and should fit the bill.

Liberty's Edge

I'm gonna throw in Mummy's Mask. There's a bit of sandboxiness around the middle (decide which order to explore the city in Vol 2, research stuff in Vol 3, hexploration in Vols 4-5), but most of the plot has big blinking lights saying, "go do this dungeon next". Also, in the later volumes the dungeons can get very long so you can't stray away.

Grand Lodge

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The players ended up going with Mummy's Mask just from the synopsis of the first adventure. It was pretty unanimous actually. Hopefully this goes well.

Sovereign Court

I ran Mummy Mask very sandoxy for the first half, but there is usually pretty clear goals and directions all the way thru.


Shattered Star is really railroady. Every chapter is: go to important NPC, she tells you where to go, go there, kill everything, take important item, go back to her for another direction.


Being paths they are rail roady
We are in parts 3 of mummy mask and it is my fav of the rail road APs so far.
Of the ones I've played Shattered is the most RR.

Liberty's Edge

I'd say Runelords, Shattered Star and Reign of Winter for the ones I've been involved with.

I didn't find the Mummy's Mask to be railroady till much later on. Jade Regent can be linear but book 3 and 5 have some open options.

Scarab Sages

kevin_video wrote:

As bad as that sounds, I'm looking for an AP that will regularly push my players along the railroad until the very end. No sandboxes. They don't do well with them. They get frustrated when there's no blinking signs pointing them to where they have to go next. We've already had to quite one AP when it landed in sandbox territory. This immediately throws out Kingmaker.

Two of the players in my group are also in two other groups, and they're currently doing Rise of the Runelords and Strange Aeons.

I was wondering how Giantslayer was. I've heard Legacy of Fire is pretty railroad-y in parts.

EDIT: I was just reminded that Legacy of Fire is 3.5, not Pathfinder. Never mind. With that said, not Paizo APs, but Pathfinder APs. Thought I'd correct myself.

Well, not an adventure path, but the Pathfinder Society scenarios are pretty railroad focused. And they do share an ongoing plot of the players being pathfinders. Each one is self contained, but you could certainly stitch them together without much effort.

Grand Lodge

Murdock Mudeater wrote:
Well, not an adventure path, but the Pathfinder Society scenarios are pretty railroad focused. And they do share an ongoing plot of the players being pathfinders. Each one is self contained, but you could certainly stitch them together without much effort.

Truthfully that's what caused this entire mess. They're all PFS players. They're so used to being pulled by their noses that they don't know anything else and it's frustrating for them to figure stuff out on their own.

Scarab Sages

kevin_video wrote:
Murdock Mudeater wrote:
Well, not an adventure path, but the Pathfinder Society scenarios are pretty railroad focused. And they do share an ongoing plot of the players being pathfinders. Each one is self contained, but you could certainly stitch them together without much effort.
Truthfully that's what caused this entire mess. They're all PFS players. They're so used to being pulled by their noses that they don't know anything else and it's frustrating for them to figure stuff out on their own.

Hmmm....well, you could still use the PFS scenarios, and just add a roleplayed "downtime" section, and carry over more of the gear. Sad, but does seem like that's what they are looking for. At least for now, but after a while, they might start flexing their creative muscles, and it might start working well.

Personally, I'm always annoyed at the PFS scenarios in that they don't let me persue some of the more questionable ideas I have to complete the mission.

Could start with the missions, and then allow them to derail on their own. Just ignore the limits of the scenario and allow them to pick fights with NPCs that aren't given stats (you'd need some prepwork for this), or when the mission fails give them in-game consequences for their failure. After a while, I suspect they'll get used to playing with less rails, and they'll embrace playing a normal adventure path. Just thoughts.


I recommend Rise of the Runelords. I don't think I was ever without a very clear idea of where I needed to go and what I needed to do.

Not sure about the rest of Curse of the Crimson Throne, but the first two books are very straight-forward so far.

Grand Lodge

Murdock Mudeater wrote:

Hmmm....well, you could still use the PFS scenarios, and just add a roleplayed "downtime" section, and carry over more of the gear. Sad, but does seem like that's what they are looking for. At least for now, but after a while, they might start flexing their creative muscles, and it might start working well.

Could start with the missions, and then allow them to derail on their own. Just ignore the limits of the scenario and allow them to pick fights with NPCs that aren't given stats (you'd need some prepwork for this), or when the mission fails give them in-game consequences for their failure. After a while, I suspect they'll get used to playing with less rails, and they'll embrace playing a normal adventure path. Just thoughts.

I can't give the specifics (was hoping to PM you), but unfortunately it wouldn't work out in the way that one would hope.

Wraithguard wrote:
I recommend Rise of the Runelords. I don't think I was ever without a very clear idea of where I needed to go and what I needed to do.

Two of them are currently in Book 6 of Runelords with another group.


kevin_video wrote:
Two of them are currently in Book 6 of Runelords with another group.

No luck with that then.


A good investigation adventure might help train them to think for themselves. The Assimilation Strain is a pretty good choice for that.

Scarab Sages

kevin_video wrote:


I can't give the specifics (was hoping to PM you), but unfortunately it wouldn't work out in the way that one would hope.

Sorry, got that PM function disabled. Haven't gotten any helpful messages with it enabled, so I disabled it. I suppose I could enable it for a bit, if you want to try again.


Pathfinder Roleplaying Game Superscriber
kevin_video wrote:
The players ended up going with Mummy's Mask just from the synopsis of the first adventure. It was pretty unanimous actually. Hopefully this goes well.

It's a lot of fun, but I'd be loathe to call it a railroad, particularly in the beginning. However, as Samy mentioned, there are often signs indicating the direction you should take, but not always. I suppose once you get to the hexes you can just march around from one to the next (which my guys did) hoping not to hit the end section too early... :)

Giantslayer is the same way, in fact, except for books 3 and 4, which are pretty heavy sandboxes (less book 3 than 4, however) and can easily result in a lot of missed opportunities. The final dungeons in both books are worth the price of admission, IMO. We're in the final dungeon of book 4 now.

Hell's Rebels seems to be a mix so far. I won't start for a few more weeks... as if I haven't said that before. It relies on NPCs rather heavily to "direct" the action, however.


I feel that Reign of Winter wins this on default by being the one where PC's have a geas put on them to force them to complete the adventure.


captain yesterday wrote:
As far as I know, there are no APs with railroads in them.

A missed opportunity in the otherwise excellent Rasputin Must Die! :)


Reign of Winter is by far the most railroad-y AP I've played or DMed. The players are plonked down in a new area roughly every book and given a new fetch/deliver quest. If they attempt to stray, a magic spells makes them sick until they quit lollygagging, not to mention the heavy "if you stop questing the world ends" vibe.

Currently running it right now and it barely feels like a story -- more just a series of long one-shots with a common starting area (the dancing hut).

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