This thread is prompted by some recent threads about railroading and about how non-GM driven RPGs (PbtA, FitD, etc) work.
For me, what those RPGs - with all their variations in details of technique, principles, etc - is authenticity. That players and GMs make genuine choices, in play, that say something - individually and, if it's working properly, together.
The flipside of this is that the effect of railroading and all its variations (the "three clue rule", GM-enforced alignment, adventures that work by the players figuring out what the GM has in mind as the solution, etc) is to squelch authenticity. The parameters of play have already been set.
At least, that's how it seems to me.
For me, what those RPGs - with all their variations in details of technique, principles, etc - is authenticity. That players and GMs make genuine choices, in play, that say something - individually and, if it's working properly, together.
The flipside of this is that the effect of railroading and all its variations (the "three clue rule", GM-enforced alignment, adventures that work by the players figuring out what the GM has in mind as the solution, etc) is to squelch authenticity. The parameters of play have already been set.
At least, that's how it seems to me.