I'd never have a game that is not a Hard Railroad.
You'll need to define what a "hard railroad" is, because apparently there's (at least) three different definitions and...well. Let's just say
one of those definitions is completely unacceptable (and very,
very incompatible with player agency). The other two are varying degrees of tolerable.
Well...wow...I like this one, as it's my style. I make a world full of lore and information for the players that want it.
Good--though, as some others have said, you do need to be careful here. There is a difference between providing support, and simply deciding (without telling them) what things are actually important, fun but irrelevant window-dressing, and genuinely unimportant.
Sounds reasonable enough.
Worth expanding out here: note the bit where I said "what I should already know." It sounds like you and I agree that the world "exists" in some sense--not physically, of course, but it is intended to have a durable and meaningful presence which both surrounds and undergirds the PCs' actual in-session experience of it. Part of that, however, is that the player character will--
must--know things that the players simply don't. Immediately after session zero, does the player know whether it is acceptable to shake hands with either one, or is it considered a faux pas to shake with the left hand? I wouldn't expect any player to have that knowledge, yet the
character absolutely, 100% SHOULD know that. It would be not only unfair, but actively erode the "existence" of the fictional world, to have the players bumble through learning this fact when their characters should have known it from childhood.
So,
some of the time, there really are things that you should just tell the players, because it would be far too tedious, not to mention fraught with both unnecessary and unproductive failure, to
not tell them right away. As long as you're cool with that aspect of things, I have no complaints here.
I'm all about harsh consequences. I hope you mean by game reality and common sense too. There is no "rule" that says the bank vault is closed and locked at night....but it is.
"Game reality and common sense too" = "from the choice itself," yes. As you say, rules do not define that bank vaults should be closed and locked when not in use, but they do define the Thievery DC to break in (or the Diplomacy/Deception check to get the key, etc.) Rules do not define how great a scandal it is to call the Jade Emperor himself an ignorant
bimawen, but they do define the Diplomacy check to defuse the scandal before it fully explodes. Rules like that cannot be abrogated for light and transient reasons, and if they
are, the players need to be informed so they can re-evaluate.
I'm not big on
harsh consequences unless they're really warranted. I find "harsh" usually just means "drives the player away from the game." If harsh is actually warranted though, sure. As noted above, calling the Jade Emperor an ignorant
bimawen is a great way to get in Huge Trouble. Basically, if I think the player hasn't given something a full think-through, I'll ask something like "Are you sure?" or "Is that what you do?" But they get
just that one chance. If they say "yes" then...that's what happened and they live with the consequences.
This too. Humm, I fit everything on your list...
As said above: Gotta define for me what "heavy railroad" means. Because, at least as I use the term "railroad," it is genuinely impossible to give the players agency while on one. They don't get to make meaningful choices in the first place. With a "heavy railroad," they may not even get to make merely incidental choices.
This....might be the best definition.
Glad to be of service, though a big part of (c) is that you have to be able to actually survive most (note: most, not absolutely 100% all) of your choices in order to be able to learn from them. "You won't live to regret this" style DMing largely nixes that, because you never really get the chance to
learn from your mistakes, trapping you in a cycle of accident, unlucky dice, or misunderstanding until you just happen to get
lucky enough to survive. Again, though, this shouldn't mean that literally every possible action ever is totally safe. Adventuring should be a challenging, dangerous business. But "challenging" and "dangerous" don't have to mean "character-removing." I very, very much favor consequences which open the door to
new story rather than closing every door (and window) forever for a character.
This all oddly sounds like what I agree with.
Perhaps the gap between us is smaller than it might seem. I certainly don't really agree with your attitude of how to behave toward players. The way I see it, part of how you ensure that the consequences are interesting, that the players are actually goaded to rise to the challenge, that the game proves that it is
worthy of the players' investment, is by showing that you actually care what the players think. Showing respect for them as people who are trying to get an enjoyable and enriching experience, just as you are. But note that "enjoyable" and "enriching" are not the same as
fun. High-cacao dark chocolate is, in the right contexts, an enjoyable thing to eat, but it is naturally quite bitter. Hops can induce retching if ingested whole because of how bitter they are, but they're an essential part of balancing out the sweetness of wort in order to make beer. Blue cheese requires
active mold in order to taste right, even though eating mold is usually a bad idea (and, as has been relevant in my life, albeit not for me personally, someone with a compromised immune system should not eat blue cheese either!)
Making a game enjoyable and enriching often means having
occasional periods that are very intentionally not fun at all. I find that, by far, the best way to achieve that is to show your players that you respect them as people. Showing respect for others means a lot of things, but among them are: genuinely consider their needs/wants/interests and be accommodating for those things when it's feasible, give them the benefit of the doubt when disagreements arise, sincerely listen to what they say (
especially their concerns) and respond promptly and earnestly, and admitting fault and accepting the consequences when you've erred, while also accepting someone else's genuine contrition when they have erred.
Perhaps you would consider the above a form of being a "buddy DM," which as I understand, you are vehemently opposed to doing. Myself, I consider the above
essential to actually having players that care. Because they know that I respect and value them as players, but do not take kindly to bad-faith play or ill intent, I give them a
reason to reciprocate: They know, absolutely without doubt, that I will do everything in my power to deliver an interesting, enjoyable, enriching game. All they have to do is play ball, just meet some relatively mild standards of respect and decency, and they'll get a game
eager to have them as players.
I guess what I'm saying is, it sounds like for you, "buddy DM" means some sort of insincere, glad-handing, sycophantic relationship where the DM almost slavishly produces instant gratification for the players. And if that's what you mean by it, then sure! I have little interest in doing that...ever, really. The problem comes in where your opposition to being a "buddy DM" becomes an opposition to developing a DM/player relationship of mutual respect. I don't really want to be a "buddy DM"--but I rather do think I want to be an
ally DM. An ally is not a sycophant, but as a general rule, allies want success for one another while also expecting to benefit in some way from their alliance.
Again,
if by "buddy DM" you mean this instant player-wish-granting-engine thing, then sure, that's bad. But I think you have taken your opposition to such a thing out of proportion, and it has caused you to fail to see the benefits of being an "ally DM."
Do other DMs that run published stuff not get invested in it? I might get one or two to defect from the other side and join my side. It's always worth it to 'make' another player.
I basically never run published content (and the one piece of published content I have run, the very excellent
The Gardens of Ynn by Emmy “Cavegirl” Allen, I heavily adapted and about doubled in length.) But I can understand how there's at least a difference in investment (that is, not a binary yes/no, but still a large gap) between content you've simply gotten from somewhere else, and content you made yourself.
What does it mean to "make" a player?