I think this is a slighlty tendentious way of putting it!, but I tend to agree with the underlying claimI don't think there is spectrum between a "sandbox" and a "railroad". One is a game and the other is a story.
Why use the phrase railroading themselves? Isn't it just clearer to say choosing?I call this the players railroading themselves - the GM, knowing the characters and what motivates them, can put down fifty adventure hooks and know exactly which one will be chosen.
Maybe I missed the broader context in which this comment was embedded - but given that the principal activity of a RPG is narrating events that involve fictional elements, I don't see how it can be superfluous to talk about how authors those elements and those events!specifying where the authorship comes from is superfluous
If the GM authors everything that matters, what is the funtion of the players? Pure audience?
Is it posssible to give a dispassionate and non-metaphorical of what the player actually contributes to play in these circumstances?One thing I've noticed too is that the player's perspective on the level of freedom available to them can change if a player determines that a character is "bought in" to whatever stakes are at hand. When this happens, then the player and character are "invested," and plot linearity (if any) fades to the background. The character is doing what the GM "wants" because the character's fictional positioning would indicate that they would act in that manner.
This is, I think, the rationale for long-term "adventure path" play --- sooner or later, the players/characters will be invested in the stakes at hand, so even if events are linear, it "feels" organic to what the character would be doing in the fiction.
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When we talk about the player choosing the GM's hook, there are (at least) two forms this might take.
In rough terms, one is the player declares an action which triggers further narration of established elements from the GM; the other is the player declares an action the outcome of which may be changing the shared fiction in some significant and not-yet-established way.
The first sort of action is conssitent with a "linear adventure"/railroad - if the players don't declare such actions, the GM feeds in the narration some other way, or uses some other device to activate pre-planned events (eg the players choose not to investigate the warehouse, and so instead the GM has them attacked by assassins who have a note on them that provides much the same information as would have been found at the warehouse).
The second sort of action is non-consistent with a "linear adventure"/railroad if it happens very often, because it makes it impossible to use pre-planned events.