I 'railroad' in the sense that I have a few encouters pre-arranged that I can drop in almost anywhere the party ends up deciding to go. That way, even if they 'go off track,' the track magically moves to where they decided to go.
(Unless they *deliberately* walk away from a particular hook, in which case, they might fight the recycled bad-guys from that hook in a completely unrelated encounter later, but won't have to deal with whatever storyline failed to grab their interest.)
I generally don't like harder forms of railroading. "No, you have to go this way, the door closes behind you." or "The kingdom dies if you don't get the McGuffin to cure the princess." because it's too easy to just say, "The hell with it. I never liked the darn kingdom anyway..."
But really, the place where railroading *really* torques me off is when it's coming from an NPC tag-along. "Sir Raleigh charges the trolls while your debating how to handle things! What do you do!" "Leave the annoying twit to die? Please? Can we?"
(Unless they *deliberately* walk away from a particular hook, in which case, they might fight the recycled bad-guys from that hook in a completely unrelated encounter later, but won't have to deal with whatever storyline failed to grab their interest.)
I generally don't like harder forms of railroading. "No, you have to go this way, the door closes behind you." or "The kingdom dies if you don't get the McGuffin to cure the princess." because it's too easy to just say, "The hell with it. I never liked the darn kingdom anyway..."
But really, the place where railroading *really* torques me off is when it's coming from an NPC tag-along. "Sir Raleigh charges the trolls while your debating how to handle things! What do you do!" "Leave the annoying twit to die? Please? Can we?"