Krensky
First Post
Players start labeling a game as a railroad when these events occur so frequently that players are no longer satisfied with the game.
Stop redefining jargon. It's a railroad when the GM doesn't let you do anything other then what he's plotted out. The GM presenting you with hooks playing off of your background and characterization is not railroading. Even if he can accurately predict how you will react to that hook. It just isn't.
What about the characters who do want to save the world? Or when the characters find out later that things are now horrible, and that their outlook was flawed?
If they're OK with how things went down then kudos to them for having fun. Some players may look at what has happened and say 'well it's not really my fault, the DM made all of this crap up.' In that respect there's no pressure, but there's also no reward. Where is the fun there?
To some degree it's the GM's fault for not shifting the campaign when it's apparent the players aren't biting the hooks that lead to the end of the world plot. The 'not my fault' bit sounds more like whining then anything else though. There's no pressure in your examples of letting the players find their own adventure either. If there are no outside forces acting on the PCs there can be no pressure.
I never said it was an entire campaign. But if that's what the players really wanted to do, why stop them? They're having fun. Why poop in their sandbox?
Because I'm not having fun. Seriously, if my players spent an hour minutes in a tavern detailing how they're drinking, chatting up the bar maids, pumping the guy in the corner for information and generally doing everything imaginable to not engage with the game, I'd kill myself. Actually, no I wouldn't since I'd have told them everything they were entitled to know (ie what their 'Gather Info' check results turns up) and had something kick the door in after about ten minutes of it. There are exceptions, but the interactions between the players had better be so awesome that Michael Bay is asking about the pyrotechnics guy they hired.
It might not be a tavern. They might be exploring a mine. Or hitting on a shopkeeper. If everyone's having fun then there's no need to inject changes into the status quo.
The status quo is boring. Nothing changes. Not the world. Not the characters. The side of the screen does not determine who has the right to change the setting and narrative, just the nature of the tools available to do so.
That was just one example of player motivation. I also included the Wild West and Grand Theft Auto examples. If a character is really trying to play an anti-hero who is forced to adventure then that's great too. But make no mistake that you are kicking him around and IMO every player has a breaking point.
Mine would be the moment I realized you didn't even have something resembling a plot and expected me to do all the work of driving the game forward and that you were going to cram your views on manifest destiny, heroic fantasy, and what the medival period was like. There's an enourmous amount of ground between absolute dystopia and pure utopia. I try to hit a realistic balance where some places are pretty good with a few problems, and some places are giving hell a run for it's money with a few tiny points of light.