I agree. If the agency is taken away and the players know about it and consent, then we have some sort of scene-setting, more or less aggressive, by the GM. If the agency is taken away and the players don't know about it but (at least implicitly) consent, then we have illusionism.Personally, I take railroading to mean the DM has taken away player agency in such a way that the player objects.
I'm personally not a big fan of illusionist play, but there are features of D&D that push towards it. Because D&D has very open-ended action resolution rules - bascially, players are allowed just to identify a task that they might want their PC to perform in the current situation, and then have their PC attempt it - it is very hard for the GM to close a scene unless the players stop having their PCs attempt actions in that scene. One way to get the players to stop attempting actions is to go through the charade of dice rolls, but ignore the results. Hey presto! - illusionist GMing is born. Part of the attraction of confict resolution mechanics is that they allow the scene to come to an end without the GM needing to fudge/cheat in this way - if the PCs attempt to win the conflict, and lose, then that's the end - the players can't keep trying and trying to roll again. In D&D this only happens once the PCs are reduced to 0 hp - a very aggressive form of scene closing! (Less aggressive, but still annoying if used as a regular substitute for otherwise crappy scene-setting rules: subjecting a high-level D&D party to anti-magic.)
That's not necessarily a railroad.in Whispers of the Vampire's Blade there is a scene near the start in which the PCs pursue the BBEG who is escaping by coach, but they *cannot* catch him because if they do the rest of the module doesn't work.
If the GM lets the players roll dice to hit (for example) and declares misses regardless of the result, then instead of railroading we have illusionism, and pretty modest illusionism at that. (Provided the players don't suspect.)
If the GM just tells the players "the coach escapes - no dice rolls are needed here" then we don't have railroading or illusionism, just aggressive scene closure. Whether that is acceptable or not will depend upon the group's approach to play, and also how aspects of action resolution mechanics interact with scene-framing/closing - eg, in D&D a GM who doesn't let a wizard PC cast "rock to mud" to stop the coach is overriding the standard action resolution mechanics in order to frame the scene, which some players would reasonably regard as cheating ("railroading" would be the politer term). As noted above, other RPGs don't have such open-ended approaches to action resolution, however, and so can give the GM the power to close a scene like this without it being cheating.
It depends a lot what the events are, and what the group in question cares about. For example, if you're playing a game set in Greyhawk then it's pretty much given that there are two moons shining down on you at nighttime. The players can't effect that, or the lunar sequence. If the GM (as I once did) introduces rules about lunar conjunctions affecting magical power, the players can't do anything about that either.If the players cannot affect the sequence of events in any way, then how is that not a railroad?
None of that is railroading, though. In a standard fantasy RPG it's the GM's job to do this sort of work specifying the background details. And the natural disaster or zombie swarm scenario is, in princple, just a more localised version of the same thing. Maybe it doesn't make for a fun game - I'd want to make sure my players were up for a bit of zombie madness - but I don't think it would count as railroading for the typical fantasy RPGer. (Maybe it would be if playing Primal Order, or Immortals level D&D, where the expectation is that these things aren't background details but rather are the very subject matter of play.)
A completely linear dungeon is also unobjectionable per se. The players choose to go in, or not. If they do, they encounter a series of monsters in order. If not, they don't. The linear dungeon might be more boring than a branching one, but not necessarily if the encounters are interesting. It gets more tricky if the GM doesn't give the players the choice to take their PCs elsewhere - that looks more like a railroad, although it might scrape in as plaintive scene-framing ("Guys, I don't have anything else prepped for tonight!").
It also gets tricky if the players try to use Passwall or something similar to bypass the linearity. The more the GM piles on half-baked reasons why this doesn't work (see, eg, the D-series approach to teleport denial, which I think is on the verge of crossing the line) the more this starts once again to look like railroading by cheating - especially in a game that emphasises the importance of players using spells to achieve operational advantages, which D&D at least traditionally does.
This will be true in some games, but not all. In a very traditional D&D dungeon crawl, moral and social issues are not all that importance, so nerfing passwalls but letting the players choose whether they defeat the lizardmen by challenging them to a duel or by sneaking in under cover of darkness might still come across as railroady in play. On the other hand, if you nerf passwalls but set up a situation where there are many and varied operational choices to be made, the passwall nerf might be forgiveable (this is the argument in favour of the D-series teleport denial).If the consequences of the method the players use to overcome the adventure will affect their relationship with the game world then it's not a railroad. The players may have little choice as to what obstacles to overcome in what order, but the decisions can be meaningful and show consequence.
On the other hand, in a game where moral and social themes are important to the players, then I absolutely agree that linearity of situations need not be railroading at all, if each situation is one in which players get to make thematically meanginful choices, and if the presentation of each downstream situation reflects the conseof the players' prior choices. This is more-or-less the approach to adventure design promoted by games like HeroQuest and Burning Wheel. It's interesting to contrast it with a WotC module like The Bastion of Broken Souls, which attempts to be a thematically rich event-based adventure, but fails in that attempt because (i) a lot of the events don't allow for thematically meaningful choices, and (ii) no provision is made for earlier choices affecting later events. I think Speaker in Dreams is probably better in this respect, although still a bit underdeveloped.
Fully agree. See above.If railroad means an exertion of GM power that is regarded by the players as intrusive (on player decision making), or implausible, and plot means a sequence of events which affect the players that the GM wishes to see occur then, yes, there can definitely be a plotted non-railroaded game.