Just having the choice is often enough. While the players know they can eschew the plans at any time, that doesn't mean they want to.
After all, some players are happier with a little structure and rails. They just want to sit in the roller coaster and enjoy the ride.
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A skilled DM can hide the rails. If they can anticipate their player's actions and choices, they can plan the most likely paths. The players are on the rails the entire time and don't know it.
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Additionally, the DM is often the person most invested in the game. They're often the one interested enough to buy the rulebooks and learn the rules. They're the most likely to spend time thinking about the game between sessions.
So are you arguing that it's not railroading? Or thatit's railroading that is justified in virtue of the GM's investment and time commitment? Or that it's railroading that the players enjoy? Or, like [MENTION=22779]Hussar[/MENTION], that - because the player's enjoy it - it's the same sort of GM force as railroading but not apt for the pejorative label? Or, like [MENTION=6801328]Elfcrusher[/MENTION], that it's a railroad that the players will enjoy because so long as they don't notice it's a railroad?
Because to me, you don't seem to offering any reason why I'm wrong in describing it as railroading. You just seem to be explaining how and why it might come about, and why it might be a good thing. (I'm not even sure if - as [MENTION=22779]Hussar[/MENTION] did - you're contesting the pejorative labelling or, like [MENTION=6801328]Elfcrusher[/MENTION], you're accepting that it's a railroad but arguing that a good GM can hide this.)
And some DMs are just poor at improv. So their players know they'll have a better experience - that they'll have more fun - if they take the hook and stick to the plot.
Again, this doesn't seem to be explaining how it's not a railroad. It seems to be explaining why the railroad might be a good thing.
The DM is a player too. They have stories they want to tell. They know what's going on in the world more than the PCs. The NPCs have character arcs and goals.
This basically antithetical to the way I GM RPGs. To me, it seems more like the mindset for writing a story than GMing a RPG. The bit about NPC arcs particularly stands out - because, once you allow that the GM can introduce material into the shared fiction unilaterally and secretly, and then can draw upon that backstory known only to him/her in the course of resolving action resolution, the stage seems to be set for the GM to let those NPC arcs really spring forth.
Things ripple outward and cause big changes. The assassination of a Duke of a small nation can caused one of the bloodiest wars in history.
Because the unexpected happens. It rains at the wrong time. Winter comes early. There's a plague. Everyone's life is full of times where the unexpected completely derailed plans.
It matters because it makes the world feel real. It's larger and more cohesive, with places and people that don't cease to exist when the players aren't watching.
If the players aren't watching, then whose sense of reality is being engendered? The GM's?
As I posted upthread, my campaigns tend to be distinguished by an emphasis on history and/or cosmology as elements of the framing. This creates the sense, in play, of "depth". But it does not exert force on resolution of declared actions. Rather, it either provides framing context for them, or is established as a result of action resolution. To give a cosmological example of the latter process: in my main 4e game,
the PCs' success in defeating the tarrasque before it could rampage across the world may well be a sign of the fact that Dusk War is not imminent after all. To give a more prosaic example: the nervous collapse of a baron with whom the PCs were friendly, following the revelations (i) that his adviser was a treacherous necromancer, and (ii) that his niece, betrothed to the advisor, was not an innocent victim but herself a willing participant in the necromantic arts, were not narrated simply as consequences of these revelations (which were framing elements presented by me as GM); it only took place after the PCs killed the niece in order to stop her necromantic predations. And hence was a consequence flowing from their actions, not just an outgrowth of behind-the-scenes backstory.
It's not static. It's a living, breathing world.
I don't think anyone who has ever read my actual campaign reports would describe my 4e campaign world as static! Gods pass on; cosmolgical forces muster and clash; civilsations fall (I don't think any have yet risen during the course of the campaign). This is not just stuff that the GM reads about (like, say, the backstory of many modules). It is at the heart of the play of the game.
In the game reference in the OP, the stakes are (on the whole) more grounded in local matSlters. But in that game, a feather purchased by a PC at a bazaar, ostensibly an angel feather but also (as the PC found out) cursed, turned out to be stolen from the Bright Desert pyramid of the Suel wizard Slerotin. Slerotin's mummy, it turned out, had at some time in the past been reinterred in the catacombs of the city of Hardby - whch the PC learned some years later (both ingame and in real time) when Slerotin's mummy assaulted a dinner party in a mage's tower (the same mage in whose tower the decapitation occurred).
In my experience, the use of history and backstory to give depth and interconnection to the framing of events, and the narration of their consequences, is how you convey a living breathing world.
Players shouldn't expect to murderhobo through the world without consequences.
This seems very significant to me - because I would not use that sentence to describe any sort of campaign I've run since the first half of the 1980s. Even the 3E Castle Amber game involved PCs who weren't just "murderhoboes".
Or, to flip it around - I don't use the threat of GM-imposed consequences to keep my players "on task" or not murder-hoboing. (It sounds like a version of Gygax's much-scorned ethereal mummies or blue bolts from the heavens.) As I've mentioned more than once already upthread, the basic trajectory of play comes from the players, and the goals and aspirations they set for their PCs. The consequences in the game arise in response to those goals and aspirations - not from some sort of GM-adjudicated karmic retribution.