Some posts, threads etc have triggered this question in my mind:
[size=+1]How do GM "judgement calls" relate (if at all) to railroading?[/size]
In the context of 5e, GM "judgement calls" can also fall into the domain of "rulings not rules."
By
railroading I mean the GM shaping outcomes to fit a pre-conceived narrative. (This is broader than some people use it, I know. If the players get to choose for their PCs, but what they choose won't change the downstream storyline, I am counting that as a railroad.)
My feeling is that the answer is a complex one.
In a FRPG session I ran yesterday, the action was in a bedroom in a mage's tower, where a wizard had been lying unconsciousness on a divan recovering from a terrible wound, but then was rather brutally decapitated by an assassin. One of the players, whose PC ran into the room just as the decapitation took place, asked whether there was a vessel in the room in which the PC could catch the decapitated mage's blood.*
I resolved this by setting a DC for a Perception check - and because, as the player argued with some plausibility, it was likely that a room for convalescing in would have a chamber pot, jug/ewer, etc - I set the DC fairly low. The player succeeded, and the PC was able to grab the vessel and catch the blood as desired.
Setting the DC is a judgement call. Depending whether it is set high or low, the action is likely to unfold one way or another - so setting the DC definitely matters to what is likely to emerge as downstream story.
But I don't see it as railroading. The issue of whether or not the blood might be caught in a vessel had not even occurred to me until the player raised it. And there was no preconception, on my part, of any ultimate destination for the action.
On the other hand, had I decided simply that the room contains no vessel, because I had already decided that I didn't want the storyline to include shenanigans with a blood-filled chamber pot, I think that would count not only as a judgement call, but as one that has a railroading effect.
I'm guessing, though, that there are other posters who would see one or both cases differently from me!
[size=-2]* If you want to know why, the answer is in
this thread.[/size]
So after all the discussion, I wanted to get back to the OP, perhaps my perception has changed a bit.
For railroading to occur, I think that there has to be at least three things present:
1) a predetermined plot/story outcome by the DM, or at least a consistent bias to the DMs plot/story/preferences
2) an action/adjudication by the DM that disregards the player's actions in the determination of the results. That is, the players actions and choices don't have a meaningful impact on the plot/story.
3) the players don't want, or have the expectation that the DM won't do, #1
and #2
For example, if the DM is just fudging rolls, or making soft adjudications to avoid killing the PCs, I'm not sure that qualifies as railroading. It's not really directing the action toward a predetermined conclusion, other than saying that the characters won't die, or perhaps just won't die here. That sort of approach can be a flag that perhaps railroading is happening. In other words, it might be a symptom of railroading.
In other words, I'd consider railroading more of a big picture problem, than a specific scene or specific task issue.
Another aspect that I think is often not mentioned in discussions of railroading, is #3. If the players are explicitly playing a game in which they expect the DM to keep them on track, it's not a railroad.
Is it possible for the DM to railroad without a predetermined plot/story? I think so. That is, the DM might not have an end-game or even a particular story line. But they might have prepared material and their goal is to keep the PCs within that material. It might be totally improvised, but as the game progresses, the DM consistently forces the outcomes to be favorable to their own preferences.
That leads to another potential gray area. Illusionism. I think railroading isn't just about the choices presented, but that regardless of the choices, the players/characters actions and choices don't have a meaningful impact on the plot/story. Illusionism is a related subject, but refers to a specific choice. Railroading is related to multiple choices over time. I'm more forgiving of illusionism I guess, but why?
Perhaps it's the magnitude of the infraction, and the intent that bothers me more. The times when I have used illusionism is when the players have a goal, but that goal isn't location based. For example, they are hunting for an ancient Netherese tomb. We know the tomb is in the mountains, but it's not specifically placed. The players don't need to know that, though. They just need to know that it takes time, and with skill, interpretation of the clues they have, and a little luck, they'll find it. So the specific direction they take in the mountains isn't really the issue I'm addressing, it's time and creative play and problem solving, combined with skill (either through passive or active checks). If I pre-place it, I've set a direction, but all of the other details aren't described yet. The specific terrain, the local creatures, etc. That's all determined during play. Technically it's illusionism, since no matter which direction they go will get them to the tomb. The amount of time it takes is still variable. They will still engage the rules, and make decisions, and those decisions (measured by "good and creative, or really way off base considering the clues") will have an impact as well. So I guess it's that i've really just set different criteria for "locating" the tomb than picking the right direction. As such, the physical location of the tomb is somewhat dependent on a criteria other than me arbitrarily selecting the location.
Other times have been when I do have an encounter sketched out, and it's just something that will happen. Again, the specific location doesn't matter. It's the who or what that matters. So once again, the criteria for the encounter is something other than location-specific, and the implementation of that encounter (it could be just my placement based on the session, it could be a random percentage, or even an entry on a random encounter table), is something other than they select the right place to walk.
So I guess I see illusionism as a tool that can be used in a negative manner, and can certainly be used for railroading. But sometimes it's used (or perhaps something very similar) to place events, locations, or encounters based on criteria other than arbitrary DM preference. (Which is perhaps more of a narrative approach?). The DM still has some control over the final placement, but it's also determined in part by player/characters actions/decisions and/or engagement of other rules. Wow, it can all be so complicated...but I digress...
Another question - is it possible for the DM to railroad to the players preferences? Point #3 above is specifically to address the situation where a specific story is expected. The original Dragonlance adventures could be construed this way. Or if the players want to play
The Fellowship of the Ring or the original Star Wars trilogy. The general plot is known, and while there could be some deviation in the specifics, ultimately there are a few things that have to happen.
And what about published modules, then, particularly APs? Some are presented as linear plots, some as locational, some as linear with multiple roads leading to the same conclusion. They really aren't all that different than the Dragonlance/LotR/Star Wars question. Certain major things have to happen, and certain choices need to be made to remain on the AP.
In my opinion, railroading is a negative thing. That is, it's something the players don't want. So if the players agree that part of the DM's job is to keep things moving in the "right" direction, it cannot be a railroad. The trick for DMs in these situations is to hide the fact that they are providing more direction to the story. Although, especially in the case when a given plot is known by all ahead of time, the players have to actively suspend disbelief for heavy-handed redirection. Although I guess that's really no different than the sort of plot holes and leaps of logic that often occur in stories in other mediums.
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So no, I don't think your scene even remotely resembles railroading, especially since the alteration of the scene was initiated by the player. I would have run it a bit differently.
In your specific example above, I would not have required a Perception check. If the player's argument is plausible, then I'd just go with the idea that there is a vessel of some sort. A Perception check isn't to determine
if something is there, it's to determine if they notice it. So if it's a common item like that, and it's plainly visible in the room (once it's been determined that it's likely there), then there's no need for a roll.
However, I might have considered some sort of Dexterity check to get the bowl under the body quickly enough. But that's really more a question of how much blood they were trying to catch and how quickly they would exsanguinate. But ultimately I don't see much point in even that, realistically they would have time to get a fair amount, and there aren't significant consequences for failure, so I probably wouldn't have required a check for that either.
Setting the DC, the scene itself - what you put in the room, what you don't, how you actually describe the scene, etc. can all shape the fiction itself. That is, regardless of play style, the DM will have some impact on the fiction just in the process of being a DM. How much influence they have, or how much the players want the DM to have is a question of play style.