I'd push back on that a little. I mean, I can play a Final Fantasy game to "find out what happens", and what happens is going to be the same thing that happens to everyone else that plays the same game, but our experience of it will be different. Discussing an adventure path is much more akin to discussing a movie that's been seen by both.
It's obviously quite different than playing to make something happen, which is closer to what I think the ideal is for player-driven play.
Just briefly scanning the thread and don't have time to comment deeply or anything but this recent line of conversation has me doing a triple-take.
"All roads lead to Rome" is literally the quintessential marker for a railroad. If this statement and subsequent reality about a number of games across a population of tables has somehow now become controversial...we may as well just quit talking about TTRPGs altogether! However, in light of this apparent controversy, I think the deep divide on the issues we've discussed in this thread is starting to crystalize (regarding Force and Agency et al).
I guess the observations/questions I would make/have at this point are the following:
1) Since Force is merely a microcosm of a Railroad (an individual transition of gamestate from a > b where the GM has compelled the trajectory to b, subverting the possibility of divergence via player input), I guess I now understand the divide on the concept there too. So my question would be something like this arrangement:
If the ">" in the formulation of "gamestate a > b" has sufficient "gamestate-irrelevant-variables" (conversations had, battle cries, color of cloak worn, a brooding elf vs a merry elf, "Samantha just popped the question to Amy!") such that it superficially looks different from another group's ">", yet, because of the "gamestate-relevant variables" all of these tables end up at gamestate b from gamestate a (which...the only way this could be possible is if the overwhelming volitional force on play is the will of the GM)...then is that not Force?
2) I guess the only follow-up questions would be:
a) "Do people believe the concepts of a Force/Railroad are phenomenon that occurs in TTRPGs?"
b) "If yes, what in the world is the litmus test (every transition from gamestate a > b has to be a carbon copy for Force and every moment from gamestate a to z has to be a complete carbon copy for a Railroad)?"