I feel the same way...no matter what the party chooses to do, they really have no choice in the matter because the DM has rigged the consequences of every action to always point to the island. That's generally the accepted definition of a railroad, I think. Any choices the players felt they had were just illusions.
But the interesting part of all of this to me: unless the DM reveals that plan...whether through accident or on purpose...the players will never know. They might grow suspicious, but a sufficiently clever DM can evade suspicion. They might push the boundaries, but a sufficiently flexible DM will know when to push back and when to stay flexible.
I really think that this "railroading" thing is only observable in hindsight. And the whole idea is fascinating to me. When I was a TA in college, I read several essays on the psychology of baseball. I think that it would be interesting to read one on the psychology involved in tabletop RPGs.
Hooray! My model is functioning as intended!
Sorry, meant to reply to this but got focus on Crimson Longinus. My core problem is mostly that....I just don't believe any DM is good enough to truly evade suspicion
forever, and even making people suspicious is Bad News. Because if people suspect they're on an illusionism-based railroad, it's going to cause some damage, even if only a little. DMs are not infinitely clever, players outnumber them, and time and reflection are on the players' side, not the DM's. And even if it is only "observable" in hindsight, it is possible for players to start
testing for it once they
suspect it. For example, trying to intentionally
make curveballs. Throwing more siutations at the DM where they
have to think fast and invent stuff on the spot etc. A player can do that while remaining totally in-character (depending on the specific character, of course), and I just don't quite buy that
any DM, let alone
many DMs, can withstand such scrutiny for long.
TL;DR: The DM just has to mess up
once for illusionism to be a problem. The players have the whole campaign to figure it out. The more you use it, the more likely the illusion falls, and the more work you must do to keep it secret. Maybe if you always run shortish games, you can dodge that bullet. I don't believe anyone can dodge it for longish ones, let alone full years (like my game has been).
But did all those NPCs exist from the day the campaign started? Did you track the lives of the NPC who appeared once in session 20 for all the preceding 19 session to know what they were doing when the players finally met them? Did you track their life after that? Did you this to all the 200 NPCs? Also, certainly there are far more than 200 people in the setting? Or did you just perhaps make up what they were doing when the PCs met them?
As I said, this is for named people only. If someone is named, or gets a name, I develop stuff. Yes,
sometimes me fleshing out a character only happens because the players took interest--but again, this is
respecting player choice by saying, "hey, if you take the time and effort to find out about this, you will actually find stuff out!" It would be railroading to do the
opposite, to insist that there were nothing to see and stonewall any attempt to find out about stuff outside the narrow preplanned scope.
Also, and this is really really really important to me, you're rather straying from the original statement. You originally spoke of
events happening
purely because the PCs show up. Now, you're expanding that out to "absolutely any detail whatsoever that wasn't perfectly planned out from the instant you conceived of the campaign," which...yes, I agree is a thing. You've made the statement valid by heavily weakening what it is you're saying.
Story events
do not simply just happen
because the PCs showed up somewhere. The world is not exclusively interesting in the location the PCs happen to be, and completely static everywhere else. That is what I was pushing back against. Specifically, you said:
Also, let's consider another super common form of 'illusionism' that most GMs do and do not really consider it as such though it is basically the same thing than the quantum ogre, except the thing illusionised is not the location it is the time. The interesting thing happens when the PCs are around, regardless of when exactly that is. I'm pretty sure almost every GM does this.
That's a far cry from "people that the PCs interact with have their lives more fully fleshed-out than people they don't." What you spoke of is "the world only happens where the PCs are." What I'm talking about is the PCs digging into the world as they go. Big, big difference.
Yes, of course you do can do it in advance, but probably not in months and years advance and track the lives of all these NPCs off screen all this time to know what they're doing when the PCs arrive. The starting situation is just something you made up, and you made it up because the PCs decided to go there. Had they not decided to do so, you would not have reason to do so.
I always try to be at least a full month (4 sessions) ahead of where my PCs happen to be. Of course, I often fall behind because I'm human. But my goal is always to have at least a full month of the current events/story/dungeon/etc. ready, and the first two to four sessions of the next one as well. These plans naturally adjust, usually because the PCs take longer to do things than my neat timetables expect, so I often have more leeway than I "allowed" myself. Again, it's really
not that hard, and I am
not a DM who is rigidly planning out absolutely everything. I force myself to be adaptive and responsive to player choices. On occasion, they throw me a big enough curveball that I have to do a couple days of intensive prep work, but these are all friends of mine, so we know each other well enough to have a
reasonable idea of what one another is likely to do.
That some situations effectively just 'start' when the PCs arrive and it really doesn't matter when that is. And it kinda has to be so for the game to function.
No
situation "effectively just 'start(s)'" when the PCs arrive. Their arrival may catalyze a situation already in progress, or it may reveal more details than were already known, or it may draw out previously dormant actors, or (etc.), but it is
absolutely NEVER the case that simply by showing up, Plot Happens to
that location instead of some other location.
Individual characters may get names (since names are now needed--naturalistically, they already had names, I just didn't assign them), some backstory, etc. But those aren't "situations effectively just 'start[ing].'" That's "a situation
is already happening, we're just getting introduced to what it
is and
why it's happening."