Ovinomancer
No flips for you!
This is an interesting statement, for many reasons. Foremost is that you think that making a claim puts the onus on others to disprove, rather than on you to prove. If this is the case, please prepare for many things I could say about your play that will cause you to do lots of work to disprove or accept that they are correct because you do not. I'm pretty sure this is unacceptable, but I'm not sure why you think it's okay in reverse.People who have experience playing and running the game seem to be unable to explain why these things cannot be done. Appeal to authority alone will not suffice, you still need to back it up with something. It is perfectly possible I am wrong, but if that is the case, coherent argument for why that might be has not been made.
Secondly, yes, we have done that work and explained how it can't happen. That you think you know better about a game you have limited to no experience with and can dismiss these statements (by multiple posters) is equally telling. Please prepare for the many things I can say about your play, with no experience at your table, that I feel you cannot defend because I want to be right! Again, this is unacceptable, but I'm not sure why you think it's okay in reverse.
Most simply, the middle part doesn't work, because you're not free to frame whatever you like. Doing so would be obvious and breaking the rules. You are badly off about how scenes get framed in these games. They are directly framed from what the players are declaring they want their PCs to do. So unless what the GM has planned is well aligned with what the PCs want to do, this doesn't work. If it is well aligned, then we're at a weird place for Force, yes? The ability for the GM to lead is grossly exaggerated in your mind. I mean, stop for a moment and think about what the design intent for these games was -- it was to avoid GM lead stories and to build a platform for organically constructing story in play. Your claim is that it's super susceptible to standard GM lead storytelling techniques when this was expressly designed against. You're entire concept has foundations of loose sand.Prep the desired outcome, frame situations that are likely to evoke actions that take the play towards the desired outcome, when deploying consequences use ones that take the game towards the desired outcome. It is highly likely that we get to the desired outcome eventually. Why can't this be done?
Yeah, this is a stretch. This is trying to argue that a prepared plotline that has a few, well constrained choice points is sufficient to defeat being called a railroad (apparently the ability to switch tracks gets you off the train) or else no amount of planned endings evades it. This fails on three counts -- one, there's a limit to the ability to actually plan endings; two, the adventure plotted was built to force players down the prepared lines; and three, there aren't and really can't be prepared endings for Story Now games. This is like trying to say that because there are different kinds of noodle they can't all be called pasta, and that if they are all called pasta, then green beans are also pasta.Also note that the huge branching flowchart with several directions and paths things could take was deemed as a railroad by some. It didn't require one specific predestined path or destination. So if having sever preplanned scenes that might happen and several things that might happen after them is enough to make thing a railroad, then the GM doesn't even need to have one specific preferred outcomes in mind, they can have several and nudge the game towards which seems most feasible, and it still would be railroad.