I don't think it is reasonable to expect anyone to generate made up paly report.
Well to be honest, it'd be a lot cooler if you offered an actual play report. But since that's impossible, what I'm asking is for you to give a bit more detail to your hypothetical.
Of course I am not claiming that use of force is equally easy in Dungeon World than in D&D. That would be absurd. It clearly is far easier in the latter. I'm merely pointing out that it is not black and white and exist more as a spectrum.
Do you deny that how GM frames things influences the direction the game takes? Do you deny that what sort of consequences the GM employs influences the direction the game takes? What you're actually disagreeing with here?
That scene framing or establishing consequences are not examples of Force. Influencing play isn't the significant qualifier for Force, I don't think, or else just about everything is Force.
Yes, the GM influences the direction of play by framing a scene. So what? How do you see this as Force?
Right. And this is part of this spectrum. GM might occasionally do this. Or they can do it often. At which point it becomes a railroad? Similarly, at the branching path adventure design, how many branches there needs to be for it not to be a railroad? These things are not black and white either or things.
I think it may happen from time to time even when a GM of Dungeon World isn't applying Force, yeah. I'd likely say it's more of a coincidence than an intentional thing because Dungeon World specifically says not to do that, but sure, let's continue to ignore that part.
I think that persistent Force was offered as a definition for a railroad early in the thread, and at least a few times since by
@Ovinomancer, so yeah, I'm fine with that definition. It seems to suit.
I don't know where this black and white caveat came from.....I tend to avoid absolutes because there are almost always exceptions.....and we wind up arguing about edge cases instead of common or expected practice. Again I'll mention how Dungeon World specifically says not to do this, so people who do are pretty much ignoring the system and are edge cases.
About the branches. Instead of trying to determine some magic number that moves us from railroading into something else....let's just look at them and ask what purpose do they serve?
Sure. And frankly, I can't imagine ever planning 15 sessions in advance. Having some vague ideas for two sessions in advance seems like a lot.
My prep has gotten less and less with time. If I'm running 5e, my prep would largely be front loaded prior to session 1. After the first session, any prep I make will consist of a few bullet points of what may happen that session, and perhaps some stat blocks if I know certain enemy types may be needed.
Honestly, I think it's the way D&D 5e functions to require some amount of prep, and that need for prep becomes a feedback loop that shapes play as a result. GMs are more inclined to move things toward what they've prepared than what they've not prepared.