Right, but does anyone actually still use random encounter tables? What if the GM just decides the bird arrives, and lets even make it two or three birds to stack the odds in favour of at least one grapple succeeding, and then the birds drag the poor character(s) into predestined location. I still don't see that any direct player input has been overridden, assuming they specifically didn't take precaution against, bird attacks, but it is kinda railroady, isn't it?
I would expect so, yes. I mean, they're in several of the official 5e products with which I'm familiar. The DMG spends a significant amount of time on them, and provides several examples of tables based on terrain type.
So I feel your disregard of a system other than "GM decides" seems pretty telling. Yes, I would agree with your assessment that the more the GM has the ability to just decide things without any kind of system restraining him, the more railroady it may start to get.
Now, imagine there was a system that helped determine when and how and what happened, removing some of the GM deciding and replacing it with system deciding, and including a random element such as a die roll on a table, or perhaps an action roll indicating a complication. Then the system is having a big say in what happens, and the GM is working with the system.
Whereas comparing not caring about processes that much liking to be slapped in the face is perfectly neutral!
I wasn't making any comparison other than saying if everyone's on board with whatever play processes are being used, then all is good.
You had a negative experience because it felt the decisions you made didn't matter. Even if it would be later revealed that all that happened had perfectly logical reason based on GM's prep, you still would have had that negative experience.
I've separated this bit because this is the relevant part. What if there was a resolution system that made it clear to all involved that the decisions made mattered and are not being undermined or subverted in some unknown way?
This way, there is no "if it was later revealed...." because nothing needs to be revealed; it's all open as part of play.
Avoiding such negative experiences is of course worthwhile. However, slavishly following procedures can lead to negative experiences too. Like I've said before, I've have had frustrating experiences as a player by the game stalling because the GM was too closely sticking to their prep and we didn't manage to pixelhunt the right thing to proceed. What I want is a GM who understands how the things come across and feel to the players, reads the room and adjusts things accordingly.
Again, there are games designed to cut to the action, too. D&D can do it, yes, but when they openly did so, the fanbase had a collective aneurysm. 5e Can do it, although the encounter budget and related elements will likely need to be jettisoned, too.
I think we're in agreement on this point.....I want the game to move at a proper pace. It may fluctuate based on what's going on, but I want things to move along. I don't want those moments that drag.