So offer something new.
I’d honestly love to hear examples of play from 5e games that highlight how folks fight railroading or how certain rules or applications of rules impact railroading or resist it.
I’ve shared some examples in this and other recent threads. When I have, there’s been a variety of opinions on them, but the discussion has always been civil.
Do you have any examples you can think of from your recent games? Either as player or GM?
Sure.
So I'll start with one important piece of background information on myself. I tend to dislike highly sandboxy video game RPG's, because I tend to spend alot of time self-exploring the world instead of following any quest or side quest lines. Total freedom for me in such video games tends to yield unfun results. I need a direction to be going in.
So my first few experiences with sandbox D&D weren't very successful. The DM would give us some choices and I felt I had no good context to judge the choices which then made the whole gameplay feel rather meh to me.
However, I have learned to be more proactive and let small minor differences characterization and improv amplify themselves enough to make a decision and trust the DM will sort the rest out well enough. The DM has also learned to provide more immediate hooks that I can care about.
For example, in a recent game the starting premise restricted us to being humans in a small secure village with limited contact with anything outside our safe magically shielded and secure place. For me this was great as it gave me something to care about - that village. My decisions could be centered around doing what was best for them within the confines of my characterization. This was a fairly deadly game so I ended up playing multiple characters throughout it as I had quite a few PC's die. However, character deaths were often made to feel special so that wasn't actually a negative. One important thing to understand is that the GM had created magical shards that when found we could use to buff an item or our characters abilities. Was a really cool mechanic but possibly a bit overtuned.
Some examples of how player decisions drove play.
The great old one warlock founded a cult/church in our town for the great old one. Part of that process involved him taking one of the magical shards and jabbing himself in the chest with it, which later on caused a large center eye and some eyestalk-esque things to grow from him. This granted him some supernatural abilities which allowed his influence to grow and many townsfolk heeded his words. He picked the churches tenets. Etc. His church became a backdrop for future adventures and future characters to interact with (after the TPK we played new PC's in this same world some 200 years later).
My wizard had a very mad scientist vibe that would push toward anything mysterious to learn more of it. He would 'experiment' to see what worked. He took detailed notes of everything. He imbued his book of notes and spells with a magical shard and when he died a fragment of his consciousness moved over to the spellbook which created a really cool book of knowledge type item that could display information when the players asked about something.
Or consider the time we were exploring and first encountered the underground dwarves. One of the PC's introduced them to alcohol which was quite entertaining. They were having problems with some underground burrowing creatures. We aided them (hopes of forming an alliance between them and our village). My character was a monk at the time and we had previously found a strong magical spear. We learned it was actually a sacred weapon to the dwarves. So after helping the dwarves drive out the enemies and position themselves to fight and win a war against those creatures I had the choice to give them back the spear. I did so and it helped secure the alliance and opened up dwarves as a playable race for our future characters.
Or the time where we were transported to a dying world with tieflings (their sun god was dying). There was a way to save his people but one of us would have to stay behind. No one had to make that decision but one of the players did. PC death.
Or when I played my tempest cleric and I asked the DM what the weather was and had my PC make omens based on the weather and other natural happenings. The DM jumped on that opportunity and often gave my character hints through weather happenings.
The experience was very organic. I cannot say how much the DM had preplanned and how much he improvised, but regardless - my choices mattered, the other players choices mattered, we could shape play based on our characters and their decisions and I'm sure with different characters some radically different things would have happened.