It's railroading precisely because you are asking for clarification because someone chose "a harder way". You aren't seeking clarification because you don't know the specific intent. You are seeking clarification because you are surprised by or skeptical of the stated intent. This seems innocuous and can have very good motives, but it is a form of railroading.
See a description of railroading here:
Railroading refers to a variety of techniques use to limit player freedom of choice. Some distinction should be made in my opinion between the act of limiting player choice (“railroading”) and a game which has limited or no player choice as its most salient feature (a “railroad”). Virtually...
www.enworld.org
i disagree with your use of the term railroad... and I disagree entirely on you version of what I said...
in my mind when given 2 paths most people will most times (unless there is a good reason not to) do things the easiest way... now sometimes people (both in and out of game) don't know the easy way.
a character sees 2 doors, the DM knows 1 leads to the treasure and the other to a trapped room and then a big fight with little reward... no matter what one the character (or player out of game) chooses they don't have information to really base it on.
on the other hand if last session the PCs got the zelda style map, and the player holding it forgot (cause D&D is not even close to the most important thing that happened in there stressful week) and the player said they had no way of knowing... I would remind them. Cause that's what friends do.
I will also sometimes build pages of lore on my world. And I NEVER require players to read it all even once let alone commit the parts to memory that may come up. So someone trained in religion that sees a holy symbol of Dr Doom and doesn't remember reading all 17 gods and what the symbols are can make a religion check... and if they ARE a priest of Dr Doom, i will just remind them (although I may be a jerk and be like 'it looks familiar... kinda like the one on the chain on your neck that is the exact same thing")
As I outline in the above essay, one of the ways of keeping players on the "right path" is hint to them that they are making the "wrong" choices by saying things like, "Are you sure you want to do that?"
except there is no right or wrong path in my games... so I can't hint at a right path. I can only give them the information they would have.
I have also had Players zone out, get texts, not hear things. "I open the door on the left and go in"
"Um, the door on the left is the one mike just said was a fake door are you sure"
It's not wrong to say to players, "Are you sure you want to do that?", but it is railroading.
I disagree with your premise of railroading.
One thing you have to understand is that I'm not saying that railroading the players is wrong.
i agree here. I even sometimes DO railroad. (it just came up in another thread about invisable rails)
if I have a PC die and the new PC ready to come in from that same player... no matter where the other PCs go that is where the new PC is... you go north he is in the north. You stay put he comes to you. You plane shift to the shadowfel...hey look he is in the shadowfel.
some people call this type of railroad quantum oger, and I do it.
But that position isn't rational, because all games depend on at least a little bit of railroading. Player just except that "coincidentally" things happen to them, the way if you are Batman watching a dark alley there will be a mugging in it while you happen to be watching it.
yeah... I mean the game is boaring if batman goes on patrol and misses all the crimes.
You think I'm mainly criticizing like you think I think you are "doing it wrong". Mostly, I'm just trying to understand how your game works.
but it seems you are more intrested in making assumtions then reading what I wrote.
I do however have a strong preference for stating propositions in the form of fictional positioning rather than Moves, even when the fictional positioning is mostly color. It's just good narration and story building, something all table participants should be doing. And concrete fictional positioning is almost always good.
I only half get this...
me and 4 friends sit down 4 players 1 DM... but all 5 of us HAVE and will in the future DM. all 5 of us have a range of system mastery... some of us are real good at homebrew and some not. some like some optional rules others don't... but over all we are more or less on the same page.
the DM will pitch a world (sometimes 1 DM pitches a few, sometimes a few DMs each pitch) and we agree to it. We have some rules on what does or doesn't have to be in the pitch but for the most part it is pretty simple and I am sure not that dissimilar then most... we mostly run homebrew campaigns not preset worlds and not preset adventures (I say mostly as right now I am both playing in and running Curse of Strahd)
once the DM has pitched it he will take a week or two to draw some maps and handouts (or I normally already have some ready for my pitch) and people will start pitching character concepts.
Here is the imporant part about pitching world and characters... everyone does NOT have to 100% agree... majority rule BUT anyone can veto something. (sometimes we all veto something... looking at you The halfing that thinks he is a giant) and where we normally will give a reason for the veto we don't have to.
but we get all 4 PCs pitched for the world that was pitched... now we will all take a week to write a small (god it better be small) background and share it... and everyone can help work on add to or make suggestions... by the time session 0 happens 1-2 months normally but sometimes 5-6 months from that original pitch we all have given suggestions and made the world OURs not MINE and might even have intertwined our backstories.
session 0 will set up where game 1 starts and why and will normally give a bit of insight into what to expect...
session 1 starts with us normally 2nd or 3rd (sometimes up to 5th) level and most times already knowing each other at least in passing but sometimes we grew up together or what ever... we also already know in general what the theme and style the game is supposed to be (I say supposed to cause sometimes hard core sword and sorcery turns into comedy and sometimes Mercenaries set root game 3 and start a business half the fun is even the DM never knows)
at some point we end up in a situation (often of the PCs own fault) and we need to roll some dice to get out of it... I would say half the time give or take that is combat and of the other half more often it is social and less often exploration but that can change up from campaign to campaign.
when dice are needed all we care about is that we understand each other. So if someone wants to call perception or investigate or even forget and call search we don't care... as long as we understand the intent.
sometimes we feel like useing super detail flower prose, and some times we just grunt and roll dice... and EVERYTHING inbetween.
I do have a strong preference for demanding social interactions be done in the form of in character role play, but even then I don't think it's necessarily wrong not to do those things just less... skillful, and I try to push players and GMs toward more skillful play because it's more entertaining ultimately for everyone involved.
i found the reverse... we used to do that. and what we always got was the same players being the face. the same players avoiding it (and hey look at that it's the ones that are good at talking vs those not so much). once we started useing cha skills more we found that players that used to avoid the face role took it... and after a little bit (in some cases really little like one or two times) of rolling dice and realizing that it didn't matter what they said, they were willing to try to say things... and the more they tried the better they got.
also as a side effect when a person has an off night but is out of game good at talking but just isn't up to it... this helps them too.
our games became more varied and more entertaining (for us) when we STOPPED useing out of game skill as a judge...
"Okay cool that all makes sense now roll a cha skill to see how well your character said it" made people more willing to try not less.
Like when I go to a con and there is a guy there that clearly has been gaming for 30 years or something and he literally can't Role Play in character, he's always in pawn stance and he's only focused on "winning", that makes me sad both because it detracts from my experience and because he's devoted his life to a hobby he's not actually very good at. (And if he's also a jerk to the GM and my daughter, well that's even worse.)
I mean as long as he isn't a jerk I am happy if he is happy... and I don't get not being.
Depends on how long they've been playing with me. If they've never fallen before and they try to jump off a great height, I'll remind them that in the real-world heights are dangerous. My expectation is that my players will make propositions based off casual understanding of realism.
this is important (and one of those things all us DMs in my group don't all run the same)
in my game a fall of 200ft is 20d6, if I roll low and deal 45 damage and you have 70hps you land and get up and dust yourself off (and most likely need to heal)
in matt's game a fall of 200ft is dead... yeah even if you half bludgoning damage and are a barbarian with 174hp that the fall can't kill by the rules.
If the player really doesn't seem to understand the consequences of their proposition and they are new, I might in fact railroad them a bit by saying things like, "You think a 40-foot fall will probably kill you."
oh... oh wow 40ft... that is low even most of teh 'realistic' DMs in my group don't start that till 100ft.
or explaining to them the rules for falling in my game if they've never encountered them before. But ultimately, if you don't let the players choose freely to do things that are unwise, then you aren't really letting them play the game. At some point they have to learn not to push the Red Buttons, even if it takes losing a few characters.
I look at it like this... if I in real life look at a fall and assume most people would not survive it, I have a reason to understand that. If someone hears "50ft down" and then says "Um okay I jump down" it is kind of on me to let them know if there character that grew up in these rules would know or atleast be able to suspect that is suicidal.
I've got one kid (he's like 25 at this point, so not really a kid)
oour youngest is early 30's and has a 2 year old... he is still the kid
in my current group that has never quite learned that. He's lost more characters than the rest of the group combined. It seems like every few sessions he does something despite the warnings of everyone else in the group, and then he goes, "I didn't think it would be THAT bad." But, maybe he just likes dying spectacular deaths and making new characters.
yeah, and I would not take that choice away from him. I just would make sure it was an informed choice
An experienced player tells me that he wants to jump off or into something, well, hopefully he has a plan.
or maybe he miss heard or miss understood something...
"The this 15 kilometere drop"
"Okay 15 meters is like 15 feet right, I just jump down"
"okay first no... 15 meters is not 15 feet, but I guess close enough, but I said Kilo that means thousands... your character is looking down a 15 thousand meter drop not a 15 foot one"
or sometimes people just have different styles in mind.
I am pretty lianant. But I have tropes I like and ones I don't... I wont pretend that there are not some bias in that. Up thread someone had someone want to use persuasion or diplomacy (cant remember edition of example) to calm down a crying queen and when pressed for how said "Oh i saw this old movie last night where a woman was crying and the man slapped her and brought her out of it, can I try that" and the DM auto failed him...
now I am going to tell you my funny jedi story (not D&D but TTRPG) It is old legends era and I am a student just graduated from luke's jedi academy... another player went to the shadow academy and is a dark jedi (I know this out of game but not in game) and we ended up becomeing best friends... The GM started the first game at a museum /theme park about the rebeal alliance and I bought a toy red light saber and he bought a blue one and we were having mock battles (remember he has a red one hidden and I have a blue one that really works) and my character I am playing up as shy around women... and the DM has a holonet actress/singer that my character has a crush on show up... and the dark side player decided to play a joke on his friend and tell me to try a pick up line that never failes... and basicly gave me a bad would never work raunchy I am not sure I could type it on enworld pick up line... and I went with it (fully expecting out of gamem that my character would get slapped) and I walked up and said it... and the DM called for a social challange (something I not only wasn't good at but activly shose to dump) and I got a MASSIVE critical success... and the dark side character (and out of game all of us at the tables) jaws hit the floor as she said okay and we went back to her room....