And I guess in the systems you play there's no chance of Aedhros unexpectedly getting shipwrecked on Isle of Dread while sailing to somewhere else, and then having to both a) find a way off and b) survive; as you'd count that to be a railroad?
What happens if, on his way to accomplish his personal goals, his ship wrecks on the Isle of Dread. After dealing with situation, he is rescued and resumes his original intent. Does he cease to be a character during his excursion through X1?
So the main plot of this film is all the bits about his dead spouse etc.; only partway through the film while sailing from one port to another he gets stuck on this dangerous island and has to fight to survive for a while, then he gets back to civilization and carries on with his search for vengeance - and is perhaps a lot richer now due to some loot he scooped off the island while he was there.
I'm looking at Isle of Dread here as being one adventure in what might be a 20-adventure-equivalent campaign (in movie terms, it's a very long film). I mean hell, if I were the GM a story like that could and would spawn any number of side adventures, that I might storyboard into the main tale something like:
--- introductory piece where the spouse dies, maybe or maybe not at the hands of the father-in-law, and the basics are established
--- the PC has to go to his father in law's birthplace (a dangerous city these days) to research some family records there (on-story)
--- the PC gets unlucky and finds himself in a violent situation in town that goes wrong, putting him on the run (off-story distraction)
--- before doing anything else the PC has to clear his name via performing a quest for some high-ranking type; this quest consists of [insert whatever adventure module you like here] (off-story distraction; but as a pleasant side effect the PC should come back much richer, which will help him going forward)
--- the family research shows a disturbing history of dealings with unsavory people and groups, mostly pirates; the PC then returns home (on-story)
--- the PC learns his father in law might recently have been dealing with pirates, and so goes off to talk to said pirates (and maybe even recruit them to his cause?) (on-story)
--- the PC gets shipwrecked on the Isle of Dread en route home and has to fight his way through the inhabitants (off-story distraction)
--- while on the Isle the PC receives a vision to do with Elves (on-story but not obviously so yet)
--- on returning to civilization, when next he enounters him his father in law is singing one of those Elven lays; this brings the vision into perspective and the PC realizes (then or later) that gettng some info from the Elves might be an idea (on-story)
--- journey to-from the Elves, who tell him some deep dark secrets about Daddy-o and some long ago dealings with Elves that went very wrong (on-story)
--- final confrontation with father in law, resulting either in an Elvish curse on him being lifted or his death at the hands of the PC, depending how things shake down.
That would be the storyboard, malleable as all hell given I've no idea how the player will approach anything, but still more than enough to give me ideas as to lots of things I can introduce along the way if I need to.
And while I'm sure you'll call this a railroad, I just call it planning ahead.
When I built the PC Aedhros, I had in mind JRRT's "Dark Elves" Eol and Maeglin. I also wanted to build a 4 lifepath PC who would be a Dark Elf (my friend and I had agreed to build 4LP PCs), and the Spouse lifepath seemed a good way to get that build,
and it also provided an obvious reason to have become so Spiteful (both Eol and Maeglin are also spiteful for reasons connected to spouses and in-laws, albeit not because of a death as in Aedhros's case). My friend wanted to build a Weather Witch, and so I made sure to build in a connection to the human port, via Aedhros's father in law.
To save anyone having to cross-reference, here once again are some of the salient elements of this character:
Beliefs
*I will avenge the death of my spouse!
*I will never admit I am wrong
*Only because Alicia [the other PC] seems poor and broken can I endure her company
Instincts
*Never use Song of Soothing unless compelled to
*Always repay hurt with hurt
*When my mind is elsewhere, quietly sing the Elven lays
Relationships
*Hateful relationship with my father-in-law, the Elven ambassador at the port (blames him for spouse's death)
Reputations and Affiliations
*+1D rep ill-fated for himself and others
*+1D aff with the Elven Etharchs
Traits
*Born Under the Silver Stars (To those who look upon me with clear eyes, there is an unmistakable halo, like white light through a gossamer veil or stars shining at night)
*Dark and Imposing (I once was fair and beautiful to all who look upon me, tall and slender, rounded by graceful curves)
*Etharchal (My noble heritage is recognisable at a glance)
*Self-deluded
From this, we can see certain dramatic needs, and certain ways of putting the character under pressure. There is the hatred and desire for vengeance, aimed particularly at the Elven ambassador at the port. There is the spitefulness, the instinct to repay hurt with hurt and the attitude towards Alicia, as well as the refusal to sing the Elven healing song (Song of Soothing) that he knows. He is dark and imposing, whereas once he was fair and beautiful; and he has a reputation as ill-fated. But he also, when his mind wanders, sings the Elven lays to himself; he is self-deluded.
There are many ways this character might develop. In the last session, for instance, his attitude to Alicia changed. More than once she collapsed unconscious from the strain of spell casting (such that only by using the Song of Soothing could Aedhros bring her back to consciousness, which he needed to do so that she could help him in his plans), and she was humiliated in other ways too. But nevertheless, she did help with his plans. His Belief about Alicia is now
Only because Alicia is not utterly without capability can I endure her company. That might change further; so might his Instinct not to use Song of Soothing, if he finds that Alicia continues to need his help. Maybe that could even change his views about hurt and vengeance! Or lead to better self-awareness.
But for any of this to happen, the play needs to be about these things. To create opportunities for their expression. Which is the whole orientation of Burning Wheel, and the focus of the system's advice both to GMs and players.
If Aedhros finds himself sailing out at sea it will almost certainly be related in some fashion to Alicia, who is a weather witch and has as one of her Beliefs that
I will one day be rich enough to BUY a ship. Shipwreck could be a consequence of a failed check (it's one that I've used GMing in Burning Wheel), but it would be adjudicated and applied using the methods of the system that I have already explained. Suppose, for instance, that Alicia and Aedhros are travelling on a ship
with the Ambassador, and Alicia's player fails a Weather Watching check, and hence (in the fiction) Alicia fails to anticipate the impending storm, which is to say (at the table) the GM narrates a shipwreck as a consequence: the three characters being washed up on a strange shore could be a possible way that things develop; it clearly has potential. But I've already described a situation that has almost nothing in common with the module X1.
The "storyboard"
@Lanefan has sketched has nothing to do with Aedhros (or Alicia) as characters. It involves a pointless quest (go to city to get records), a fetch quest (clearing name), some pirate sub-plot, a desert island detour, more pointless info-gathering with Elves, a quest to some Elves, and then a pre-planned framing of a "final confrontation". It is a storyboard which is almost never about Aedhros and is about whatever the GM wants it to be about (family secrets, riches, pirates, etc). It shows no grasp at all of how Burning Wheel is played; and the idea that you would interrupt the sort of play I am describing via an excursion through X1 - a module which is about hexcrawling through a pulp-style tropical island, on the basis of a discovered "treasure map" - is frankly just bizarre. (Burning Wheel could probably handle it in some form, though some of its machinery might spin a bit idle; but I wouldn't be brining this character to that table. If I wanted to play that game, I would build a completely different PC with a completely different suite of attributes and build elements.)
There seems to be an implicit premise in the questions posed by
@Lanefan and
@Micah Sweet that there is some sort of virtue in a player being indifferent to the situation the GM frames them into, and a concomitant taking of exception to the notion that play should in some fairly robust sense be
about the character that the player has established (via build and play). Of course we all have our preferences, and are under no obligation to revise or even examine them: but I don't think it can be that mysterious that someone - eg me! - would regard as
railroading an approach to RPGing that very obviously requires the player to subordinate their conception of what the game is to be about to the GM's conception of the same. That's the essence of a railroad.