i agree with all but one of these, a world can have it's own nature, you can play in Middle Earth or Wonderland or Oz or Westeros and they all have an inherent nature, there are things that are or are not likely to be in those worlds and the GM interprets as best they can that world to the players, the only real difference between these 'official' settings and the GM's own creation is how many people know about them, but people are up in arms if you put a T-rex in mordor but are perfectly willing to advocate to change up the GM's setting to their whims.
Why is it
the GM who "interprets as best they can the world to the players"?
Why can the players not interpret Middle Earth, or the Marvel Universe, or the World of Greyhawk, or whatever other setting is being used?
When I started my Torchbearer campaign, one of the players built a PC whose hometown is a Forgotten Temple Complex. When I pulled out my Greyhawk maps, and showed them where I envisaged the action being set (the area of, and to the north and east of, the Bandit Kingdoms) that player pointed to a part of the Theocracy of the Pale and said that that's where the Forgotten Temple was located.
Another player built a PC whose hometown was a Wizard's Tower. That player pointed to the Bluff Hills as the site of the tower.
There's nothing more magic about my ability (as GM) to interpret Greyhawk than theirs.
pemerton said:
In saying that the gameworld is what it is and that things happen regardless of how the players feel about them you are prioritising the GM's vision of the fiction over the players. Of course that's your prerogative to do so. But how can you be shocked that some RPGers - eg me - would see that as railroading?
because you being unable to directly shape the world itself isn't undermining or denying your character agency, ie: railroading,
the fact your character cannot imagine/roll/declare a bridge into existence over a canyon or as was previously mentioned spellbooks into the wizard's tower, into the fiction, does not prevent your character from taking any action available to them at any given moment or neutralise the consequences of doing thereof.
The character is a fictional thing. The character has whatever agency the authors of that fiction care to give them. I can imagine someone paralysed, or imprisoned, or with the powers of Galactus or the Beyonder.
When I talk about railroading, I am not talking about what sort of character I am imagining. I am talking about what real people, playing a game together, are doing in the play of that game. No one thinks that
Thurgon can roll dice and make spellbooks appear - he is not a magician. The thing I am talking about is how to make a decision, in the real world about what happens next when I, playing Thurgon, declare that Thurgon looks for spellbooks. In the example of play that I gave it was I, pemerton, a flesh-and-blood person, who rolled some dice. the outcome of that roll determined - in accordance with the rules of the game - what consequence followed from that declared action.
I repeat: if the only person who gets to decide the content of the shared fiction is the GM,
how can you be shocked that someone might regard that as a railroad, that is to say, an entirely GM-determined exercise?
the fact that DnD doesn't prioritise character drama and narritive themes quite as much as DW or any other system you prefer is a feature of the system not a flaw.
Well, when I play 4e D&D, or when years ago I played OA AD&D, D&D did do what I wanted it to do. Not everyone plays D&D the way that you do.
the fact the GM is the person to define the fiction over the others is not a flaw, it is just a feature, a feature that you personally don't care for but a feature not a flaw nonetheless,
What do you mean when you say it's not a flaw?
I'm telling you that from my point of view, the GM defining the fiction to the exclusion of other participants is a flaw, and it is a flaw that has a well-known description: railroading. The fact that you don't find it to be a flaw, and don't find it to be railroading, doesn't affect my experience and preferences.