Nope! Just because you have agency doesn’t mean you’ll automatically succeed. It means you have the chance of success.
Let’s look at some card games? Can you suck at poker? Absolutely. Can you suck at war? Nope… all you do is flip cards. There’s no skill involved. You have no say in the outcome.
War is a bad example. I used full agency to decide to enter into the railroad game known as war. I chose it. As I said earlier in the thread, the one time a railroad is okay is if you agree to it ahead of time. Once I agree to war, turning the cards isn't relevant.
So it’s binary because people’s opinions on agency levels will vary?
This doesn’t make any sense.
You seem to have missed the first part. I'll quote myself so you can see it. "Either you have agency or you don't."
Once you have agency, the level of agency is subjective. You view picking the door randomly as low agency. So do I, but it's still agency. You get to choose which door you want. The outcome is dependent on the door you pick, so you did have a say in the outcome, but it was low.
I don’t see how it’s all that subjective. I mean, who’s going to say that a blind choice between two doors represents more agency than an informed choice between two doors? No one.
Perhaps. But I will bet you that I could, if I wanted to put the effort in, find a lot of people who will say agency is purely binary and either you have it or you don't, making the choices equal. If you don't view it as binary, then I think you are correct and people will view the doors as lower agency(but still agency and therefore no railroad in volved) than an informed decision.
The two things I'm taking exception to in this thread are the mistaken ideas that 1) traditional play = railroad, and 2) choosing the doors is no agency at all when it is, even if it's low agency.
What’s the meaning to a player making a blind choice? The choice needs to involve something for it to be meaningful. Not just the outcome, but the choice itself.
The choice itself does have meaning based on the outcome. Being ignorant of the meaning doesn't mean that there isn't any.
But then we’re back to the question
@pemerton has raised about the base level of what’s expected in an RPG.
That a player says what his character does. No game would be a railroad according to your logic unless the GM usurps the players’ characters.
You left out the second part of what I said. And removal of agency, meaning that no choice matters and you are being forced down the path the DM wants you on.
Going back to the two doors if you say to the DM that you open the door on the right and the DM doesn't want you to go left, if he puts in a stone block preventing you from going left, he has forced you left. He invalidated your choice and agency and moved you where he wanted to go. Then if he puts in a wand that destroys stone in the ogre treasure so that you can go right and leave the dungeon after the fight, he has forced you down that path as well.
That's railroading.
I think there are far more subtle ways to railroad players. Blind choices are among those.
They aren't. They literally cannot be. Railroading is the DM forcing you down a path. Blind chance doesn't force you down a path. They can be low agency, but not railroads.
They’re not the same. Plenty of games allow for rules changes without granting absolute authority to the GM.
I'm going to repeat what I said, because it more or less agreed with you, but with a clarification.
"They are the same, though, when the DM can unilaterally make any change he wants at any time he wants. If the DM doesn't have total authority and/or cannot make any change he wants to the rules, then it's not Rule 0. It's whatever rule the game gives the DM or table to change a rule under limited circumstances."
I 100% agree with you that games can give the DM limited ability to change rules. That's not rule 0 as rule 0 grants unilateral and unlimited authority to the DM to make rules changes. If he doesn't have that unlimited and unilateral ability to make rules changes, but can still change rules, it's not Rule 0. It's a different rule.
I don’t think that understanding why the game works the way it does should be considered problematic. People aren’t perfect. I’ve questioned people I trust many times.
Expecting people to just shut up and do what I say without having to offer any insight? That seems really odd.
That isn't what I said or meant.
Presumably is telling. Also, “expert”? I’m not sure if that’s really the right way to view the GM.
Do we view players as experts?
Generally I do unless it's a new player. If I'm running a game at the convention and the person who sits down at the table to play doesn't tell me that he's a new player, I'm going to assume that he knows what he is doing.
Sure… it just doesn’t need to go hand in hand with absolute GM authority.
It does for it to be Rule 0. It's the unlimited, unilateral ability to make changes to the rules that got labeled Rule 0. If you don't have that absolute authority, then it's some other rule that allows the DM to change the rules.