hawkeyefan
Legend
I think what he meant is, if you have a bunch of people who want to go on The Quest, but another player who only wants to do their story and doesn't want to have a reason to go on The Quest, it's selfish of that other player to demand that The Quest be dropped in favor of their own story. Or, if everyone is doing their own story and not finding reasons to work together all that much (or at all), then it's selfish to require that they just sit there, potentially for hours, and do nothing while they wait for their turn with the spotlight.
Obviously, a good GM can weave personal stories and Quest stories together, although it might seem a bit artificial at times (the father happens to be on the Isle of Dread).
Sure, and I get that. I think though, that what's being proposed is that (depending on where it comes from) the idea of The Quest is itself a railroad.
But that is not what is commonly accepted as the definition.
I've told you the definition before, and so have others: it's when you have no choices as to what you're going to do, because all of your choices lead back to the GM's decision.
Having the GM make a world is not railroading, unless that GM refuses to let any of your choices change that world in a way they don't want it changed.
I don't think it's about making the world. It's about deciding what the players' characters will be doing in it. What they care about and what their goals are. If all that is determined by (or entirely subject to the approval/inclusion of) the GM, then how is the player to exercise their agency?
People can buy into that kind of game. I do it plenty myself. But isn't it a railroad in that we know ahead of time how it's largely going to go? Are little cosmetic changes that don't affect the overall direction of play really enough to say it's not a railroad?
I'd love to see people actually interrogate that idea and what it means rather than just get outraged at the use of the term railroading. Because there is something worth considering there.
Imagine Battleship without being able to see your opponent's pieces.
Oops... I mean, imagine poker without being able to see your opponent's cards.
Uh... dangit, I'm having a hard time thinking of any game involving cards that doesn't limit player knowledge.
I guess it means that all such games are railroads lacking any player agency? Imagine the reaction of all those professional poker players, and fans, when they find that out.
Games can have hidden or incomplete information. But making a decision with no information isn't really an example of agency, is it? In poker, I have information at my disposal... I have the cards in my hand, I have the ones that are visible on the table (if Hold 'em or similar game), I have odds of cards in a deck of 52, I have the behavior of my opponents... I'm not making decisions without any information.
I'm not saying that players must know everything. I said there must be some amount of information available to them. That any choice needs to acknowledge some amount of difference between the options. A choice between two identical things, as far as the chooser can know, is not a meaningful choice at all.
And no one is making that argument; it's a straw man. You're equating more vs. less to some vs. none. That's what @Maxperson is pointing out.
My point is that @Maxperson 's idea of "none" is virtually non-existent. I don't think it's enough to avoid a railroad that the GM simply allow me to declare actions for my character. The actions I declare need to be able to determine the events of play in a meaningful way.
Look at the OP. Almost everyone would call that a railroad, including the GM of the OP. Clearly there was a plot that was intended to happen. The players still declared actions for their characters, they weren't denied the ability to make those choices. But none of them mattered. They were going where the GM wanted no matter what.
There's no need to resort to Max's needlessly extreme version to railroad players.