If the DM has a detailed world and then the player wants to be part of a barbarian clan that didn't exist previously, and the DM then modifies the world to fit them...they will feel less natural and less integrated.
I don't think that needs to be the case at all. I've done this plenty of times in the past, and I don't think it's every been an issue.
These days, I just don't do a lot of world building until I have input from the players, so it doesn't even require making any changes.
I did consider that; I switched term from player to character deliberately. As a player, I feel my choices are more meaningful in a world that is more defined. Giving me more power to control the world results in fewer meaningful choices.
More power to influence narrative results in more meaningful choices with respect to storytelling, but less with respect to gaming.
I don't really know what distinction you're making here with "storytelling" and "gaming".
But my point is that I'm a player of a game. How I impact the game is always going to be as a player. So, it's best to look at it that way.
I think separating what's happening at the table and what's happening in the game world is key to these discussions. There's a lot of blurring of the lines and it doesn't help.
I rolled a 20. The king must give me his kingdom!
This is always the example that gets rolled out in these discussions... and yet, has anyone ever played in a game where this happened?
I mean, I suppose there could be examples... but generally speaking, this is not the kind of thing anyone is talking about.
More interesting, yes. But is it true? There are some people who would easily cave. And there are people who would rather die than break that kind of precept.
Why not let the dice decide what kind of person the NPC is?
It's just using an extreme case to show that the general principle is unsound. If the king holding onto his kingdom isn't railroading, then the priest upholding his vow isn't either.
I don't know. We have to ask what's the reason that this NPC's disposition matters so much. And I mean this from a game play perspective, not from the fictional perspective.
For a king ruling a kingdom, it's easier to see. He is a bigger game piece in that sense... his influence on the game is larger and therefore requires more rules and or consideration.
The priest who doesn't want to drink? Why is that important to play? In my experience, this is very often "because that's what the GM imagined about them". And if that's the only or even the primary reason, then I can see it as problematic. It's forcing things in specific ways rather than others, and for no good reason.
As a GM, my goal isn't to determine every aspect of every NPC ahead of time. My goal is to portray a feasible world
that facilitates play. The NPCs aren't "my characters" for me to play as I see fit. They are there for game play reasons.
As a player, I have no interest in wandering around inside the GM's novel.
I am sorry but this just isn't true in my experience. Especially if you are running the game trying to emphasize giving the players freedom to choose. The idea that we have to be worried about crypto-railroads is just absurd in my opinion. I think these conversations are much better if we take people at their word about this stuff. You aren't in my head, you aren't in
@AlViking or
@robertsconley's head. You don't know what is happening when we make these kinds of choices.
Do your players?
I do not think sandbox advocates in this thread are railroaders, but I do think they provide cover fire for the sort of railroader I was when I started to running games based on the advice I found in games like Vampire. I have run the sorts of crypto-railroads mentioned upthread. Played in many of them as well. Thought that was how you run roleplaying games for a long time. Acting like these are not real concerns and not reflective of real play is silly.
Yeah, I've played in these kinds of games, and I have run them myself quite a bit. It was pretty much the prevailing mode when I really got into gaming heavily. It's definitely something that happens, and denying it doesn't help at all.