I think these statements could be clarified. In sandbox play, decision-making is not in the hands of the GM.
I take you to mean here, not
exclusively in the hands of the GM.
The players determine the goals, they determine the approach, they determine where to go, they determine what plotlines to explore.
Yes. As
@Hussar posted about
way upthread, in a sandbox of the sort that is based around a GM-authored and curated/adjudicated setting, they make these choices within a framework/context presented to them by the GM. The metaphor used was "menu", although I don't think that's a perfect metaphor.
Some posters have talked about the GM having regard to player preferences in setting up the initial framework (eg
@robertsconley and
@Micah Sweet). Others have expressly rejected such an approach (especially
@Lanefan).
@AlViking referred to the GM "set[ting] up obstacles and opportunities that are based on world building and what they think makes for interesting and engaging playground for the players" - this isn't as strict as Lanefan, but doesn't sound as consultative as some other posters.
The GM adjudicates without regard to player goals. But imo that doesn't mean "the GM's vision of how things should unfold predominates over the player"--the entire agenda, what to go and where to explore, is player directed.
Here we have a difference of opinion. I don't think that the "entire agenda" is player-directed. The agenda is extremely heavily shaped by what the GM presents to the players as part of the initial framework/context. And the unfolding of the framework, by way of adjudication and also the operation of the "world in motion" also continues to be very heavily shaped by the GM's decision-making.
All this sounds to me like you see "the GM adjudicates the rules" and "the GM adjudicates the world" as railroading. Right? The factors here amount to what I'll call "the state of the world".
Would "railroading occurs when the GM builds the world and adjudicates outcomes without regard to player goals" be an accurate rephrasing? I think that gets at the point more precisely than saying decision making in general.
I think that your suggested phrasing entails that Gygaxian dungeon-crawling is railroading, which I don't think it is.
I am concerned with the details of the manner of the GM's adjudication; my focus is on the degree of control being exercised over how the shared fiction unfolds.. in this vein, and not too far upthread (post 3451), I made a post that unpacked in some detail how Gygaxian dungeon-crawling works, and how it permits player agency. That post also identified what seem to me to be some clear limits to that approach, pertaining both to the limits of planning, and the limits of shared heuristics that permit players to anticipate GM responses to the actions they declare.
E.g., if a priest follows a religion that forbids drinking, that is the state of the world. The GM then adjudicates the priest does not take a drink. They feel this to be natural.
The guard has a good salary, and so the GM feels they would not be susceptible to bribery. This is the state of the world before the players arrive. Therefore, the GM extrapolates that the bribery attempt does not work.
You see both of these rulings as railroading.
Without more context, I can't tell. What do the players know? What is at stake? How was the state of the world arrived at?
Here's an example to try and illustrate:
The PCs' goal was to persuade Lareth that Fea-bella is, indeed, his sister, and hence that he should offer them hospitality; Lareth wanted to persuade them to assist him in his cult's mission.
At the start of this conflict Golin decided to sweat out his fever; he recovered from Sick and his Manipulator skill dropped a rank. The PCs won the conflict, with a strong roll (with multiple sixes opened up with Fate) on the second volley, which meant I didn't get to play Lareth's third volley Feint against Fea-bella's Defend! The players nevertheless owed a significant compromise: Lareth accepted the PCs' claim about his relationship to Fea-bella, but the PCs agreed that they would go to Nulb to persuade the pirates there - who raid the river vessels of the Theocracy of the Pale - to tithe to Lareth's cult.
They then set off in Tolub's galley.
<snip>
They arrived at the moathouse, and with a successful test (Manipulator or Orator - I can't recall now) called their friendly Dire Wolf to them. Golin (as spoken by his player) was very coy about the relationship of the Wolf to the PCs vs Lareth (the Wolf is their secret ally in the Moathouse), but Fea-bella was far less subtle and so I did call for a Manipulator test to maintain the secret; it succeeded.
Golin and Fea-bella then travelled with Tolub and Fori through the Moathouse and dungeons to Lareth's well-appointed chamber. I described the rich furnishings, and the players were suitably impressed by the many dice worth of tapestries, silver plate, etc. They then excused themselves to rest (= camp) in the adjoining guardroom while Tolub and Lareth discussed the matter of the tithe.
The camp event was "Dust. You disturb a thick layer of dust while making camp: +1 Ob to all tests during this camp phase." Given the PCs were in a guardroom, I described this as smoke from the fire instead. This was also a basis for saying that the guards in the room left the PCs alone, joining their comrades in the outer guardroom. The players had accumulated three checks (at least I think that was it: a -1D penalty on Fea-bella's part, and a tie-break in Tolub's favour during the negotiation on the docks). Fea-bella's Song of Serenity was able to give Golin a free recovery test; but her Exhaustion meant she couldn't use her instinct to brew potions and salves during camp. Both recovered from Angry, but tests to recover from Afraid failed.
At the end of the camp stuff, I told the players that they could hear raised voices from Lareth's chamber - in particular, Lareth sounded either angry or upset. They re-entered, to find that discussions had become heated - Lareth was standing with staff raised, and Tolub was fingering his battle-axe. The PCs decided to intervene. I said that, given their rag-tag appearance (no shoes, sooty faces, etc) they would suffer a -1s on social actions in this context. Golin decided to try and even the odds a bit by letting the smoke in from the guardroom, to cause the NPCs to be distracted and/or annoyed by something other than the PCs. A Manipulator vs Manipulator meant that Tolub was affected, and so I said that the PCs wouldn't suffer the penalty against him - which suited the players, as they then proceeded to Convince Tolub to pay the tithe to Lareth; whereas Tolub was trying to persuade Lareth to let his well-armed guards join the pirates in return for a share of the spoils.
The players allocated a point of disposition to Lareth so that he could help the PCs (if he liked what they said) - this had the effect of encouraging action declarations that would attract Lareth's support. And the upshot was that the PCs succeeded against Tolub with no loss of disposition, and so he agreed to play the tithe rather than bringing Lareth's guards into his piracy operation. He gave Lareth 1D of coin as an initial payment.
Telemere's player filled us all in on what had happened to him
since he was last seen: he had been captured by the Gnolls (everyone knows that Gnolls hate Elves!) and put in a barrel, to be sold as cured meat! But the pickling process had not taken (Elves require more salt than that to be pickled!) and so he was still alive when the Dwarves in the Dwarven Hall opened the barrel - and out he stepped!
He took a failed test in Health for his troubles, which resulted in his Health increasing to 5.
Having no conditions, Telemere opted to stay in the tavern (for 1 Lifestyle) and pick up a rumour on the Tavern Rumours Table. I rolled a 7:
Your friend, bedraggled and disheveled from the road, bursts into the tavern with an incredible tale to tell.
The complicating factor, for this result, is that Telemere has no friends - he is a loner with an enemy (his brother) and no friends either as part of initial build, or established in play. At first I decided that a mostly innocuous rival -
the bandit Turner - had turned up, and I said as much. And then, as I was thinking it through a bit more and trying to decide on some incredible tale for Turner to tell, I announced that I was changing that - in fact the bedraggled and dishevelled friend who came into the tavern was Korvin, the fourth PC, whose player was not present.
This change worked better, both because Korvin is something of a friend of Telemere, and because I knew what tale Korvin would tell: a tale about the river pirates getting ready to assault the Moathouse, in violation of their arrangement with Lareth the Beautiful.
In the initial interaction with Lareth, the PCs agree to persuade the river pirates to tithe to him. In a subsequent session, I frame the PCs into a scene with Tolub, one of the leaders of the river pirates, and the PCs do as they were asked - they bring Tolub to the Moathouse to negotiate with Lareth, and they help get him to agree to tithe.
But then what is going on when - a couple of sessions later - I as GM decree that pact violated? This is an example of the GM making a judgement. The event that I rolled
required me to present an incredible tale. So that is a degree of instruction to mix up the status quo. And the key element of what had happened so far, from the point of view of player priorities and what the players had achieved, was not
the agreement. Rather, it was
keeping faith with Lareth. And I didn't disturb that, in my narration.
Which subsequently was reinforced in play: the PCs went back to the Moathouse, arriving not long before the pirate fleet sailed on it; and they assisted Lareth, and received help (in the form of healing) from him. They then did subsequently help the angry Bugbears pursue the retreating Lareth - and it is that decision
by the players that now makes it fair for me to present Lareth as hostile rather than sympathetic to them. Although that hasn't yet come up.