Hmm, maybe the term 'railroading' wasn't used for that, but the idea of a guard being unbribable at all has been criticized extensively.
Yes, in context of its potential impact on a larger view of play. Like when you consider all those kinds of things I mentioned in my post, and possibly many other factors.
If a GM decides that a guard or group of guards is unfailingly loyal, why is he doing so? What does it mean for the fiction of the game world? More importantly (if we're concerned about player agency) what does it mean for play?
Why is it important for the GM to maintain that these guards cannot be bribed? Why is it important that this information somehow be hidden in some way?
Like, as GMs, aren't we largely responsible for what the players know about the setting? Or even what they can learn about it? And I don't mean like world lore, though I would include that... but more importantly I mean about the physical and social circumstances of the characters at every moment of play.
So much of that comes from the GM. Punishing players, or letting play grind to a halt because they don't know something just seems counterproductive. The justification that's used is often "well the characters wouldn't know that", but I think that's BS. Let's play the game to see how things go, not rely on a bunch of things outside of the players control to determine if they succeed or fail.
Let the players play the game.
I can understand it, and I expect
@Lanefan gets it too. That doesn't stop it from coming across to them as a violation of the ability to make your PCs decisions, or their feelings about that.
I don't know. Categorizing it as a violation when it's a known potential consequence that the player is willing to risk and decides to proceed seems like you're not quite getting it, Micah.
So, player agency gets sacrificed on the altar of efficiency. Bleah.
Whenever I hear talk of "move play along" or the like, I imagine a DM impatiently looking at a clock and thinking "We're behind schedule - we have to get through six more pages of adventure tonight and all they want to do is argue!". To me, unless it's a con game or similar that has a hard-set time limit, there should never ever be a 'schedule' of havng to achieve x-amount of in-game progress in y-amount of real-world time.
The campaign lasts as long as it lasts, and if it goes ten sessions longer because of all the in-character roleplay they did, to me that's a very strong positive - it shows they enjoy roleplaying the characters they've got - rather than something to complain about.
Didn't you once talk about how you had an entire session where the party went out and painted the town red or some such?
Bleah.