Okay, but like...I genuinely do not see the difference between this and the (entirely made-up) example I gave up-thread with Ranakht the Paladin and the Hyksos priests of Sutekh-Garyx. (
Link, in case you missed it.) Like if this is so blatantly bad, what
wasn't bad about the example I gave? Why is this a totally justifiable moment for players to walk, but my example is exactly the reverse, something the player should just accept without question?
In
@Hussar's example, the party planned for a heist and the GM went along with their plans until the following week, when the jeweler had vanished into thin air, leaving no trace. The PCs were completely unable to find out what happened, the GM apparently never said "don't do a heist" and no explanation was given to justify the jeweler's disappearance. This is railroading because they were simply
not allowed to do the heist or find out what happened to the jeweler. And it was made worse, IMO, by the GM not telling the players to not plan a heist or that they hadn't wanted to run one.
In your example, the party needed to get information on a cult. Your particular background (being a paladin and being related to the pharaoh) didn't help, and two reasons were given--ancient enmity between your god and the guards' people (or possibly their god; I can't tell), and that the guard is too honorable to be bribed. This sucks that your background didn't help, but the party was still able to get the information. The party's goal wasn't blocked in the way it way it was in Hussar's example. Additionally, unlike in that example, the GM told you right away that the guard wouldn't budge.
It
is possible that this hypothetical GM is a Bad GM because she was specifically targeting you or your character. It's also possible that she was railroading you away from the temple entirely. The only way to find out would be--as I said to Hussar--to look for a pattern of behavior. Does she frequently not let your character do things he should be able do because of his class, race, background or other character elements, but is fine when other players do similar things? If your party tried to sneak into the temple's library to look the info up themselves, would there be unrealistic levels of security done specifically to keep you out? What would happen if you sent a different character into the same temple to ask?
Okay. So you've had a player who doesn't want plot hooks in his sandbox games. We had already discussed, at length IIRC, how plot hooks can be pretty controversial in a campaign claiming to be a "sandbox"--because some people see them as necessary and others see them as opposing the very premise; some see them as only there to get the ball rolling and then avoided thereafter; some see them as a "sometimes food" as I like to call it, an occasional tool any time the action bogs down but not something to be relied upon.
Well, I had a player who didn't want
that plot hook. It's not like he rejected
every plot hook.
I don't see how this in any way addresses or even really responds to Hussar's point.
Maybe you missed my response to that.
Hussar said that other people who played with that GM said the GM didn't railroad them. My point is, the GM may not have "had" to railroad them because they wanted to go along with adventure's plot, while Hussar's group wanted to do something completely different from that (which from what I've read is "use the keep as a base camp and then go around killing monsters.")