Maxperson
Morkus from Orkus
That's linear, not a railroad. Linear is different. A railroad forces the players down a path no matter what they want to do. There's no turning back or leaving, like I can do in an adventure path.That's "Railroading (pejorative)" as in "I felt railroaded."
Sitting down and agreeing to play an AP/plotted campaign, which goes from plot point and consequential adventure location A-> B -> C -> D (Final boss!) is a railroad in that you're on tracks.
For example, say we are on an adventure path and the party is at location A. Location B is a hermit we have to speak with. If we go north, we meet the hermit. If we go west, we meet the hermit. If we go south, we meet the hermit. We have no say, because the DM is forcing us down the path he wants, not the one we want.
In a normal adventure path, if the hermit is north and I go west, I don't meet the hermit. If I keep going west, I may leave the adventure path entirely. Now, typically we choose not to do that because the DM has invested in the adventure path and we are all friends, but it is an option for us if we choose it.
Railroads give no such option.
Yeah. It boils down to...A full sandbox like @robertsconley is running is a very different animal in that context.
1. Railroad - Players have no choices. They are going where the DM wants them to go. It might be overt, or it might be illusionism, but their agency is gone.
2. Linear - The adventure path goes A > B > C > D, etc. and the players have the choice to go forward, backwards, or get off the line completely. Generally they choose not to, because of the social contract you mentioned, but sometimes roleplay leads there.
3. Sandbox - There is no path. The players choose the direction and goals for themselves individually and as a group.