My living world sandbox avoids the contradiction Edwards raises because I’m not trying to tell a story or construct a narrative arc.
My response to this is similar to what
@thefutilist has posted: when I play (say) Burning Wheel, or Torchbearer, or Prince Valiant, or Classic Traveller, I'm not trying to tell a story or construct a narrative arc.
If I'm playing, what I do is describe what my character is doing, and why, and what they are hoping to achieve. If I'm GMing, what I do is present situations as the game tells me to; make sure that dice get rolled when they are supposed to (in accordance with the rules of the game); and also make sure that outcomes - especially failure outcomes - are clearly established.
To the extent that play generates something like a story with rising action, crisis/climax, and thematically-laden resolution, that is not because anyone
tries to achieve those things, or
sets out to achieve them. It is because the game systems are well-designed to produce that experience. (The analogue in bridge would be: no one has to set out to create a degree of suspense as to who is holding the crucial off-suit ace; playing the game in accordance with the rules of the game will produce that experience.)
I’m focused on presenting a setting that operates independently of the players, a world in motion. My goal is to bring that setting to life so that the players feel like they’ve truly been there as their characters, making meaningful decisions and pursuing the adventures they choose. If a story emerges, it does so after the fact, as an account of what happened, never because I authored it in advance.
And so as to be crystal clear: neither the playing of the RPGs I like to play, nor the GMing of them, requires or invites authoring a story in advance.
It's true that there are one or two Prince Valiant scenarios in the Episode Book that do have the character of a story authored in advance, and I've posted my critical analysis of those scenarios on these boards. When I used Mark Rein*Hagen's
A Prodigal Son - In Chains (over the course of
two sessions, I had to depart quite a bit from the written text in order to remove the railroad elements:
Mark Rein*Hagen also has a relatively intricate scenario in the Episode Book, and its contrast with Grayson's is pretty marked. Just reading it through was enough to trigger alarm bells: its scene descriptions begin with phrases like "The Adventurers must now scour the forest to find Quink" and "As soon as they enter the duchy" and "Bryce’s sister . . . receives the conquerors in the great hall . . . One way or another, the Adventurers should be in attendance of this meeting". When I used this scenario I took up most of its key ideas, and the NPCs, but used a different framing and just ignored Rein*Hagen's railroaded sequence of events.
While I haven’t played Torchbearer or Burning Wheel, I have played other games in that orbit, like Blades in the Dark and Fate, and I’ve refereed Fate.
As you may know, I regard Burning Wheel and Fate as pretty different in orientation and technique. Fate seems to me to be mostly about character fulfilment, or emulation - and seems to encourage players to take control of outcomes at key moments of play.
BitD I think might be closer. I suspect that the closest game to BW that is not from the same family of games is The Riddle of Steel - which is why Jake Norwood wrote the preface to BW Gold.
This is not how hobbyists understand railroading.
<snip>
Your definition re-frames railroading in terms of player agency, specifically, the degree to which players co-author or control the shared fiction. That is a significant shift in terminology, and it’s not one that most players or referees will immediately recognize. The result is confusion, your critique gets mistaken for a definitional disagreement rather than illustrating your main points.
<snip>
when you use "railroading" in a way that diverges so sharply from common usage, it obscures the real point you’re making.
When someone redefines a widely-used term like “railroading” without noting the shift, it leads people to think they’re being critiqued on their terms, not his. That’s where the confusion and tension come from, not just the redefinition itself, but the way it reframes the discussion around the poster’s way of thinking.
If someone is going to debate RPG theory and practice, they should be familiar with how terms are commonly used.
Likewise, my campaigns don’t engage with the contradiction you’re pointing to, because we don’t treat the shared fiction as something co-authored by the group. The players understand that they are visiting a world that exists outside of them. The only way they affect it is through their characters’ actions. What changes is a result of play, not through any negotiated or shared control of the fiction.
Because of that, my campaigns aren’t railroads in the classical sense, where player choices are blocked or overridden. And with respect to your definition, where railroading is about the GM controlling all or most of the fiction, it’s simply not a concern for us.
When I put "railroad rpg" into Google, the entries that come up offer various characterisations, that are not all consistent. And Google's AI opens with this:
In RPG (Role-Playing Game) contexts, "railroading" refers to a game design or game master approach where players have little to no agency in shaping the story or outcome. The game feels like a predetermined route, limiting player choice and potentially undermining their enjoyment.
That AI offering is consistent with the inconsistency among the blogs and posts whose links follow it: because its first sentence and its second sentence are not equivalent. The second is about a feeling, and refers to predetermination; the first is about player agency in respect to outcome. Which is what I am referring to by the term
railroad. It goes all the way back to Lewis Pulsipher's 45-year-old discussions that I quoted upthread, of players being receptive of the GM's material.
I don't treat the shared fiction as something to be authored by the group, at least in a collective sense. As I posted, there are bits of it that the GM authors, and bits that the players author. However, in multiple posts in this thread, including the one that you quoted, I have contrasted
control and
authority. I think that contrast is pretty fundamental to a lot of game play. For instance, in bridge, each player (but for the dummy) has the authority to play their own cards, in accordance with the rules of the game. But the skill of playing bridge is to (i) infer what cards others are holding, and (ii) play your own cards, so as (iii) to exploit the rules in order to (iv) control what others play. This is mostly about length and strength in suit - it's how your run the other players in trumps, manage your off-suit, etc.
The contrast is also important in RPGing. It's fundamental to Gygax's account of Successful Adventures: the GM is the one who has
authored the dungeon; but the players - if they play well - exercise a lot of
control over how play unfolds, by (i) gathering information, (ii) planning and then (iii) enacting those plans. By choosing which levels to explore, which doors to open, etc, the players are able to control which scenes get framed, even though it is the GM who is the author of those scenes.
To turn from classic D&D to Burning Wheel, it is the GM who has the principal responsibility for framing scenes. But the players exercise
control over the GM, by establishing priorities for their PCs, which the GM is obliged to have regard to in the exercise of scene-framing authority. This is how BW is able to use a very conventional RPGing allocation of authority, while reducing the GM control over the shared fiction compared to some other non-dungeon-crawl approaches to RPGing.
The referee maintains the world, but the direction of play comes from the players. They aren’t constrained; they choose what to pursue, and the world reacts accordingly.
Calling that GM-led overlooks the core point: the players decide what happens. The world doesn’t guide them; they guide themselves through it. That’s player-driven, just with a different structure than what you’re used to.
Generally, when I post a general description, or in terms of "if . . . then . . .", I am not setting out to describe any particular person's RPGing. Whether any given poster feels that their RPGing fits under the descriptions I am setting out is something from them to judge, not me!
In what I've just quoted, however, you do say something about your game.
From what you have posted that I have quoted, what I can see is that the players
choose to "activate" certain of the GM's prepared elements - eg the players have their PCs go to the castle, or go to the village, or perform a ritual at the shrine, or whatever else. But it seems - though it not entirely clear - that it is the GM who decides
what happens when an element is activated (that is, it seems that it is the GM who decides how "the world reacts").
What's not fully clear to me is
how much knowledge the players have, or are
expected to have (eg if the play well) of how "the world reacts" in advance of prompting its reactions (ie prompting the GM to say what happens next). It is the element of
knowledge that is crucial in Gygax's account of Successful Adventures, in making dungeon-crawling play
player-driven rather than an essentially blind exploration of the GM's set-up. From how you describe your sandbox play, I can't tell how much player knowledge is supposed to figure.
(There are other posters who, as I read them, have expressly disavowed the significance of player knowledge. That gives me the impression that the play in their sandboxes involves quite a bit of blind activation of things by the players, with the result that it is predominantly the GM who is controlling what happens in the shared fiction.)