Which would logically make it in the players'/PCs' best interests to try to avoid or bypass those tests when they can, wouldn't it? Path of least resistance, and all that?
And aren't the players in BW or Torchbearer also trying to reach a finish line; to wit, the achievement of their characters' goals and beliefs?
If the PCs are trying to gain entry to a castle and my notes (or the module) tell me there's five guards on the drawbridge you'd quite rightly call it a railroad were I to force the PCs into the presence of those guards without any choice in the matter.
And yet here you look askance at the idea of the players being able to bypass "an encounter" with those guards by, say, sneaking around the side of the castle and trying to find some other way in should they so choose.
A bypassed encounter is just that. Nothing to do with consequences, other than the encounter is still "out there" and can potentially be met again later. The guards on the drawbridge, for example, that the PCs didn't deal with on their way in to the castle might pose a problem for them on their way out if not bypassed again, or represent extra reinforcements if the place goes on alert while the PCs are inside.
I think I may have figured it out, although
@pemerton will have to tell me if I’m wrong.
In the games he plays, in the examples he has given, PCs don’t have choices other than in how they go about accomplishing their own goals and interests. They’re never presented with the possibility of missing an encounter because there are no encounters that exist
unless they are there to further the PC’s interests. He even says as much:
When I GM Burning Wheel, for instance, I feel "strongly empowered" to present my friend with scenes/situations that enliven and put pressure on the priorities that he has chosen for this PC (Beliefs, Instincts, etc).
Which is certainly
a way to play, but it’s not better or worse, or more or less empowering, than other ways to play. It’s just
different.
So this seems to be assuming map-and-key resolution, with expectations about how the players will have their PCs respond to the elements noted in the key.
Not really. The players have a choice. This is the important thing. They chose one door over another. They could also choose to go back after they finished with the room behind Door #1 and go to Door #2, thus ensuring they deal with both encounters. Or they could not go down the hallway at all and miss both. But because, in my example, their choice made it so they couldn’t engage with the second encounter, they bypassed it.
And while this particular example was map-based, it’s not limited to that. My D&D GM runs their game for two different groups. Apparently my group has had more encounters than the other because we’ve gone out of our way to befriend NPCs that the other group ignored or fought. By befriending them, we “unlocked” additional options. I don’t know how they write their adventures so I don’t know how much was pre-planned and how much was improvised, though.
Or here’s an event I’ve related before in other threads: I was in a game ages ago (D&D3x 3pp AP, GURPS system). At one point, the adventure path wanted us to get a magic item that was being held in an intradimensional bank vault. The game
assumed we would do a heist, or at least that was the impression I got. Instead we found the previous owner’s grave, hired a lawyer, and I cast the GURPS version of
speak with dead to get legal permission to withdraw the item for our personal use. Thus, our choices caused us to
bypass a huge number of encounters.