EzekielRaiden
Follower of the Way
Several people spoke of various things--"realism", plausibility, consistency, etc.--as limitations on GM action. I don't know if anyone used that specific phrasing, but there were repeated assertions that there were limits of some kind, and those limits were genuinely external to the GM. That's why I've kept asking, repeatedly, where the external limits are. Because I was told they were there.I said I wouldn't engage, but here I am again ...
@EzekielRaiden
You are asking what protections you have against a GM who intentionally or inadvertently railroads you, if you play a game where the GM has the power to intentionally or inadvertently railroads you.
The answer is, you have none. If you play in such a game, there is a risk that this will happen. Most of us who play this way seem to find the risk to be extremely low to completely insignificant, but only you can assess what is an acceptable level of risk to you.
There is no other answer.
A GM could railroad you, whether secretly and maliciously, or accidentally while being well-meaning. The only way to guarantee this doesn't happen is to not play in the styles of play where you fear this is a possibility. You don't seem to like this or want to accept it, but it is the absolute truth and no one has any other answer for you. We can try and explain why the risk doesn't concern us, but cannot make the risk vanish.
I honestly and genuinely do not understand what more you're looking for here. Do you want us all to start a campaign to end this style of play and prevent anyone from ever running games this way again, just to ensure you never get accidentally caught in such a game? Do you expect us to all announce to our tables that play in this style must cease? If not, what is it that you want? What is the outcome you're looking for? What could I do that would would satisfy you (noting that I cannot change reality such that a GM with the power to secretly railroad you is prevented from doing so)?
I wouldn't be asking this if I hadn't been told, repeatedly, that such things were there. I have no interest in "scoring points" or "catching" people in some trap or whatever. I have better things to spend my time doing.
I'm simply asking because I was told they were there. If they aren't, that's fine, though I do think it affects some of the other arguments made, if the (alleged) limitations, guidelines, constraints, whatever-we-wish-to-call-them are not in fact external to the GM as was previously described.
Because, contra what you've said above, that IS the way that those advocating this particular style HAVE argued that their position is special and different and not like other styles. That theirs is "realistic", or "consistent", or that it articulates a world that "really exists", or various other claims, and that any other style does not achieve this state (with the usual jab, implicit or explicit, that the kinds of games @pemerton speaks of not only don't do this, they cannot do this even in principle, for various alleged reasons.) That the GM isn't doing things because they feel like it and exercising their individual judgment acting on their individual preferences, but rather that they set up something and then have to abide by it regardless of--indeed, utterly disconnected from--any personal preference for what could or could not happen, what does or does not matter, what should or should not result from a given action.
Pretty much the only thing I've gotten thus far, the only actually concrete thing, is a commitment to what video games call a "persistent world", from an actually pretty productive exchange where I clarified my terms and someone else clarified theirs, rather than either of us just flat-out declaring "I can't explain it, you just have to accept it". I don't know if "persistent world" is the phrase fans of this style would welcome (it is, after all, a term from video games and that can raise hackles in any TTRPG discussion), but I will continue to use it, with quotes, unless/until someone challenges it and offers at least some kind of alternative they prefer, to at least cut down a little on the back-and-forth.
A commitment to a "persistent world" does in fact entail some, minor, limitations on the GM. They're still very soft limitations, since original input is still 100% under their control and inputs that have not yet been made available to the PCs may be changed at any time without breaking that commitment, but they're limitations nonetheless and that's something. In specific, with a persistent world, the GM is pretty much hard-required to continue iterating on things in places the PCs are liable to go, even if they don't actually do so, and significant changes require commensurate justification. I consider that an extremely low bar, but it isn't a bar below the floor (like the "wait several months" answer, that's very much a through-the-floor hurdle, because several months is plenty of time for a GM to just invent whatever they want and rigorously check it for holes or issues.)