Celebrim
Legend
The difficulty with pinning down “railroading” is that the word isn’t just about technique—it’s about power dynamics inherited from the history of RPGs.
Early RPGs established a very GM-centric model. The GM built the world, enforced the rules, and delivered the experience. Players were positioned as recipients. This wasn’t just logistics—it was ideological. Designers defended their own work by elevating the GM’s authority and framing players as lucky participants.
Modern play culture, by contrast, often assumes collaboration and meaningful agency. Many players expect to co-create, not just receive. But the old assumptions never disappeared; they’re still embedded in published modules, adventure structures, and the language we use to talk about play.
That’s why “railroading” feels so slippery. When a GM nudges players toward the riot or the dungeon, are they facilitating a story or denying agency? It depends entirely on what both sides thought the GM’s job was in the first place.
Which is the point: the term “railroading” is rarely a precise critique of technique. It’s more of a diagnostic. When someone calls it out, what they’re really signaling is a mismatch between expectations—was the GM supposed to provide a prepared experience, or were the players supposed to help build it? Until that responsibility is clarified, the same debate will keep resurfacing.
I think that is a grotesquely simplified version of not only RPG history but the dynamics of play.
My reading of the very first RPG campaign as conducted by Dave Arneson is he very much wanted to run an open world sandbox with lots of player agency and player driven goals but that his players revolted against this open structure and vastly preferred the novel "Tiny World" of Castle Blackmoor to the simulationist politics heavy free form wargame framework he actually wanted to run. The players gravitated to a more constrained set of choices and a less book keeping heavy experience with more immediate narrative payoffs than what the sandbox they had been playing in provided.
But that sandbox build your own kingdom hex crawling open world never died as a concept and appears repeatedly in the games history.
I don't think there is any kind of clear trajectory here and the sort of collaborative play you talk about has been around a long time but has always been less popular because it puts more of a burden on the player while granting for most persons a smaller reward. Writing a book is rewarding but most people would rather read one. In the same way, most players want the GM to be the secret keeper because the thing they enjoy most is finding out the secrets, especially when the secrets are well constructed and full of interesting twists and turns. The idea that we just arbitrarily choose a style of play with a GM as the sole secret keeper for no reason and that you aren't losing anything aesthetically when you switch to some other model and that GMs horde power out of their own ego rather than to be a gracious host just needs to die.