What is "railroading" to you (as a player)?

It's railroading because somebody not playing my character (the GM in this case) is controlling my character's choices in a way that violates expectations that have been set at the table. If the expectation was the GM could control my character like this, I wouldn't have joined.
The issue in this case seems to be that the expectations have not been properly communicated and agreed upon beforehand.
 

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While i get that some people don't like railroading as DM method, i would like to hear opinions on following scenario.

You have open world, game starts, you throw in some potential quest hooks and you ask players: "Ok, what do you do?" And for the next 30-40 minutes, they spend trying to figure it out what do they wanna do, do they take quest hook, do they do something else. In essence, you give them complete control over what to do and they do - nothing.

So, in case of group's analysis paralysis, is it ok to use railroading methods to get game going and not waste precious session time?
It's the players who decide what, if anything, their PCs are going to do. If the players want to spend the whole session discussing what to do, that's up to them. I as GM don't feel the need to "spur the heroes to action" because I don't feel that it's my job to do so. At most I would insist that the discussion be had in character (ie, roleplayed) and if in a public place and overheard by NPCs, said NPCs might interject with suggestions. But I also absolutely love games with lots of political intrigue and interpersonal relationships so a whole session being dedicated to a single scene of deep conversation is something I enjoy, especially if it's the players roleplaying amongst themselves.
 

It's railroading because somebody not playing my character (the GM in this case) is controlling my character's choices in a way that violates expectations that have been set at the table. If the expectation was the GM could control my character like this, I wouldn't have joined.
If the GM required an Intelligence check would that satisfy you?
 


While I have no problem with character stats or traits being involved in how things play out, I’d much prefer it be in a direct way… like a penalty to a roll… rather than some indirect interpretation… such as a GM saying “your character isn’t X enough to do that”.
 

While i get that some people don't like railroading as DM method, i would like to hear opinions on following scenario.

You have open world, game starts, you throw in some potential quest hooks and you ask players: "Ok, what do you do?" And for the next 30-40 minutes, they spend trying to figure it out what do they wanna do, do they take quest hook, do they do something else. In essence, you give them complete control over what to do and they do - nothing.

So, in case of group's analysis paralysis, is it ok to use railroading methods to get game going and not waste precious session time?

It's not about what's allowed and what is not allowed. For some groups and players, it would be acceptable, others would set boundaries and might opt out. I don't think we should be setting a normative standard for which boundaries are acceptable or not.
 

and people are quite accepting of mechanically imposed limitations on physical attributes for a low score or failed check, but the moment you try implement anything of the sort on mental scores or 'what they have to do' it's 'Oh my agency is being destroyed! I can't RP my character exactly how i imagine them! Cruel tyrant GM!' You kick miette like the football!

Well, I've indicated before that I think if you're going to have both physical and mental attributes, they should both be similarly binding. The big part of the problem is broader I think; people can be really soggy about mental attributes having associated mechanics at all outside of a very narrow range.

My own feeling is if you're going to insist on doing everything mental and social with player narration, then get rid of the mental attributes and have done with it.
 

While i get that some people don't like railroading as DM method, i would like to hear opinions on following scenario.

You have open world, game starts, you throw in some potential quest hooks and you ask players: "Ok, what do you do?" And for the next 30-40 minutes, they spend trying to figure it out what do they wanna do, do they take quest hook, do they do something else. In essence, you give them complete control over what to do and they do - nothing.

So, in case of group's analysis paralysis, is it ok to use railroading methods to get game going and not waste precious session time?

I'd say that one isn't all that hypothetical, either; I've seen groups do exactly that from a mix of over-analysis, paranoia and lack of clear preference before, I had a notorious case in an Alternity campaign years ago with people playing mercenary xenoarcheologists.
 

I would like to spout the old adage of, "if it's time you enjoy wasting, it's not wasted time". Let the players waste all the time they want as long as they keep control of their own characters. If they at some point want to go adventuring they'll get to it when they get to it.

This assumes they're enjoying it rather than them simply not being able to get around their issues here. I've absolutely seen cases of people who bog down the game that way, then complain nothing ever gets done.
 

You mean like calling for an Intelligence check to see if it [the action I declared] was a good idea? I'd be fine with that. (Eta: provided other characters are subject to the same types of checks.)

Edit to clarify what "it" was.

I'm agnostic about the right way. I just note that in some parts of the hobby actually making mental stats matter seems to be seen as a terrible imposition for various reasons (watch the kerfluffle any time discussion of social or mental skills comes up).
 

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