You said "The party goes to Hut-Waret seeking guidance on how to stop the awakening of an avatar of Tiam-Apep" and then "The party [...] finds other allies in Hut-Waret who can help them understand the ritual being used by the cultists of Tiam-Apep.", so I took that to mean that you got your information in the end. With Hussar's example, that group was prevented from achieving a goal they had set for themselves (performing a heist). With your example, your group was not prevented from achieving a goal you had set for yourself (getting the information). You were prevented from getting it via one specific method...
Nope. The party was instead deflected to a completely different course which, yes, did contribute to their ultimate goal, but in a way that was
very overtly less realistic and less logical than their stated plan, which the DM had tacitly approved of by, y'know, having the party
go to that place and only find out
once they had arrived that it was a bust.
...which is why I pointed out that she could still be a bad GM for other reasons; it just wasn't a railroad.
Again, I do not understand how this isn't an egregious example of railroading. It seems self-evident. The DM
hard shut down a solution that was logical, justified, and setting-derived, with
no explanation then or after beyond "trust me". I admit I was perhaps less overtly specific than I should have been, but the point was, NOTHING would get the Hyksos priests to listen. Nothing. Despite the fact that their priesthood is LITERALLY about revering the god who protects their land. If that isn't railroading,
what is it?
If she was only preventing you from entering the temple or talking to the priests because she has a problem with you, that's bad. She could have been a "pixel-hunting" GM who required you to say or do the exact right thing to be let in (and neither asking, demanding, nor bribing was it), and that's also bad.
...pixel-hunting is a form of railroading.
She could also have been trying to set up a mystery and just gone about it in completely the wrong way. (Another real-world example: Someone I used to play with was thinking about running a modern day game, having never run for us before. We would be students at a university somewhere in New England. Which university? "M" university. Does it have a full name? Yes, but nobody calls it that. It's just M university. We quickly figured out that "M" stood for Miskatonic and she didn't want to tell us it was going to be Lovecraftian horror because that would ruin the surprise. The game never actually happened.)
I mean, sure, that's pretty obviously ham-fisted, but again my point here is: when you are presented with what
even you agree is evidence of poor DMing, why is it we must then give them second and fourth and seventh and
tenth chances?
Particularly when the reverse is not true, as has been said repeatedly in this thread, DMs giving players
no second chances,
no re-tries, one strike and you're gone, bye-bye, never darken my door again.
The intense, overwhelming bias in DMs' favor is really obvious in this thread. Why? Why should we presume DMs are saints until proven otherwise by a
litany of abuses, but players get one,
maybe two strikes and then they're summarily booted? "The DM is running the game"
isn't an acceptable excuse.
Now, you could deal with this problem by talking to the GM and trying to figure out her deal. If her only response is "trust me" without giving you any reason to trust her--and you have no reason to trust her from your previous games together, or from out-of-game interactions--then it's perfectly sensible to either leave the game or to talk to the other players to see if they're also having problems with her and if so, maybe get her to leave or at least step down as GM.
Okay. So...you fundamentally agree with my point then? That, in context, for a group that hasn't
built trust up yet (which is literally what I said thousands of posts ago and you argued against...repeatedly...), where a DM leans super hard on this "trust me" thing, it would in fact be a problem?
Because I'm more than a little frustrated to see you pretty much repeating my own points back at me as if it were somehow new or divergent from what I've been saying this whole time.
True. But this wasn't supposed to be a sandbox (or at least not a "strong" sandbox). It was a heavily modified Curse of Strahd. That wasn't important for my example of why a GM might railroad in the way that Hussar's did, so I didn't bring it up before.
(Heavily modified because I found CoS to be the least horror-evocative, cringiest thing I'd ever read from the Ravenloft line.)
Alright. It's...a little hard to grapple with the examples when we're going back and forth and back and forth about whether it's a sandbox-y game or not. I apologize for any rudeness I may have given. By that same token, I hope you can see why this would feel like whiplash, where what we're talking about seems to shift on a moment's notice.