Sure, but we're answering the question you asked about what we consider railroading to us as a player.Anyway. On the subject of railroads: I don't think setting up the scenario counts, even if the PCs are "forced" into the scenario by the general agreement that the GM usually has to prep something.
It exactly happened. They don't know what power was used to take their tuning forks and if a wish would even work. And using up a precious and limited consumable as their only out isn't enough to not call it a railroad.Which is not what happened. In fact they have a way out if they WISH to use it. They are not forced to be there. They are not forced down a line. Force isn't enough to be a railroad. It also has to remove all agency and push them down a line to what the DM wants them to achieve. That did not happen here.
They tried a weaker spell and wish is known to break rules. It is a choice that they know exists. The party has many choices.The choice with the wish is no choice, unless they know it exists. They tried a spell and it failed. Why should now this spell, which reproduces effects of other spells, work?
Their choice was "we dont give a crap, we want to get out of here" and this choice was denied.
Wish would be a choice if the feedback of the other spell failing was "thid spell seams to be too weak only a level 9 spell can get you out".
See the above post. They have TONS of options to get off or find out how. They are not being forced in ANY direction at all.It exactly happened. They don't know what power was used to take their tuning forks and if a wish would even work. And using up a precious and limited consumable as their only out isn't enough to not call it a railroad.
Which is exactly what happened.
The players were forced to the Faewild. They want to rescue their party member, whose soul is not in the Faewild. So it doesn't matter what's available in the Faewild, they are constrained from exercising their agency.
He's forcing the party not to do what they want and instead interact with the Faewild.
Which is not what happened. In fact they have a way out if they WISH to use it. They are not forced to be there. They are not forced down a line. Force isn't enough to be a railroad. It also has to remove all agency and push them down a line to what the DM wants them to achieve. That did not happen here.
They are being forced NOT in the direction of what they want to do -- save their party member's soul. It doesn't matter if there are myriad choices they don't want to take.See the above post. They have TONS of options to get off or find out how. They are not being forced in ANY direction at all.
And just as your first clarification switched me 180, then your second clarification switched me back. Okay, they didn't have a goal beforehand that you locked them out of.The Void happened when they were already trapped in the faewild.
They had options. Hard choices =/= no choices. You didn't do anything wrong, and I'm one of the most anti-railroading folks I know.The Void happened when they were already trapped in the faewild.
The PCs were looking for someplace that was out of the plane to do some stuff before the BBEG could locate them (long story, but they have the body of one of his major lieutenants). They found the Fae Cabin in the remote woods, knowing the interior was no longer on the prime. When they go in, they see the Leprechaun shuffling his Deck of Many Things. (We have a running thing where every D&D campaigna run introduces the Deck at some point, and often in exactly this form.) BEFORE they started their draws from the deck, they discovered that the only way out of the cabin was into the Faewild, not back the way they came. At that time they did not know what had happened or that the Winter Court had locked down the plane.
Again, just more clarification.
I can see folks thinking of a "mandatory" side trek being railroading. I don't really think of it that way, but I can see it.
It is kind of moot tho: due to a teleport error, they ended up having a fight with a couple white dragons who were guarding the frozen Summer Court and they defeated the dragons. I just told them that they find their tuning forks among many, many others (free access to ALL the planes) in the dragons' gullets (that is where the Winter were storing them). Now it is up to them to help out or just bounce back to the Prime and recovering their friend's lost soul.
It's fine. I just wanted to do a fine side quest to let them level up and gain allies before they made their final run at the BBEG, but if they don't want to do so, it's their game.
I feel like @TwoSix really captured what I know my players would have also said. Word for word, this is perfect ^Any time a scene is framed as "your characters are trapped", players are going to be somewhat unhappy. We instinctually want to escape from a trap, it's not surprising that a player who burns a 7th level slot on an escape spell that doesn't work is going to be salty about the combination of "still being stuck" and "wasted a big slot on something that didn't work".
I'm not saying it's a railroad, exactly, but the adventure design is closer to the train station then I would prefer as a player. As a GM, I probably would have framed that concept with more carrot, less stick.
1) Compared to grand theft auto style "you are in a city what do you do?" Yeah, your scenario was "on rails". They MUST face this situation, therefore they are "on the plot train". Was there options for how to resolve? sure, but was it ANY option? such as just walking away? No. So they were forced into a situation.Anyway, two questions:
1) Do you specifically think what I did here was "railroading"?
and 2) In general, how do you define "railroading" or being railroaded as a player ina game?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.