iserith
Magic Wordsmith
Wouldn't that be a No and a Yes respectively then?
Yes and no.

Good eye, corrected, thanks.
Wouldn't that be a No and a Yes respectively then?
Yea, that's a bad sign. Railroad-y DM's don't usually stop railroading without getting their hands firmly slapped (and often not even then). If he isn't listening to deliberate feedback (and you're being explicit in the sense of "Listen, you're making my character do things I haven't agreed to, and that's not cool"), than you need to be directly oppositional in game, to make it clear that he's put you on a railroad. If that fails, you might need to have a group discussion about retaining him as a DM (and/or retaining your residence as a place to play).As for a history of problems: No, that's what makes this such an unpleasant situation. The initial DM is known for running railroads, but this time his need for control is over the top. Some story elements, such as whether we were opening and exploring a secret passage that appeared in my character's cave. He started telling us that "after you open the passage...", and we pointed out that we hadn't decided if we were going to do that. (Note: 2nd level PCs shouldn't be tampering with Artifacts.) He smiled and nodded and continued to describe the passage, and what we found after two miles of travel. We finally agreed that this part of the adventure was now "Box Text".
The funny thing is that we've been playing shared campaigns for literally decades. This is the first time it's gone off the rails.
Normally we talk about setting beforehand, and come to some agreement on house rules, which books are in use, campaign goals and so forth. This time, nothing. We're kind of working those things out in play, which makes it bloody hard to plan anything, in terms of our own characters.
So I don't know if it's the campaign setting or what but this is getting to the no-fun zone. I may not have to quit, but something should change.