CharlesRyan, it's a stretch, but I'll give the benefit of the doubt and assume that you honestly don't understand this:
Giving the players no meaningful choice is "railroading".
Full stop.
I think we all understand that, and implying that anyone in this conversation doesn't is a straw man argument. I have not read a single post in these two long threads (and I certainly haven't written one) that states or implies that the poster likes to take meaningful choice out of the game. Where the issue has been discussed, it seems everyone is unanimous about its importance.
The question revolves around the relationship of "meaningful" to the concept of "uncertainty."
Fooling the players into thinking they have a choice does not change the fact of the matter.
I think you are being simplistic.
There will
always be a gulf between the perception of the players and the perception of the GM about what is happening in the game world. Use minis, use maps, use illustrations, use vivid descriptions--no matter what you do, the situation imagined in a player's head is not exactly the same as that imagined by other players or the GM.
In that context, it is inevitable that the degree of uncertainty about a decision point is unknown to the players. (Add in the fact that their information is imperfect, and that simply multiplies.)
Sometimes the players will accurately understand the consequences of their decision point. But sometimes they will think a decision one way or the other will have vast consequences--and be wrong. Sometimes they will think a decision is trivial--and be wrong.
Are they "not playing a game" because their perception of the importance of the decision point is inaccurate? Are they really only "playing" if they've nailed down a perfect understanding of the consequences of their decision and the magnitude of uncertainty? If so, I think most gamers are "not playing a game" 90% of the time.
I restate: It is the perception of uncertainty, not some platonic ideal objective uncertainty, that makes decisions meaningful and the game a game.
I absolutely agree with you that real uncertainty is necessary in the game; it is the principal factor that supports the perception of uncertainty. But the objective uncertainty need not always map directly to the perceived uncertainty (in fact, it rarely does). And in that context, there will be times when perceived uncertainty exists in the absence of any objective uncertainty.
A clever GM understands and accepts that. He even adds it to his list of tools to improve (note: not "diminish") the players' experience and guide the course of events within the game.
This is not railroading, at least not according to any definition that seems relevant or logical to me. It has nothing to do with demanding that a scene or encounter plays out according to "script."