Marshal Lucky said:Here's another scenario:
A low-level party is approaching the tower of an evil magic-user. The tower is nothing special, nor is the evil magic-user for that matter. But the DM has already made up his mind that they will find a secret entrance and sneak in because he thinks a game should be pre-programmed. The party decides "Screw that! Half of us will scale the tower and attack from above while the rest assaults the main entrance." The DM then starts making one excuse after another as to why the party can't climb the walls or attack the main entrance.
Railroading is a symptom of poor DMing, period.
The problem is not when the DM forces a choice over many uninteresting options (challenge-wise or story-wise) but when the DM don't have the ability to come up with interesting ones.
However, if for some reason, the only interesting way of entering the tower is using the secret door, the DM should not say to the players: "Ok, you are in front of the tower, what you do ?" ! Instead, he can "railroad them" directly inside the tower : "Ok, you sneaked up to the tower, found the secret door the evil-wizard's minion you captured talked about, now will you go in the basement to found this treasure you heard about or go upstairs to kill the madman ?".
That's a very good example of how "good" railroading can really move a game forward instead of spending hours discussing some irrelevant details about how the tower could be climbed.
Of course, in another game session, the main challenge could be to find an entrance in a tower; "good railroading" only gives you a way to skip details you want to skip in a specific part of the game.
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