D&D General Railroading - A Different Take

Note: We are using the term "railroading" to mean limiting or denying player choice.

I am not here to discuss whether railroading is good or bad. I believe some tables enjoy the train ride and others don't. A group has one option to get to the volcano, two options, infinite options, or none. Some players prefer none until their characters are high enough level. Other players prefer one option, so they know they are doing the right thing. Other players prefer two options, that old illusion of choice, because it makes the setting and strategy part more interesting. Other players prefer the infinite options story, wanting to feel they are the ones steering the cart. All of these options are viable to some table out there. And that is a good thing.

My claim is a bit more abstract than those concrete examples. I believe that the impromptu DM increases the rate of railroading, as opposed to the DM who preps and preps and preps.

Let's start with the preparation style DM. The old stereotype of the railroading DM has bled into "It's the DM's world. They have been working on it for years. They are God!" And the two couldn't be further apart. Here are two examples: A DM that has spent five years making a detailed setting. They have hundreds of NPCs, detailed settings, designed political and trade institutions, created a magic system that works within their setting, etc. Or a DM that has spent time reading pre-made lore, reading the adventure path, doing a lot of work on the adventure path to expand it to better suit their players, etc. These DMs often feel bound by the rules and structures they put into place because it acts as a bridge to their setting and the logic that binds it together. This frees the DM to allow the players to make their own decisions. If the DM knows the setting and NPCs well enough, they can keep their internal logic of setting as the players move about freely. In effect, these DMs are reacting to player choices using pre-made options that already align with their setting's logic. This means the players have freedom of choice because the DM is forced to give them choice based on their own setting's logic.

Compare this to the DM that is almost all impromptu. They are making a large majority of it up on the spot. They are reacting to player choices by whatever they make up in their head at that given moment. For the impromptu DM, most reactions are being manufactured in real-time. Because they are inventing the reality as it happens, they are the ultimate choke point of choice. In a philosophical world, that means the DM is arbitrating more control over the player choices than someone using a design that already includes choices - choices forced to be given because of a setting's pre-established logic.

And again, I say this for clarity. This is not to diminish one person's fun, nor is it to say one side plays right, the other side plays wrong. I think I was very clear that all styles are great, it just depends on the players at the table.

Summary: My claim is: extensive preparation minimizes railroading because pre-established setting logic forces the DM to naturally accommodate and react to player choices. Conversely, purely impromptu DMing inherently increases railroading because the DM must rely on the immediate, singular ideas in their head to react to the players, subconsciously exerting more control over the narrative path.
 

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This feels completely opposite to my experience, at least as it relates to improv at the table being inherently "more railroady." I don't think prep and "railroading" are inherently linked at all -- railroading is a GM action, not a function of prep.
This more matches my experience also. I find that railroading is either a function of DM insecurity, feeling that they cannot deal with a direction they have not anticipated or they have a plot in their head that they have an emotional attachment to.
 

This more matches my experience also. I find that railroading is either a function of DM insecurity, feeling that they cannot deal with a direction they have not anticipated or they have a plot in their head that they have an emotional attachment to.

I can see this. If there’s any connection between railroading and prep work, from what I’ve seen, it can happen because the GM has prepped something specific for a session and if the players do not go in that specific direction, the GM feels they have to either stop the game because they can’t pivot, or force the game back onto “the path.”
 

I'll just paraphrase wise words written by someone more talented and articulate than me.

You see it all around you
Good gamin' gone bad
And usually it's too late when you, realize what you had
And my mind goes back to a campaign I wrecked some years ago (the DMG didn't tell me)

Just hold on loosely
But don't let go
If you cling too tightly
You're gonna lose control

Your players needs someone to believe in
And a whole lot of space to breathe in
 

Note: We are using the term "railroading" to mean limiting or denying player choice.

I am not here to discuss whether railroading is good or bad. I believe some tables enjoy the train ride and others don't. A group has one option to get to the volcano, two options, infinite options, or none. Some players prefer none until their characters are high enough level. Other players prefer one option, so they know they are doing the right thing. Other players prefer two options, that old illusion of choice, because it makes the setting and strategy part more interesting. Other players prefer the infinite options story, wanting to feel they are the ones steering the cart. All of these options are viable to some table out there. And that is a good thing.

My claim is a bit more abstract than those concrete examples. I believe that the impromptu DM increases the rate of railroading, as opposed to the DM who preps and preps and preps.
Let's start with the preparation style DM. The old stereotype of the railroading DM has bled into "It's the DM's world. They have been working on it for years. They are God!" And the two couldn't be further apart. Here are two examples: A DM that has spent five years making a detailed setting. They have hundreds of NPCs, detailed settings, designed political and trade institutions, created a magic system that works within their setting, etc. Or a DM that has spent time reading pre-made lore, reading the adventure path, doing a lot of work on the adventure path to expand it to better suit their players, etc. These DMs often feel bound by the rules and structures they put into place because it acts as a bridge to their setting and the logic that binds it together. This frees the DM to allow the players to make their own decisions. If the DM knows the setting and NPCs well enough, they can keep their internal logic of setting as the players move about freely. In effect, these DMs are reacting to player choices using pre-made options that already align with their setting's logic. This means the players have freedom of choice because the DM is forced to give them choice based on their own setting's logic.
Compare this to the DM that is almost all impromptu. They are making a large majority of it up on the spot. They are reacting to player choices by whatever they make up in their head at that given moment. For the impromptu DM, most reactions are being manufactured in real-time. Because they are inventing the reality as it happens, they are the ultimate choke point of choice. In a philosophical world, that means the DM is arbitrating more control over the player choices than someone using a design that already includes choices - choices forced to be given because of a setting's pre-established logic.
Why do you assume that dm A is not also "reacting to player choices";using the weight of that world's structure? It seems that nothing about having an established world prevents players from making choices that cause ripples and leave an impact on it unless those "choices" and actually world building like "my family built a bridge in a particular place in my backstory, we should take that route"
 
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"The GM who's reacting/responding to the players is railroading things" seems like a big claim to me, probably bordering on unsupportable. I'm willing (or at least more willing) to grant that just about any GM is likely to see happen the sort/s of things they want to see happen in their games, but that's not inherently railroading.
 

Summary: My claim is: extensive preparation minimizes railroading because pre-established setting logic forces the DM to naturally accommodate and react to player choices. Conversely, purely impromptu DMing inherently increases railroading because the DM must rely on the immediate, singular ideas in their head to react to the players, subconsciously exerting more control over the narrative path.
The contrast though is that the over-prepped DM must have either have eidetic memory of the world lore or nearly easy access to encyclopedic knowledge of the setting.

Quick: what's the most popular bar in Neverwinter? You probably don't know off the top of your head. So you're either tearing though the FR Wiki or sourcebook to find it's name, proprietor and atmosphere. The alternative? You make up a bar on the spot and per your own definition have railroaded the players. So at the moment the players decide "we go to the best tavern in town" you are either railroading them by making one up OR stalling the game as you read the wiki on The Moonstone Mask.
 

Summary: My claim is: extensive preparation minimizes railroading because pre-established setting logic forces the DM to naturally accommodate and react to player choices.

With respect, it also gives the GM the framework to say "no" a whole lot - because the pre-determined setting logic constrains the players' choices.

A GM can just as easily prepare a scenario in which player choice is eliminated or constrained as they can constrain by decisions at runtime. Railroading is not built on prep, or no-prep. It is built on the GM deciding which way play will go, which can be done in either form.
 

I'm running into some of this at the moment in one of my campaigns. The PCs are going to a fey castle to kill the lord there who is gathering forces to attack another lord. It is a whole castle, beep, and gathering army circling around. There is likely 1,000 rooms and places to explore. I'm not going to detail all of this like I do with a 5-room dungeon or something more contained. I have broken it into sections and buildings with several ideas of its use and who might be there. I have a few nots on encounters and cool things to be found but not much specific detail. A lot is depenant on the PCs and what they choose to do and go.

The PCs managed to go and find the secret way into the basement of the keep and found themselves in the servant's level where a lot of mundane things like laundry and cooking was going on. They explored a little, but did not really know where to go. I had a quickling show and told them they were in the wrong location and brought them to the underground fighting pit under the barracks that connected by a tunnel. They did not interact with the others groups waiting to fight or bite on the owlbears brought in from another tunnel to fight. They went back and leaned that there was a gathering of generals in the ballroom above and were going about planning to charge the guards and just attack when I determined that the cooks were lining up serving carts to being someplace. Some PCs managed to sneak into the undercart area and a couple found disguises as a servant, which I let go along with even though there was not many humans here or people wearing armor and weapons that were servants. The two fighters in the back decided to kill the rear servants and take the cart. Battle ensued and they ended up forcing their way to the ballroom like they first planned.

Most of this was not planned. I noted a long tunnel and a few ideas for rooms and access to other areas of the castle but not specifically where each was in relation to the next. I guess it did not matter and could just spit out ideas as I needed to. I do not think I was railroading the players by having them in a room full of staff uniforms or suddenly lining up serving carts to give them a hint of sneaking into the ballroom. They chose some ideas and left others. I just went along with what I thought would logically happen next.
 

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