There is, in my view, a big difference between a railroad, in which the GM sets plot hooks already knowing how they will resolve, and establishing obstacles - both ingame and metagame - to make sure that the resolution is achieved, and a game in which the GM establishes situations that are engaging for the players (as opposed to making the players "search the gameworld" for the fun) but then leaves the players free to resolve those situations as they want to.
I was listening to a podcast today and I heard one of the guest hosts utter something that nigh made my blood boil: '"Railroading" is just a pejorative term for "a game in which the group actually accomplishes something!"' He went on to say "at least they're on the train" and not "stuck in the station."
Another way of railroading beyond directly saying "no, you can't do that," is to force things to happen despite the choices of the players and their PCs. I've been in situations where the PCs have laid out a plan to get the macguffin. It is a solid plan, but everything they come up with has miraculously been anticipated by the villain and countered. It was so obvious that the script required the PCs to not get the Macguffin in this particular chapter. The DM never said the players could not do something, but he prevented anything they did from being effective in order to say on script.I agree with the above definition, telling the players "no, you can't do that" is railroading.
The players are the main characters of the story. They should have free reign to make decisions that change the course of events.
At the same time, some players need direction. Branching paths is one way to do it. Another is to just throw out the hook and hope they bite. If they don't, you just gotta roll with it.
I think doing a lot of prep work before a game and planning out the story in advance makes for a boring game. Creative, collaborative storytelling is where it's at.
Stars Without Number - Sine Nomine Publishing | DriveThruRPG.comFor a good working model of setting up a sandbox, read the GM's section of Stars Without Number, which is free in pdf form.
I was listening to a podcast today and I heard one of the guest hosts utter something that nigh made my blood boil: '"Railroading" is just a pejorative term for "a game in which the group actually accomplishes something!"' He went on to say "at least they're on the train" and not "stuck in the station."
This was in reference to a popular investigative RPG in which the GM is required to emplace solid, definable "core clues" in each and every scene, one that has on occasion been criticized for essentially institutionalizing railroading.
Is this a cop-out? I personally think that the PCs should be given all the freedom in the world to rund own blind alleys and chase red herrings; indeed, interesting roleplaying situations can pop up when this happens and it can end up leading to more interesting RPG experiences than the GM had originally intended.
On the other hand, are GMs missing out on something by not railroading? Is all this "the PCs must be free!" chatter robbing us of our right to tell a good story?
I was listening to a podcast today and I heard one of the guest hosts utter something that nigh made my blood boil: '"Railroading" is just a pejorative term for "a game in which the group actually accomplishes something!"' He went on to say "at least they're on the train" and not "stuck in the station."
This was in reference to a popular investigative RPG in which the GM is required to emplace solid, definable "core clues" in each and every scene, one that has on occasion been criticized for essentially institutionalizing railroading.
However, when the password was needed, he didn't remember and he didn't have it written down. I called for a INT-check, and it failed. They were unable to continue the adventure, and their attemps to otherwise circumvent the situation were unsuccessful. The password was simply necessary.

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