I feel that random encounter tables are one of those things that are liable to produce unfun results if the procedure is slavishly followed.
In any case, the point really here was to examine the definition of force. No player input has ben overridden, so no force (by the definition used by many in this thread) is used, and if railroading is continued use of force (the definition used in this thread) it shouldn't be railroading. Yet the result feels like railroading. So what gives?
I mean, if they're unfun for you or your group, then I understand that, and I would say not to use them. But if you don't use them, then what are you substituting? Sounds like "GM Decides What Happens".
Does this not sound like GM overriding the system's say? Or perhaps to be an alternate take on it? You're taking away a system to randomly determine events and replacing it with one where the GM decides. Combined with many other layers of GM decides.
How much of the game needs to be "GM decides" before it becomes railroading? I imagine that will vary from group to group, and your tolerance of it may be much higher than someone like
@pemerton 's would be. My tolerance for it is somewhere between you two.
Sure, shifting some decisions to the system reduces GM authority. It still doesn't increase player agency though. And all these scenarios involve die rolling anyway. In Dungeon World 'separate them' just works once invoked, but there are die roll before it can be invoked. In D&D bird can just be invoked without die roll, but then there are die rolls to see if dragging away succeeds. I'm not sure if this is particular drastic difference.
I would argue it does increase player agency because if the system is used to determine something, then there's some kind of formula, right? An hourly check via roll to see if a random encounter occurs, and if so, a table to indicate which one. That is an understandable thing that the players can base decisions upon. They know the odds and how those odds will be affected if they spend more time in the area or doing something that will result in another check.
Replace that with the GM deciding what happens based on what feels cool or right; what happens? There's no way to know the odds of anything, so any decisions the players are making are far less informed.
There are likely still rolls in the Separate Them result per
@Manbearcat 's elaboration on the example. I think that shows the situation more fully so we all can proceed with a clearer idea of how it works.
But if we need to pinpoint the key difference, which I would say is significant, is that the GM is responding to the system and not the other way around. The system says "something happens" and then the GM decides what that may be. That would seem to be a big difference compared to a game where the GM decides both that something happens and what.
Sure. Different systems do different things better. One system might mitigate one sort of unfun. It might produce another sort of unfun. And yes, it makes sense to use whatever system the people involved produces most fun to them. But my point is that it is ultimately more about people than it is about about systems.
Sure, I don't disagree with that at all.
But, I'm approaching the topic through the lens of "Railroads, Illusionism, and Participationism" and how they can affect what someone finds to be fun or unfun.
If one finds railroading to be unfun, then there are games designed to resist the chances of it, or there are techniques that can be used to lessen it in games that don't make that effort.
It seems to fit the pattern. Setting up a cool scene. And that's fine by me. The PCs now know of the villain and can properly plan how to fight her. And yes, the roll seems superfluous, but then again, it might be just following procedure. For example if the effect is something that triggers on seeing her, then if you follow the rules you have to roll even if it wouldn't actually matter in that instance.
I'm honestly fine with the set up scene in and of itself. It's not ideal for me, and I would have run it differently, but it's a use of Force I'm pretty willing to accept when playing 5e. We had basically cleared the fort, and here's the main bad guy, and she decides to split rather than face the party. Seems on brand enough for adventure fiction.
What I was annoyed by was more the deployment of rules for absolutely no reason.