The GM determining that necromancy is legal is not per se railroading. The GM determining that necromancy is not judged evil by some NPC or other is not per se railroading. Clearly, this is all just setting up the gameworld. In some circumstances, in combination with other elements of the gameworld, it could turn into or contribute to a railroad - for example, if one player has made it clear that his/her PC's main raison d'etre is to fight necromancy, and the player has been accepted into the game on that basis, and the GM then presents a world where the PC has no practical option but to tolerate necromancy. But those sorts of circumstances aren't all that common (although the repeated threads on these forums about player vs GM choice in respect of PC build, shared world creation, etc etc show that they aren't unheard of either).I have never seen railroading being described as the DM putting in loot and deciding what alignment the NPCs are.
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are you saying the the DM does not have the right to decide important aspects of the game as to the motivations, and alignment of the NPCs and how things work in the world?
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If in the game necromancy is not evil or illegal and the players know this. And they choose to kill necromancers then they should expect to have the law of the land come down on them.
That is still not railroading that is a consequence.
In my view, however, the GM determining that necromancy is not evil, in a game where a significant motivation for playing, on the part of one or more players, is to engage with the thematic question of how we should regard acts of necromancy, in my view is railroading, or at least a serious potential prelude to railroading. Because the GM is purporting to settle in advance the very issue which the player was hoping to address by playing the game.
Alignment mechanics are the bluntest version of this sort of thing, but not the only form it can take. For example, even without alignment mechanics a GM can establish a world which, in virtue of its political and theological/metaphsysical setup, in effect precludes the players from addressing key thematic questions, by already settling the answers to them.
You're right that I didn't talk about this sort of pure exploration game, because I was focusing on D&D and in particular the transition from 1st ed to 2nd ed play.In my game, there is a setting. There are things happening within this setting. The players run PCs within this setting, and they are free to interact with the parts they like. They are not in any way forced to follow a theme or plot line.
The PCs can interact with the demonic / mortal realm war, or they can go make a name for themselves taking out bandits. They can open up a business, or they can go raid towns for the fun of it. They can round up a group of like-minded people for some self-defined goal, or they can attempt to move up the social ladder while playing politics.
Wins and losses in these areas are defined by player interpretation. I'm just here to be the middleman, and play out how the setting reacts to the party's actions.
That, to me, is not railroading at all. And my PCs are not going about trying to gain treasure.
As I said above, by setting up the social and political arrangements in a certain way the GM can still foreclose particular moral or thematic issues. This won't be a concern, though, if the players merely want to explore the GM's gameworld, and aren't interested in addressing those evaulative issues.
I'm sure your GM did what she thought was the best thing in the circumstances, given the expectations and established practices for your group.Maybe the DM could have handled it better then a wisdom check. But she was not trying to railroad the player. If she was she would have found a way to stop it.