happyelf said:
No. The Gm comes up with the circumstances, the reality, and if the player doens't like it, that's a problem. The Gm may feel it's perfectly legit for the PC's to be mind-controlled by their petNPC for a couple of sessions, but it doens't matter if the players don't like it. They still don't like it, it's still a lack of choice they don't like.
By playing and RPG, as a player, you inherently must accept that the GM comes up with the circumstances, and the reality.
The second half of that sentence is imprecise. "if the player doesn't like it, that's a problem." Well it may certainly be a problem for the PC, or the player, but that doesn't make it a railroad or a bad game. If you fight an equal CR encounter, and your PC dies, you may not like it. Is that a problem? In the context of the D&D game, where PC death is a possibility, no. I posit that not all game events or situations are equal. Some are fair, some are not (ie. unbalanced or railroad). Some the player will like, some the player will not.
Now certainly, as a GM, you should know that most players do not like losing control of their characters. Thus, direct mind control, rape, hopeless imprisonment, stripping of gear usually don't go over well. And a lot of times, railroad GMs use these exact outcomes. However, that doesn't mean that in a non-railroad situation, they can't happen.
Now I can build an NPC Wizard of equal CR. And I could fudge the die rolls so his charm/sleep/incapacitate spells/items work on the party, so I can imprison them in my dungeon, so the party is forced to play my "Escape From the Dungeon of Doom" adventure. That would be a railroad. Not the dungeon, but the act of forcing them into the dungeon, no matter what they tried to do.
Or, I could run the NPC fairly, get really lucky on my rolls (while the PCs roll badly), and knock them out, and decide to dump them in my dungeon, rather than kill them outright. This instance is not technically a railroad. The PCs might have been able to win, or parley, or run. The only way they end up in the dungeon is by losing the fight (or going there deliberately).
In both cases, the players won't like being dumped in the dungeon, but only in the former example have they honest reason to protest.
Now on a different tack, there's folks saying that building tons of different adventure and story possibilities is hard work. And there's folks saying it's not, you just gottta build it, and the PCs will come. I say the answer is a bit in the middle.
Let's say I build a new setting, and we start off with a village, with 4 dungeons nearby. The village has 100 people in it, and I roll them up, and build up backstories for each. I also populate the dungeons. This would be the VR model (make up lots of stuff for the PCs to interact with), which in theory avoids railroading because I've got more than one thing to do.
Let's assume the PCs agree to play the game, and they don't know what to expect for the game start other than basic background on the world (gods, local lore, and some NPC contacts they already know). And I decided to start the game in the local tavern. This is pretty stereotypical for how a game starts, and I would consider it ridiculous to claim this is a railroad situation. So many campaigns start this way, that it is a decidedly acceptable way to start a campaign. If nothing else, normal players accept this as routine game-start sequence.
So the PCs are sitting in the tavern. Drinking. The PCs decide to do nothing but sit there, waiting for something to happen. If I, the GM don't think of something to happen, then nothing WILL happen in the game. If the PCs do nothing, and the GM doesn't create and event (NPC interaction or something) then no story happens. no fun happens. The solution for PCs that don't initiate anything is for the GM to initiate an action, causing a reaction from the players.
Thus, we must take it for granted that the GM is authorized to initiate events that affect the PCs. It is inherent to the job of the GM. At the minimum, the event might be a barfight, or an NPC complaining loudly about orcs to the north. But something has to happen, to make the game run, and the GM had to have the authority to create that event.
Now I also accept that the PCs may indeed initiate their own actions (which is what I think a large majority of the VR-model crowd expect), and that I'll have my hands busy dealing with reactions to the PCs, rather than creating new events to force the PCs to react.
If in my campaign design stage, I had created 4 active NPCs who had plans for the area, and had layed out their strategy and actions (and ripple effect actions of other NPCs), I am effectively planning events ahead of time.
In all of that, I haven't created a railroad. Yet.
If I had only planned 1 dungeon, with 1 bad guy, and 1 major problem to solve in the adventure, it still isn't a railroad, yet. It may be a poorly planned adventure because the PCs never hear about the problem and go the opposite way...but it's not a railroad.
Railroading is if in any of my planning, or event running I do the following:
plan an outcome, and thwart any contingency in an unrealistic fashion
fudge die rolls during the encounter to effect the result I wanted (PC defeat or PC victory)
force an event that the PCs actions should have prevented
Start a scene (or session) with the PCs in aftermath of a situation that they reasonably would have resisted/avoided (without running the originating encounter itself)
I have a narrow band of what I consider railroading, because I believe it exposes the crux of the problem with railroading.
In my games, I have:
started the campaign with the PCs sleeping on deck of their ship, getting attacked. Not a railroad. Reason: I set the scene where they reasonably would be, and used fair NPCs to initiate combat for the start of the game.
had a scene where I planned for the party rogue to sneak in and steal a scroll from a monk sanctuary. Instead, the rogue tried to parley for it. I made those attempts fail, and he finally resolved to steal it. This was an accidental railroad (my mistake in planning, as I expected him to steal it, and hadn't considered an alternative solution, and I worked to thwart the plan. My bad.). The game worked out OK, but it was frustrating for the players.
had the PCs captured, when they came down from an island tower (that had been bombarded by the capturing forces earlier). I simply surrounded the party with 20 men. They surrendered. I had planned the capture for when they would come down to from the tower (I assumed they would goto the tower). Had they never gone to the tower (unlikely, per their character and the situation), they wouldn't have been captured. In the same vein, the capture was really a transitional moment, where I passed information to the party (by being on the enemy ship) and they were later released. Thus, the PCs really just witnessed a cut scene, and no real effect occured against them. Was this a railroad? In some ways yes, but the negative impact was minimal, and it was used to move the plot forward.
I have played in a game where the GM planned for the party to be captured and brought to some city (oddly enough, the same city the NPC who wanted the capture was sending us). The GM used overwhelming force, captured most of the party, and stripped the PCs down. This was a railroad. It also hit the "bad GMing" nerve of stripping down the PCs (especially of female players).
I'm about to goto MN for a week and game with my friends. The campaign their playing is an island exploration (think conquest of the new world) and its an underfunded evil party. I don't get a choice or input on what we're going to play. Is this a railroad? I don't think so. It is the GM's job to invent the game world and set the initial game style. A good GM sets expectations before the campaign. As a player, if I want to play, I've got to jump into the situation as it is, and make the best of the situation. I may find that there's a lot of things my evil doppelganger may not be able to do (unlike a what I could do in a city campaign), but it's my job as a player to negotiate the situations the GM presents.