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D&D 4E The Best Thing from 4E

What are your favorite 4E elements?


If that choice, however uninformed, has consequences (you went left and therefore the townsfolk were sacrificed), how is that not a meaningful choice? That choice had great meaning. The players just don't know how meaningful it is.

Exactly, so it is MEANINGLESS TO THEM. How do they even know that the choice HAD consequences? Its just like they rolled a d6 and either the villagers died or they didn't, that's utterly un-engaging to players, utterly. I can't even imagine how anyone could think of that as good DMing/Adventure Design. And it makes ZERO difference if this came about because of random die rolls, DM Illusionist machinations, or some player's mistaken 'gut feeling'. Its an inferior result, we can all see that, nobody on your side even is trying to defend it. So what I don't get is how can you defend the process which produces that as its frequent end result?

The honest truth is that DMs never could defend that. E Gary Gyxax couldn't defend it and didn't practice it. DMs bend things. I don't care if [MENTION=6775031]Saelorn[/MENTION] thinks of himself as some sort of Bodhisattva of 'process-sim' DMs he's still creating a situation in which interesting things will happen and when he has to make a decision, all things being equal, he's always going to make it the more interesting one. There will always be some friend of the PC who will show up at the jail with a hacksaw, the marketplace will always be empty enough that the PCs can grab food and still make it to the sacrifice in time, etc. Now, maybe once in a while he doesn't do this, but there's likely some other ulterior reason for that, and in any case an exception doesn't disprove the validity of the hypothesis.

This is why we ended up with idiocy like AD&D 2e which talked all about character, story, plot, and etc, and gave you nothing but a set of rules suitable to a dungeon crawl or wilderness hex crawl, with a few crumbs thrown on top about how you might, with DM fiat, make a magic item!

Anyway, I think we all agree, 4e stands head-and-shoulders above that in the coherence department. That is really the central thing about 4e, the 'good thing' from which pretty much all else flowed. It consciously understands what sort of game it is and its built around making that understanding work. WotC hamstrung that with a lack of understanding of genre and tone which lead to some brick adventures, and some of the presentation in 4e was flawed, but as a system it is a huge step up from any previous edition.

Now, I don't care so much for 5e, but I think it at least shares some of that consciousness. The one thing 4e managed to leave behind was a legacy of actually paying some attention to the design of the game as a game, which hadn't really been done in a long time (3.x certainly never did it, nor 2e, 1e was perhaps inadequate to what it was ultimately tasked with, but it could be said that its core agenda was pretty well-served by its mechanics in most ways).
 

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The thing is, it's not a pure gamble. It's more of an educated guess. They're betting on A rather than B, because they have some reason to believe that. If the DM is being honest about the world, and the players are engaged with the world, then the PCs should end up making the right decisions more often than the wrong ones.

If the players don't feel like their choices matter, then it could be a failure of the DM to present the world, or just a mis-match between player and DM expectations for the game. One of the problems with a strong-DM system is that it is prone to failures of the DM.

But now see you aren't sticking to your avowed agenda, because in order for this to be true, the DM has to arrange for it to be true that the PCs are informed. He's got to go along with their attempts to find information and create leads for them to find. In fact, the players are signaling their interests by looking, and you're framing them into a scene where they get to take risks to get what they're interested in. YOUR PLAYING PEMERTON'S GAME.

And this is my central contention, that to a large extent you're just playing a version of what [MENTION=42582]pemerton[/MENTION] does, except because you have this rigid conception of how it is supposed to work, you have to engage in an elaborate charade of being 'the unbiased DM', and thus you've heavily compromised your ability to pull off what he does successfully or consistently.

I do understand, there are some real differences in how you both approach the game, but I think the RESULTS are a lot more similar than you'd really like to admit.
 

Too many good things about the 4th Edition to choose only three. The more I play other roleplaying games, the more I realize how great our beloved edition was.

1. At-will powers
2. Encounters and short rests
3. Daily powers and dialy magical items
4. The variety of tactical combat effects
5. Clear math, thus allowing easy tweaking by the dungeon master
6. Healing Surges, Second Wind, Dying Saving Throws
7. Roles: Controller, Defender, Leader, Striker
8. Simplified Monsters such that the dungeon master can make one up on the spot
9. Passive defenses: AC, Fortitude, Reflex, Will
10. Paragon Paths, Epic Destinies, Themes, Backgrounds
11. Balanced classes
12. Action Points to gain an extra action
13. Standard/Move/Minor/Free Actions
14. Treasure Parcels and the overall approach to magical treasure

The only things I do not like are Skills (I prefer 5th Edition), too many specific Feats and the proliferation of almost useless magical items.
Thanks for the original-topic post. ;)

5e skills don't seem that great, though the idea of decoupling skills & attributes has some merit. D&D has still yet to really hit on a good skill system, IMHO.
 

Exactly, so it is MEANINGLESS TO THEM.
CAREFUL ON THE CAPS since I don't know HOW TO REACT WELL TO THEM.

And in the hypothetical, the choice isn't meaningless. It's uninformed. If both choices led to exactly the same result, that's a meaningless choice. In the rare event that the players simply have to make a choice that is essentially a guess, it's not necessarily meaningless. It's just uninformed.

Meaningless to them? At the moment, perhaps. But even then, in this hypothetical, they could know that choosing poorly at the fork would mean they fail their goal (I'll leave "good design" comments to pemerton). In such a rare event, their choice is very meaningful, and they know it, the decision is just still based on what is essentially a guess.

But, in the rare hypothetical where the PCs are presented with a choice that they must make a guess on, it might be meaningless at the moment. But the results aren't. Take two kids. One kid has something behind his back, in one of his hands. He tells the other kid to pick a hand (and then he'll present it). It will either have nothing in it, or something in it. The choice (which hand to pick) is essentially a guess, but that doesn't mean that it's meaningless to the kid picking. It's just uninformed.
How do they even know that the choice HAD consequences?
Either they don't, or through continued play. But whether or not they know that going right meant that they never found out about those documents doesn't matter. What it means is that they never found out about those documents. Which means they don't know about it, which clearly changes the path of play compared to if they went left and found those documents. Who cares if they know, as long as the choice mattered (was meaningful) and had an impact on the course of play?
Its just like they rolled a d6 and either the villagers died or they didn't, that's utterly un-engaging to players, utterly. I can't even imagine how anyone could think of that as good DMing/Adventure Design.
I'm one of those people who think most "designed scenarios" are truly un-engaging. I cannot get into APs, modules, etc. They're all just "poor design." But I think that's generally the case (in my view) with designed scenarios. I'd much rather play things out and see what happens.
And it makes ZERO difference if this came about because of random die rolls, DM Illusionist machinations, or some player's mistaken 'gut feeling'. Its an inferior result, we can all see that, nobody on your side even is trying to defend it.
Oh noes, the poster-man disagrees with me!!1!

Seriously, dude, stay civil or stop responding.
So what I don't get is how can you defend the process which produces that as its frequent end result?
Do you think I'm saying that things should always be a 50% chance? No? Okay, good.

Explain to me what it is exactly that you think I'm defending. Because based on how you've described my RPG in this thread, I think you have no idea what sort of play I'm after.
The honest truth is that DMs never could defend that. E Gary Gyxax
I just don't care about Gygax. At all. Ever. He seemed like a cool dude, and I appreciate that he essentially founded the RPG movement. I don't care about his views on adventure "design", or on gaming in general. He is not my idol. He is not even someone I think made good games. Stop trying to leverage his views as anything important when in a conversation with me, please. It's just wasted breath.
I don't care if @Saelorn thinks of himself as some sort of Bodhisattva of 'process-sim' DMs he's still creating a situation in which interesting things will happen and when he has to make a decision, all things being equal, he's always going to make it the more interesting one.
I can't comment for him, but I don't do this. I don't go by the rule of drama, or the rule of cool, or even the rule of fun. I don't want everything to always be more interesting (or things would get really twisted and political real fast... it's a double cross! No a triple cross!). I go for my view of naturalism as augmented by dice to allow for coincidence. Sorry if you don't believe me. You're wrong.
There will always be some friend of the PC who will show up at the jail with a hacksaw,
I've had a PC executed. Also, there's been maybe two rescues in twenty or more capture scenarios. These are almost always resolved through PC resources (Negotiation checks, leveraging usefulness, making an escape personally, etc.). So, wrong for my style.
the marketplace will always be empty enough that the PCs can grab food and still make it to the sacrifice in time
This is a really weird one. But if they're down to minutes and they stop for food... wrong for my style.
Wrong for my style.
Now, maybe once in a while he doesn't do this, but there's likely some other ulterior reason for that, and in any case an exception doesn't disprove the validity of the hypothesis.
So, all things being equal, he'll always choose something more interesting. That's the hypothesis. But the examples where this isn't the case don't disprove your hypothesis... because why, again? Your hypothesis is right even when it's wrong? I don't get it.
This is why we ended up with idiocy like AD&D 2e which talked all about character, story, plot, and etc, and gave you nothing but a set of rules suitable to a dungeon crawl or wilderness hex crawl, with a few crumbs thrown on top about how you might, with DM fiat, make a magic item!
Dude, I have no idea where this came from. But I think it probably applies a lot more to other people's games than to mine (which, you know, has rules).
Anyway, I think we all agree,
We'll see.
some of the presentation in 4e was flawed, but as a system it is a huge step up from any previous edition.
Aaaaaand no. We probably don't agree. But I guess it depends on what you mean by "system."
Now, I don't care so much for 5e
From reading this thread, I've learned I mostly don't care about your take on anything non-4e. And my respect for your view of 4e is honestly dwindling. Maybe it's better we don't engage in it.
 

But now see you aren't sticking to your avowed agenda, because in order for this to be true, the DM has to arrange for it to be true that the PCs are informed. He's got to go along with their attempts to find information and create leads for them to find. In fact, the players are signaling their interests by looking, and you're framing them into a scene where they get to take risks to get what they're interested in.
I don't think you have a grasp on what pemerton is doing when he "frames a scene." He's not just responding to PC action (something everyone here does), he's purposefully setting up interesting scenes that he thinks will hook the players (based on PC build, declarations, etc.) and then throwing them into scenarios and letting it play out. In fact, I'd guess he'd probably let the PCs find the clues with a roll (Arcana most likely), as that's closer to "say yes" and it keeps the pace up and action moving.

On the other hand, if there are no clues to be found, than Saelorn or myself (who differ in gaming philosophy, mind you) just won't present clues for them. I sincerely doubt this is how pemerton would handle things. As far as I can tell, to us, it's about a more natural view of the game world (Saelorn's "what makes sense") than it is about what Saelorn describes as the GM metagaming in response to PC actions (and thus making clues up for them).
YOUR PLAYING PEMERTON'S GAME.
Oh no, not one bit.
And this is my central contention, that to a large extent you're just playing a version of what pemerton does
I think the games are a lot more similar than he'd want to admit, yes. But they are extremely different in some aspects of play, and scene-framing is just one example.
I do understand, there are some real differences in how you both approach the game, but I think the RESULTS are a lot more similar than you'd really like to admit.
In some areas, very similar. In others, not at all.
 

I don't think you have a grasp on what pemerton is doing when he "frames a scene." He's not just responding to PC action (something everyone here does), he's purposefully setting up interesting scenes that he thinks will hook the players (based on PC build, declarations, etc.) and then throwing them into scenarios and letting it play out. In fact, I'd guess he'd probably let the PCs find the clues with a roll (Arcana most likely), as that's closer to "say yes" and it keeps the pace up and action moving.
I have a perfectly fine grasp of what [MENTION=42582]pemerton[/MENTION] is doing, and I have a perfectly fine grasp of what you and [MENTION=6775031]Saelorn[/MENTION] are doing too. You don't like my analysis, that doesn't mean you get to tell me what I do and don't grasp. Pemerton gave a very lucid example, in fact MANY lucid examples of what he does. Furthermore I often do the same sort of thing, though I think there are some differences between Pemerton's style and mine.

I'll let Pemerton speak for himself about how he would play it out, but a perfectly good way to do it would be to consider what it is that the players are more interested in, a knock-down fight, or an intrigue, and what resources could be brought to bear in terms of stakes in each case. Other considerations might exist as well, such as pacing. In general in 4e I don't find that there's a lot of reward in character's wandering around engaging in scenes that aren't advancing things in whatever direction is desired. So, if the DM is deciding the players are wanting a fight, then why present any choice at all? I wouldn't. Likewise, if they're desiring to find some clues and pursue the stranger or whatever, then just present the clues, or at least the situation where the PCs can attempt to acquire them.

On the other hand, if there are no clues to be found, than Saelorn or myself (who differ in gaming philosophy, mind you) just won't present clues for them. I sincerely doubt this is how pemerton would handle things. As far as I can tell, to us, it's about a more natural view of the game world (Saelorn's "what makes sense") than it is about what Saelorn describes as the GM metagaming in response to PC actions (and thus making clues up for them).
I just don't believe in the existence in any practical sense of a coherent natural view of the game world, so I don't think that there's any significant way, beyond drama or some other non-simulationist method, to decide. In fact I think the only STRONG argument to be made is a gamist one. In fact I believe I made that argument when I discussed 'planning horizons' with Pemerton a while back. In other words making up stuff to throw at the PCs constantly on the fly purely on the basis of scene framing undermines the resource game, which is a significant factor in 4e. I rely more on that game, and the integrity of that game, than apparently Pemerton does.
Oh no, not one bit.

Mmmmmm, We will certainly have to just agree to disagree. You seem to think I don't understand what any of you are doing, and frankly I have to admit I think fundamentally you both have a blind spot. Understand though, this is merely a discussion of GMing principles and techniques, don't take it as more than that. You like what you like and you want to approach it and think about it in a certain way. Its fine, you're obviously having fun and there's no need to feel defensive about it.
 

But now see you aren't sticking to your avowed agenda, because in order for this to be true, the DM has to arrange for it to be true that the PCs are informed. He's got to go along with their attempts to find information and create leads for them to find. In fact, the players are signaling their interests by looking, and you're framing them into a scene where they get to take risks to get what they're interested in.
The DM has to arrange the world in some configuration, but that doesn't mean creating leads for them to find. It's just a fact of the world that the information you want is out there, somewhere; because the world is in some configuration, evidence within the world will naturally reflect that.

Kind of like how, in real life, you can accomplish goals without having any higher power there to make sure that your searches are fruitful.
 

Exactly, so it is MEANINGLESS TO THEM. How do they even know that the choice HAD consequences? Its just like they rolled a d6 and either the villagers died or they didn't, that's utterly un-engaging to players, utterly. I can't even imagine how anyone could think of that as good DMing/Adventure Design. And it makes ZERO difference if this came about because of random die rolls, DM Illusionist machinations, or some player's mistaken 'gut feeling'. Its an inferior result, we can all see that, nobody on your side even is trying to defend it. So what I don't get is how can you defend the process which produces that as its frequent end result?
It's only an inferior result if you value narrative drama and adherence to story pacing as a metric for success. Not everyone cares about that, though.

If the question is about player agency, then the uninformed choice with a meaningful consequence is infinitely more empowering than a meaningless choice due to railroading.

Not that it's a fair comparison, in any case. No decision is ever truly uninformed. If the PCs choose a particular inn because they heard about how great their mead is, in then that's a real reason which needs to be respected. If the PCs choose by rolling a die, then that's also a real reason which needs to be respected.

I don't care if [MENTION=6775031]Saelorn[/MENTION] thinks of himself as some sort of Bodhisattva of 'process-sim' DMs he's still creating a situation in which interesting things will happen and when he has to make a decision, all things being equal, he's always going to make it the more interesting one. There will always be some friend of the PC who will show up at the jail with a hacksaw, the marketplace will always be empty enough that the PCs can grab food and still make it to the sacrifice in time, etc.
Nobody is entirely perfect, but that doesn't mean we can't try. In my years both playing and DMing, there have been five situations where a PC was incarcerated and sentenced to death within three days. Of those, two ended with justice being carried out as intended, one ended up with the other PCs banding together to break the PC out of jail, and two ended with the party diplomancer going through the proper channels to have the PC released.

It probably would have been different if any of those had occurred in the jailed character's hometown, such that they had family or other allies who cared about the result. If that had happened, those characters probably would have tried to do something about it, but even then it's likely to come down to the PCs as the most competent/powerful individuals in the area.
 

I have a perfectly fine grasp of what @pemerton is doing, and I have a perfectly fine grasp of what you and @Saelorn are doing too.
Based on your comments, I don't think you do.
You don't like my analysis
Because it's wrong.
that doesn't mean you get to tell me what I do and don't grasp.
If you get to state your opinion on what I'm doing, I get to state my opinion on what you're doing.
Pemerton gave a very lucid example, in fact MANY lucid examples of what he does. Furthermore I often do the same sort of thing, though I think there are some differences between Pemerton's style and mine.
Okay?
I'll let Pemerton speak for himself about how he would play it out, but a perfectly good way to do it would be to consider what it is that the players are more interested in, a knock-down fight, or an intrigue, and what resources could be brought to bear in terms of stakes in each case. Other considerations might exist as well, such as pacing.
Yep. That is a perfectly good way of doing it. These are things I consider often when I'm running various games. And it's perfectly fine to have fun this way in any edition of D&D. I don't see the objection?
In general in 4e I don't find that there's a lot of reward in character's wandering around engaging in scenes that aren't advancing things in whatever direction is desired. So, if the DM is deciding the players are wanting a fight, then why present any choice at all? I wouldn't.
If your players like the rails, then there's no problem. I don't get it. I'm not painting that style as bad, I'm saying I don't engage in it with my RPG campaign, even if you think I do. That's all. Of course people have fun with the style you're describing.
Likewise, if they're desiring to find some clues and pursue the stranger or whatever, then just present the clues, or at least the situation where the PCs can attempt to acquire them.
Yeah, feel free to do that. I'm not saying not to do that. You know that, right?
I just don't believe in the existence in any practical sense of a coherent natural view of the game world
I know you don't.
In fact I think the only STRONG argument to be made is a gamist one. In fact I believe I made that argument when I discussed 'planning horizons' with Pemerton a while back. In other words making up stuff to throw at the PCs constantly on the fly purely on the basis of scene framing undermines the resource game, which is a significant factor in 4e. I rely more on that game, and the integrity of that game, than apparently Pemerton does.
Okay. Your views on this topic are a little more clear. I don't have anything to say about them (as they don't tie into how you've painted my play style), but okay.
Mmmmmm, We will certainly have to just agree to disagree.
I can do that.
You seem to think I don't understand what any of you are doing
Based on how you express yourself, yes, clearly I think that.
Understand though, this is merely a discussion of GMing principles and techniques, don't take it as more than that. You like what you like and you want to approach it and think about it in a certain way. Its fine, you're obviously having fun and there's no need to feel defensive about it.
There's no need to paint it in another light, either. Or describe it in a way that it isn't, and then go on about how that's not effective (I think the kids call that strawmanning?). But if you continue to talk about a gaming philosophy I engage in, I'll probably participate. If it gets attacked, I'll probably defend it. How else would I act on a discussion board?
 

If that choice, however uninformed, has consequences (you went left and therefore the townsfolk were sacrificed), how is that not a meaningful choice? That choice had great meaning. The players just don't know how meaningful it is.
First, for clarity: I am talking about a scenario in which (i) the players have a left and a right path to choose between, (ii) there is nothing that suggests either is an unreasonable choice, and (iii) if the PCs go down the left path, and try to examine the documents, it will be fruitless/pointless (foreign language, no info, etc) and the time taken will mean that when they then head down the right path the prisoners will be dead (or whatever - the players will have failed in their goal for that episode of play).

In that situation, I contend that (1) the left/right choice is not meaningful, and (2) the scenario has not been well-designed - as I said upthread, it's effectively a microcosmic version of "rocks fall", triggered by the players making one rather than another of two apparently reasonable choices.

The reason it is not a meaningful choice, in my view, is because making the choice reflects no skill on the part of the players, nor does it reflect any values or commitments. Choosing left rather than right is - under the conditions I specify - basically random. And so the players make an essentially random choice, with one of the choices meaning auto-fail.

The fact that the players' choice is what triggers the auto-loss doesn't make that choice meaningful, in my view. Here's an analogy to explain why: the GM could have a black ball ("PCs lose") and a white ball ("PCs win"), and put them behind his/her back and then invite the players to choose left or right. The players' choice, in those circumstances, will causally determine the outcome in the fiction, but it is not meaningful as a choice: the making of the choice does not reflect or express any contribution (of reason, or value) from the players.

If you flesh out the scenario somewhat then the situation is a little different, but in my view no better as scenario design.

Here's one fleshing out, and perhaps the most natural: (a) the players (and PCs) can see that the left path is probably an office or library, whereas the right path is into the heart of the evil lair; (b) there is information that the players (and their PCs) know they lack, and that they have reason to think would be worth having (eg earlier events give them reason to think there might be an as-yet undiscovered accomplice or lieutenant helping with the evil plot); and therefore (c) the players choose to detour via the left path, which looks like it might lead to clues, rather than via the right path.

Again, as per the first version I outlined, going left will (i) yield no useful information, and (ii) will result in a fail, due to the time taken.

The reason that I think this is bad scenario design is that it creates an impression, for the players, that an option is available - to go and look for clues, and thereby gain information - but choosing that option is an auto-fail. In effect, the GM is dangling a lure into loss.

If the question is about player agency, then the uninformed choice with a meaningful consequence is infinitely more empowering than a meaningless choice due to railroading.
I don't see why.

At the craps table, am I more empowered if I get to roll, or if the croupier does? Assuming the dice are fair and no one is going to try and cheat, it makes no difference. If I roll, there is at best the illusion of agency!

The thing is, it's not a pure gamble. It's more of an educated guess. They're betting on A rather than B, because they have some reason to believe that. If the DM is being honest about the world, and the players are engaged with the world, then the PCs should end up making the right decisions more often than the wrong ones.
See my comments above.

Two more points. First, the players' educated guess will almost certainly involve metagaming (the players' sense of what the GM's inclinations and preferences are, what tropes are in play, etc). Second, short of the GM telling the players that the writing will be in a foreign language, or that the sacrifice is going to happen right now, how are the players going to know that they will lose if they choose to go left? The GM has written a scenario in which players who act on a completely reasonable set of preferences and expectations - that by searching for clues they can find information that will help their PCs make progress through the game - in fact end up losing with no control over their fate beyond that initial choice. An erroneous choice, but one who's erroneous character was not epistemically accessible to them.

I was recently rereading the scenario Q1 (Queen of the Demonweb Pits), for use in my 4e game. One aspect of that module which I ignored is the presence of gates to various alternate Prime Material Planes. Here is the GM advice in relation to those elements of the published adventure (Q1, p 13):

Each door is accompanied by several sections of description. The first paragraph describes what the players see when they look through a door. The paragraphs that follow provide the DM with a more complete description of what the world is like and what might be found there. . . . Because each world could be of great size, the DM may not wish to have the players exploring these worlds. In such a case, the DM may suggest to the players, "It doesn't look like Lolth lives here" or give some other discouraging clue.​

Ridiculous advice! If the GM doesn't want the players to explore these other worlds, don't include them in the module. If options are included in the GM's world, and from the perspective of the players there is nothing to suggest that interacting with them is a waste of time relative to the players' goals for their PCs, then a GM who configures things such they are in fact a waste of time is, in my view, hosing the players. And to then try to cover up for that by giving "discouraging clues" is just supplementing poor initial design with poor run-time technique. What's the point of presenting the players with an option if you are the, as GM, going to discourage them from the option precisely because you know it's pointless or silly? Are you deliberately setting out to create balance-of-power issues at your table?

The DM has to arrange the world in some configuration, but that doesn't mean creating leads for them to find. It's just a fact of the world that the information you want is out there, somewhere; because the world is in some configuration, evidence within the world will naturally reflect that.

Kind of like how, in real life, you can accomplish goals without having any higher power there to make sure that your searches are fruitful.
The differences from real life are so many and varies it's hard for me to know where to begin. Probably the main one is that real life is real. It takes place in a world in which events really take place, constrained by and driven by causal laws.

In a roleplaying game, the players only have access to information that is narrated by (and hence authored by) the GM (subject to some exceptions around player backstory authorship). Their option-space is framed by the events and circumstances that the GM authors (subject to the same exceptions). There are no author-independent processes taking place that generate information and outcomes at a RPG table.

In real life, rain makes puddles. In an RPG, the GM choosing to narrate puddles, rather than one of the indefinitely many other things the GM could have spoken to fill that 10 seconds of table time, is a choice. It is a choice that provides information to, and triggers choices by, the players. (Not every puddle is Chekhov's puddle, but many will be. I can't remember ever coming across a key in a published RPG adventure, or in an episode of RPG play, that was not of relevance to the broader adventure context. Have an NPC's boots or socks ever been mentioned but for being magical, or having a dagger hidden in them, or being colourful and hence providing a clue that is picked up elsewhere in the scenario? If at all, not often.)

I never said that one path was auto-loss. I just meant to imply that they're different. The players could go right, or they could go left, and they would find different things. If they go left before they go right, then they might have a better result than if they just go right. (I did mean to imply that right was the known goal, and that the left path was an unknown; it may have been unclear on that point.)
If the difference is not epistemically accessible to the players, then we are still talking about the players taking a gamble on the GM's secret backstory. If the difference is partially accessible, but the relationship between the choices and success is not epistemically accessible, then were are in the same general area as my modified example above: the GM's choices about how options connect and interrelate have become the pre-eminent determinants of the outcomes of play. It is a GM-driven game.

If the players don't feel like their choices matter, then it could be a failure of the DM to present the world, or just a mis-match between player and DM expectations for the game. One of the problems with a strong-DM system is that it is prone to failures of the DM.
By "matter" I think you mean "affect the GM's narration." It's clear in the example being discussed that the players' choices affect what the GM narrates. So would the players choosing whether the GM should reveal his/her left or right hand (one with the black ball, the other with the white). But that wouldn't make the choice meaningful from the player perspective.

To the extent that "mismatch between expectations" is in play, that seems to be an issue of metagaming - the players aren't able to read the GM's preferences for tropes, plotlines, narrative elements etc. Which strikes me as plausible, but somewhat at odds with what I took your preferences to be. (Eg upthread when [MENTION=27160]Balesir[/MENTION] talked about the importance of metagaming the GM in this sort of way, I thought you disagreed.)

The players don't choose to encounter the mysterious stranger. Encounters are determined by chance and circumstance.
The players don't choose to encounter the stranger, no. My point is that the GM chooses whether or not they do, by choosing where the stranger is imagined to be.

If the GM makes that choice independently of the players' choices (eg writes down on a bit of paper the inn the stranger is in, and doesn't change that regardless of the players' later choice of inn for their PCs) then the fact that the PCs never meet the stranger is not reflective of the players being in control of their destiny (which is how you described it upthread). It is a result of the GM being in control of secret backstory.

There's a difference between players deciding to undertake actions - to pick up one of many plot hooks - and the DM deciding that something will happen regardless of player actions.
There are many possible differences, but from the point of view of meaningful choice none is guaranteed.

If the GM decides that if the players choose to have their PCs go left then rocks fall, and if the players choose to have them go right then there is a chance of a PC victory (eg a combat will ensue, to be resolved via the combat mechanics), the players' action declarations for their PCs will affect the outcome of the campaign. But by my lights no meaningful choice will have been made. It's no different from choosing the white ball or the black ball at random.

Suppose that the GM provides the players with three plot hooks, and one leads to B1, one to B2 and one to B4 - let's say that, in the inn, the PCs hear rumours of the Caverns of Quasqueton, they meet a rider from the Keep who mentions the Caves of Chaos, and they meet a mercenary captain wanting to hire guards for a desert caravan crossing. Is this meaningful choice? Not really - the players, at this stage, don't know what any of the adventures involve, what level of threat their PCs will confront, what treasures they might gain, etc. It's basically random.

The players would probably have more meaningful choice if the GM just laid out the three modules, let the players see the covers and read the blurbs, and asked "Which one shall we play tonight?"

Is this non-railroading? I don't really see it. I mean, the GM could just as easily ask "Do you want to play Dragonlance, or this Paizo AP?" - but that woudn't mean that the adventures weren't going to be railroads!

Conversely, if the the GM decides that whichever inn the PCs go to the mysterious stranger will be there, there is no railroading. No outcome has been dictated. As you yourself said, the choice to meet the mysterious stranger is not a player-side choice - hence the GM deciding where the stranger will be is not negating any player agency, and hence is not any sort of railroading.

If the PCs choose a particular inn because they heard about how great their mead is, in then that's a real reason which needs to be respected.
Of course. But how is that choice disrespected by the GM deciding that the mysterious stranger is also there (perhaps because she, also, likes mead).

there have been games which attempt to blur the line between player and GM, by granting some authorial control to the players.
This is a total red herring. No one in this discussion is talking about player authorship of backstory. The discussion is about the basis on which the GM makes decisions about backstory and consequences.
 
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