Well, one of us doesn't.
So? Even if we accept your imperfect understanding,
Sorry dude. You don't get to appropriate a definition that is very different than the one you've been using and try to absorb it into your own.
if the players end up where I wanted them to be the fact that theoretically they had some other choice is irrelevant. I was still successful at forcing them to be where I wanted them to be and invalidating their agency. In fact, one of the most common railroading techniques is False Choice where in theory the players have multiple things they can choose to do, but by making all the choices but the one I want highly undesirable, I'm all but guaranteeing the players will do what I want them to do. As a crude example, I might have a powerful Monoarch or Archmage show up and tell the players, "You can either do what I tell you to do, or you can die. Your choice." The fact that in theory the players could choose death or to fight Eliminister or whatever doesn't mean I didn't railroad the players to get them where I wanted them to go.
So wait. If they choose to go where you wanted them to go, you forced them to be there even though you didn't do a darn thing to get them there?
The fact that they had several choices and chose the one you wanted doesn't make it a railroad just because you wanted them to be there. They picked one choice among many, which is all it takes for them to have complete agency.
The point is that one doesn't have to remove all agency from a player in order to force them to where you want them to be. In fact you can generously give them all the agency in the world so long as in the end you get what you want. Which is why that if you are good at this, you can run a game where it felt like to the player they had all the choices in the world and could do anything they wanted and still was totally in control of the GM the whole time. This is why
@EzekielRaiden has to put his caveat about retroactively realizing that you were railroaded and withdrawing consent means you were railroaded.
Yes it does take the removal of all agency to force them to be where you wanted them to be
against their wishes.
I don't have to use perfect and absolute force to steer the players where I want them to go.
If you don't, they have a good chance of not going there. Influence =/= making them go there
against their wishes.
But then the obvious question should be, well, how much force can I use? Like if making an option require a natural 20 because I don't want it to happen is bad, would it be OK if I only required a natural 15 or higher?
They have to have no choice.
There have been instances where a PC has tried something so incredibly hard, that I said that it would only work on a 20. That wasn't a railroad. That was me generously letting it have a 5% chance to succeed.
Well, except they probably won't unless you've given them reason to suspect Schrodinger's Map or you used a particularly inelegant sort of chute to drop them where you wanted them. Because time skips are "normal" and "desirable" (and at a micro scale common), players aren't generally going to question them. But more to the point, with a time skip you are pretty much always trading agency for pacing. That might be the right choice for your game; I'm not judging how anyone plays, but a time skip does take away choices and information from the player. And it should always be in a GMs mind to consider just how much agency you are potentially taking away with a time skip.
Time skips don't take away any meaningful choices or information. The player doesn't need to know that there are 26435151 pebbles in sight, 167 trees, with 44 of them being pine, etc. every step of the journey in order to not be railroaded.
Why? Why even say it then?
Honestly, because I started off only asking it when it was a choice that would be a bad one the PC should be aware of. Then I realized the influence, so since they were used to me asking and it would be weird to just stop, I started asking in other situations. They quickly caught on and it no longer had any influence.
You influenced them by asking the question! It seems obvious to me. How can you know the question didn't change their proposition?
To do what? The question doesn't clue them in to whether or not it's good, bad or neutral, so they just discount it. It has no influence.
So does this force you to agree that if my influencing is effective it is also railroading? Think of it as like a craps game with loaded dice. The fact that any one throw could potentially be anything doesn't change the fact that in the long term I am very likely now to get what I want. I mean even if I'm the house and the game is craps with unrigged dice (and some modern RPGs feel like that to me) then even if occasionally the players can get what they want, in the long run I still get what I want. One doesn't have to leave zero wiggle room in order to railroad someone. All they need to do is ensure in the long run that the player ends up where they want.
No, because it wasn't guaranteed to work. Depending on how much you influence the group, you are probably reducing their agency, but since you aren't removing it, it's not a railroad. To be a railroad they can have no choice whatsoever to go in a different direction than you want.
One doesn't need to use total force to steer the players where you want them to be. You just have to put your thumb on the wheel.
You put a thumb on my steering wheel while I'm driving and you aren't going to influence me to do anything other than kick you out of the car. You certainly aren't moving the wheel. It takes far more than a thumb.