As I've posted upthread,Honest question: How can you tell? Is it the specific scenario or the overall order of scenarios or is the specific action you are talking about? Sorry, I am just a little confused as to your answer. As always, thanks for responding.
Here's my tentative attempt to say what I think makes for railroading: If the GM is more-or-less unilaterally deciding the significant content of the presented scenes, and/or what is at stake, and/or what follows next, I will describe that as railroading. And so, conversely, non-railroad play (as I think of it) means that the players exercise real influence over the significant content of the presented scenes, and their stakes, and what follows next.
Typical examples include:
*The GM using a "quest-giver" or similar sort of hook to tell the players what the scenario is and what the goal for their PCs is;
*The GM ignoring or eliding action resolution outcomes to make sure that events in the fiction unfold as the GM wants (eg if the players, in playing their PCs, miss a clue here, the GM inserts the clue i]there[/i]; or, if the PCs defeat the villain "early", the GM introduces a lieutenant or whatever to keep things moving as planned);
*The GM determining outcomes or consequences by extensive reference to backstory considerations that the players aren't aware of, which means that the players didn't know what was really at stake in their action declarations (the quest-giver who betrays the PCs, or who is really a baddie though having been presented to the players as a goodie, seems to be a very popular example of this, but it's extremely common in all sorts of ways).
*The GM ignoring or eliding action resolution outcomes to make sure that events in the fiction unfold as the GM wants (eg if the players, in playing their PCs, miss a clue here, the GM inserts the clue i]there[/i]; or, if the PCs defeat the villain "early", the GM introduces a lieutenant or whatever to keep things moving as planned);
*The GM determining outcomes or consequences by extensive reference to backstory considerations that the players aren't aware of, which means that the players didn't know what was really at stake in their action declarations (the quest-giver who betrays the PCs, or who is really a baddie though having been presented to the players as a goodie, seems to be a very popular example of this, but it's extremely common in all sorts of ways).
If a person's orientation towards the RPG play is to (i) have the GM slowly reveal "the plot" to them, or (ii) to have the GM gradually reveal "the world" to them, then the things I've described won't bother them: they are, in fact, the standard tools a GM uses to reveal their plot or their world.
Right!A sizable percentage of players want the DM to tell the story and for their role to be sit back and occasionally participate.
The fact that people want that doesn’t change what the game is.
OK so we seem to be in agreement. The sort of gameplay you describe here is too railroad-y for me.do I believe that DMs are important in D&D and drive much of the plot and the overall gameplay in a session? Absolutely.
Luckily for me, it's not the only possible approach to RPGing, and not the only possible approach to the play of D&D.