I don't think I did that. I think the issue here is something like "pornography", famously defined as "I know it when I see it".
I think the term "railroading" has a massive negative connotation. And think people's reasoning goes something like this:
a) I'm a good DM.
b) Good DMs don't railroad.
c) Therefore what I do isn't railroading.
d) But, I can see that sometimes it goes too far and that's bad.
e) That going too far is what "railroading" is.
Whereas, despite being a GM, I approach it almost purely from a player perspective.
I'm a player.
I want my choices to matter.
When my choices don't matter, I feel frustrated.
If I'm in a situation where it feels like I am bound to one and only one path, I will feel like my choices don't matter.
The word I use for situations where I have that experience is "railroading".
Like, your argument is analogous to a chef saying that "well I'm a good chef, so my food can't be overcooked" etc., to justify the idea that "overcooked" has a negative connotation it doesn't deserve. Sometimes, the
point of a word is to be negative. That isn't a bad thing. It just means we need to apply it when it's appropriate. That's why I proposed (here or elsewhere, don't remember) various terms with different connotations:
- Neutral "on a fixed path": linear
- Positive "on a fixed path": rollercoaster
- Neutral "free to roam": open
- Negative "free to roam": wasteland
I didn't like a definition that depended on a subjective opinion about what went too far. People say things like, "Railroading is when you remove player agency" or "Railroading is when you remove player agency to achieve a result you desire", and the definition I'm giving is within some degree of nuance of that. But in reality this definition gets really congruent with the application of GM force and GM fiat. And yet, it's really hard to have a GM and also not have those things to some degree, and yet also games with GMs for a lot of reason tend to be more popular than ones without them.
I mean...yes? GM force being used
is railroading. That's...what that is. Games exist that avoid the use of GM force or fiat for resolving things that players are interested in resolving. PbtA, for instance. It really isn't that hard to do this. PbtA ain't exactly unpopular, and we cannot use D&D as our lodestar because its dominance is not particularly related to its design. Unless you want to argue that actively instructing GMs to act passive-aggressively toward players was
popular during the TSR years, which I doubt. D&D is popular for many many reasons and we simply cannot reason from "well D&D does it therefore it must be popular", that line of reasoning is invalid.
It seems to me that the better choice, rather than trying to reclaim "railroad", is to seek new terms without the baggage, as said above.
Because the universe that we play in is simulated in the head of a person, it's really not possible to have a theoretical "no railroading" game where the GM is only leaving the results up to player decisions, the pre-established rules, the dice, and a pre-established fiction that arose from those things. Everything else involves some amount of limiting player agency to achieve a certain result, some of it vastly more obviously than others.
You should check out Ironsworn. None of this is true of it. Because you can 100% play without a GM at all.
And a "time skip" or a "hand wave" is such a big obvious example of that in my essay it was like the first technique that came into my head. And I know from play experience, that playing something out and time skipping or hand waving don't produce equivalent results. You can't just assume that the player wouldn't make some important story changing choice in the "down time". Rather, you have to balance the opportunity for the player to have agency against the other goals that you are trying to achieve for everyone to have a good time.
Critical issue: they
may not produce equivalent results. Again, the issue of sleep, or using the bathroom, or eating an uneventful meal, or walking to a different location in a small town, or (etc.): these are thugs where the possibility of an event cropping up are low and generally outside the players' agency regardless, and where the characters are not really doing anything which offers much opportunity for agency.
What agency is lost by not "playing out" sleeping for eight uneventful hours?
And that is a very important concept to understand and accept and recognize that clears up so much of these arguments in the way steps A through E above just doesn't. What I figured out is powerfully clarifying and illuminating and not obfuscating.
Personally, I think trying to rehabilitate "railroad"
is obfuscating, because it takes a word that is
meant for being negative and says "well I mean it
could be positive..."