Celebrim
Legend
No. It's not a railroad if there are no rails. Rails = cannot get off.
If I narrate that 3 days pass as you get closer to Monomonomp, the players can stop me and say, "I wanted to look for herbs as we pass through the Forest of Lots of Herbs. If I say, "Okay, and back things up to the forest," there is no railroad.
How does that follow? Do you still end up going to Monomonomp? You seem to have narrowly defined railroading to explicitly and openly declaring, "No." In other words, you think railroading is only railroading if it's done badly. If the DM has no clevernessness and no maturity and no self-control, only then is it railroading. And in your example, there is no sign that the DM who is running a railroad has any reason to say, "No." Essentially, I'd view this as a sort of shopping expedition where the player wants "herbs" without paying for them, so I'd be like, "Ok, roll your Craft(Herbalism) or Knowledge(Nature) whichever is better", and then give them like 1 c.p. worth of herbs for every point they beat a 10, and no deduct 1 s.p. per party member/level for expenses like food. And then I'd be like, "Ok, so how many hours/days do you want to spend gathering herbs?" And then I'd be like, "Ok, continuing on the road to Monomonomp." and not at all feel like the players have had any agency. They've done nothing to disrupt the plan. This is like them investigating a chair in the room where the door they have to get through is located. They haven't done anything to disrupt my plans so why would I need to use force? Instead, all I have to do is give them their herbs without it being obviously more productive than going to Monomonomp.
Where it gets to be railroading is if the Forest of Lots of Herbs is like the Old Forest in Fellowship of the Ring where anyone that tries to walk through it gets steered after hardships toward Monomonomp eventually, because by golly you are always going to get to Monomonomp.
If I narrate that and they don't stop me, but COULD have if they wanted, there are no rails even if they don't say anything. They were still able to go in any direction they liked, but opted not to. Rails simply do not exist in that situation.
If they are actually able to go in any direction they liked but opted not to, then there aren't rails. But in the situation you describe where I narrate that and they don't stop me, we haven't proved at all that there are no rails. Nor are we proving that there are no rails if they say, "I want to stop and get herbs." We only prove that if after trying to get away from Monomonomp through several means, the players find that not only can they get away from Monomonomp but that new stories that don't lead to Monomonomp appear as alternative things to do. Only then is it not a railroad.
Yes. Illusionism is a railroad, but that is also not what I'm describing. Hidden force is still force.
Ok, so now we have enough agreement that we can keep talking. If you agree that hidden force is still force, then the rails are still there even if you as a player can't see them. And I'm telling you that the hidden force is always there when certain techniques are applied, even when as a GM you aren't intending to use your force specifically to deprive the players of agency.
And in the discussion of the essay I talk about why this is, that no person is fully without bias and you completely know as a GM why you are doing something. And I also talk about how there are times when railroading techniques in the short term might lead to higher agency in the long term. Essentially you can railroad a group into having now more information and more options than they would have had otherwise and then they can start making informed choices, and only informed choices have real agency.
In the case of a hand wave or a time skip, ideally you are skipping over everything you know as a GM doesn't have a lot of meaning to it, but whether you are doing that or not, you are still conducting the players to a destination in such a way that their agency is now limited. And maybe yes, you let players retcon out of it and maybe you don't, and that isn't necessarily a railroading decision. That could be based on how quickly the players ask for a retcon and whether they do so before they take actions or receive information that effect the metagame. Like if they await until they get to Monononomp and see that there is a plague flag flying over the city, then I'm going to be hesitant to let them retcon. I might allow them to walk back to the forest of many herbs, but I won't necessarily let them then say, "Oh, I stopped to pick herbs on the way." (Unless they have a trait like Mastermind that lets them take retroactive actions.) That's GM force, but it's not necessarily railroading.
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