What is "railroading" to you (as a player)?


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You are missing the point entirely. The deck creates conditions that you have no remedy for because you cut off planar access. That is the definition of a railroad.Taking away agency and forcing all actions down a single, predetermined path. The players cannot
respond to their actions to remedy the results of the Deck because you are forcing them to deal with the planar issue.
 

Just now joining in at the original questions:
1.) No, I don't think that is railroading.
2.) As a player, my definition is when the player stops havign fun as they try to get off the train at a reasonable place but cannot. They are further forced to act out the rest of the adventure without the ability to affect anything. Not talking about when characters have to deal with the results of their actions. Not talking about when something happens to them they can't affect if they can continue on in. reasonable fashion. Not talking about if everybody is on a train and just going along with it to the end but having fun. Probably not even when the players want to get off, but the DM explains that that's not in the advenure and he can't run anything that's not in the adventure. That's probably just bad DMing. I'm talking about when the players want to get off the train at a given stop, but the door won't open and the train starts moving. They try and get to another car and a steward stops them. They try and jump out the window but it won't open and is indestructible. I've seen their actions ignored or never have effect. I've seen player's actions "corrected" for them. I've seen their actions dictated to them cut scene style. I've seen a player have his character jump off a cliff to just die and the DM just laughed and said "The wind blows you back up to the top of the cliff." Perhaps unsurprisingly, most of my encounters with this have been with badly written adventures. The old Dragonlance modules specifically come to mind as teh people that ran them tended to love everything about them, and the players just wanted to treat it like another dungeon.
 

You are missing the point entirely. The deck creates conditions that you have no remedy for because you cut off planar access. That is the definition of a railroad.Taking away agency and forcing all actions down a single, predetermined path. The players cannot
respond to their actions to remedy the results of the Deck because you are forcing them to deal with the planar issue.
I disagree with all of this.
 

You are missing the point entirely. The deck creates conditions that you have no remedy for because you cut off planar access. That is the definition of a railroad.Taking away agency and forcing all actions down a single, predetermined path. The players cannot
respond to their actions to remedy the results of the Deck because you are forcing them to deal with the planar issue.
Except that's 100% wrong. They had the option to use a wish and just leave. They had the option to handle the planar issue. They had the option to seek out a rival archfey and try to talk it into getting them off the plane. They had the option to try and locate a natural crossing between the fey and prime plane. They had the option to sit tight and wait it out. They had the option to go seek a god and try to talk it or it's proxies into helping get them off the plane. They had the option to wait until morning and commune with party gods to figure out a different way. They had the option to....

There was no predetermined path the PCs were forced down.
 

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