Bedrockgames
I post in the voice of Christopher Walken
I've posted a lot of stuff in this thread, but I'm pretty confident this was another thing I posted about.
There are multiple forms of Adventure Path or Metaplot-driven play.
Two of those forms are, in fact, Railroads. The point of play is for it to be a Railroad. We (the cultural "we" here) would do ourselves a service if we just admitted what it is and that (a) its not a degenerate form of play in and of itself (its only degenerate if its represented as something else and/or the participants are expecting a different form of play), (b) therefore calling it a "Railroad" is not pernicious, (c) it is (in fact) desirable for a large number of players, (d) so therefore it would behoove us to talk plainly about it so GMs can improve their craft.
One of those two forms is basically a passive, theatrical experience for the players where funneled play triggers prescripted exposition dumps. In this case, GMs need to be good at (i) funneling toward that prescription, (ii) knowing when the prescripted exposition dump is triggered, and (iii) theatrically delivering the triggered exposition dump.
The second of those two forms is Adventure Path as Skilled Play (similar to Gloomhaven or a CRPG). Teams play through the AP in basically a "keep score" fashion (even if they're just "keeping score" with their expectation of self). In this form of play the GM needs to be good at (i) - (iii) above though the expectation of theatricality is comparatively muted. Less important than theatricality in exposition is (iv) the ability to deliver the puzzle/obstacle information sufficiently (revealing enough but not leading in a way that impacts Skilled Play) and (v) play "Team NPC" aggressively but fairly. (iv) and (v) become even more important if this is a tourney-esque scenario (like at a Hobby Shop) where you're going to run multiple Teams through it and they can compare and contrast their success (their "Score").
These are two discrete forms of play that are very "reveal what is in the GM's notes"-intensive.
Not all notes are like this or for this...but these two forms of play are orthodox D&D (there are other forms of D&D, but these aren't remotely deviant forms of D&D...they're everywhere).
I feel we covered this ground in other conversations. My point is I think your analysis and mine are biased here. When we frame this in terms of degenerate play (a term I really despise), railroading, as playing to find out what’s in the GMs notes, especially when we are trying to analyze playstyles we don’t like (I don’t care for adventure paths and metaplot) it is a belittling label that I suspect most adherents of said styles would reject (even those practicing ‘degenerate play’ within those styles: will not be using this term again in this thread but invoking it so you are clear on what I am saying). I just think it is a little convenient that these kinds of labels tend fall conveniently around the parameters of ones own playstyle. I think a better term for metaphor and adventure path is linear structure and event based. Railroad can happen in ANY structure if the GM blocks choices or forces players to go a given direction. Even in a metaphor (EDIT: metaplot) driven adventure, the sham (EDIT: GM) can respect player agency and shape metaphor (EDIT: metaplot) around their choices (to honestly reflect their choices). Then it wouldn’t be a railroad.
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