They have no choice if all roads lead to the same thing. No choice, no agency. No agency, yes railroad.Because no player agency is being thwarted. Players didn't make informed choice about haunted house in the first place, so their choice is not being overruled.
The first thing needn't be a trick, though.if I am presented with four cardinal directions to choose from, and no matter which direction I choose, the adventure the GM has planned is going to happen, that is absolutely a railroad. The choice of direction is meaningless in this case.
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if you are tricking the party so they think their decision to go west was the thing that led them to the haunted house (even though all directions led to it) absolutely, it is a railroad.
It's not the ogres. It's the concept that's being argued. Ogres are just the creature of choice for some reason, much like trolls and the metagaming debate. You can replace Ogres with Gelatinous Cube, Giant, Dragon or One Eyed One Horned Flying Purple People Eater and nothing changes.Good lord, we're back to quantum ogres.
I won't tackle sandboxes in this post, just "linear adventures".I still don't believe railroading is a situation of Sandbox v. Linear game design.
A linear game defines the scope of area of the action. They can do whatever they want but there's nothing to see and not much to do other places. Its not entertaining to go to X city and do Y because there's no interesting conflicts in X city and no complications doing Y. This lets the DM ensure that the place they are having fun in is the place where the DM has concentrated his efforts into.
A sandbox is a game where the entire world has a more diluted sense of interest and while the cool stuff isn't condensed enough for an overall greater storytelling device, it allows the players to feel like they're encouraged to engage in activities that would lead them far off from a road.
So, in a nutshell. Sandboxes are off-road experiences, linear games are on-road experiences. Neither of which is necessarily railroading since the DM isn't forcing or punishing the players for their engagement techniques.
You are the one introducing the notion that it is secret. Why assume that?Because it is a location. And by making it come up no matter what direction they decide to go, even if their decision is effectively randomly choosing, it means it doesn't matter which direction they go: they will always encounter the haunted house. Also by letting the players pick a direction but then secretly deciding that direction always leads to X, you are creating the impression that the players have a choice, while they in fact do not.
Multiple DMs in this thread have said they use or would use it, though.Yes, I understand how the ogre stands in for many other things. It's a stupid bloody argument about an example only the worst kind of DMs would even consider. It's not worth the time to type it out.
I don't think my players want me dictating the color of their cloak, either.You are the one introducing the notion that it is secret. Why assume that?
As far as it being a location - yes, it doesn't matter which direction the PCs go. Why should it? Why is location a more important element of the fiction than the colour of a PC's cloak?
I don't think so. Not to say that I'm hard disagreeing with you, just that I think it's really worthwhile to open up our perspective about what decision-making matters in a RPG.Presumably if the players are choosing a direction it's because they want to go to a certain specific place that they do know about.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.