It goes back to the quantum ogre discussion. It was the DM deciding your first encounter out of the town is with an ogre.
Whereas I see the DM putting encounters in your path just one part of balanced adventure writing.
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I don’t see how a balanced encounter (I.e. it overwhelming force) can ever be railroading. Not unless repeated ad nauseam.
Well, suppose that in scene A the PCs befriend NPC X (resolved via application of the social resolution mechanics) so as to achieve goal P, while killing NPC Y (resolved via application of the rules for resolution of violence) so as to achieve goal Q.
And now suppose in scene B the GM has X turn on the PCs and thwart their aspiration for P; and has NPC Z, a newly-authored NPC, turn up to try and stop the PCs achieving Q by fighting them about it.
That looks to me like it could be railroading - the GM is not respecting the outcomes of resolution, and is manipulating the fiction so as to continue to press his/her conception of what it is going to look like regardless of what the players have their PCs do and regardless of success in action resolution.
I don't think the pattern of play I've described above is merely hypothetical, either. I've seen modules that encourage the GM to do both: modules that tell the GM to have a particular NPC betray the PCs without any regard to outcomes of social resolution processes; and modules that tell the GM to introduce a new oppositional NPC if the PCs kill the original one (Bastion of Broken Souls is an example of the second pattern that I remember especially well).
Question; let's say the PCs come to two doors. The DM's planned encounter is behind the left door.
The PCs take the right door... so the DM moves the encounter to behind the right door.
Is this railroading? I'd argue no, even though it is forcing a certain outcome to happen
In my mind, this depends on details that are missing.
Is the choice to open the left rather than the right door supposed to matter? In that case, it seems railroad-y to me that the same thing happens whichever door is opened.
But if the choice is merely colour - like a player choosing the shape of a PC's belt-buckle - then it doesn't seem railroad-y.
A complicating consideration is that, for purely historical reasons, D&D play obsesses over architecture and geography whereas it largely neglects belt-buckles (contrast, here, The Dying Earth RPG), and so there is a weight of convention to at least
pretend that choosing the door matters in a way that choosing one's clothing doesn't. Breaking free of that convention can take a bit of an effort of will!
But you are literally talking about changing the result of them going through door A or B so the encounter happens either way, that is railroading. I am not saying you have to plan every encounter in advance. You can throw ad hoc encounters in, you can roll on tables. But if player choices always lead to where you want, whether they go left or right, or whether they say yes or no to the NPC, then that is railroading. It is about not respecting the choices players make and just imposing what you want to happen
You are assuming here that the choice of door should matter. But maybe it's just flavour! In which case there's no railroad.
When my group plays Prince Valiant I'll often pull out the map of Britain in the front of my Pendragon hardback and we'll work out together where they're going on the map. But those decisions have ZERO implications for what encounters I frame. It's just to help me narrate "woods" or "swamp" in a consistent way, and to help maintain at least a rough consistency of which town or castle is near to or far from which other town or castle. This isn't railroading; it's just a different focus to play from a Cook/Marsh expert hexcrawl: the action of play isn't about
which hex the PCs are in, but rather
what happens when they meet the Huns? (As it turns out, they beat the Huns with their warband and then converted the bulk of them (who had survived the skirmish) to Christianity and added them to their warband as light skirmishers.)
Going through the left vs the right door may be significant in a map-and-key exploration game (eg Keep on the Borderlands/Caves of Chaos as presented by its author). But in a different sort of game it may just be colour. Hence why - as
@iserith has said - there can be no de-contextualised answer to
@Urriak Uruk's question.
Is the dungeon a space to be explored (with the possibility of the PCs not finding everything) or is it a tool for pacing a linear adventure? If the latter, why even bother placing the encounter. You could keep the content--monsters, treasure--of a dungeon separate from the map, and then just choose what the PCs encounter when they enter a given room.
Treated as rhetorical, I feel the force of your question. Treated as literal, see my remarks about the inheritance of convention earlier in this post.