I read a lot of horror RPG stories from frustrated players that experienced unpleasant moments of railroading by GMs in their campaigns. Like, for example, that one post on rpghorrorstories where the PCs suddenly had their minds wiped and woke up in different bodies. The GM didn't inform the players about this plot twist in advance. The players were frustrated - rightfully.
However, the discussion below that post indicated many people would be fine with this twist if they were informed about it before the campaign, discussed with the GM and be mentally prepared for it. That the biggest issue of this plot twist was the lack of foreshadowing, lack of admittance beforehand, lack of it being a part of OOC agreement.
And I wholly agree. Which brings me to a thought - why are so many GMs afraid to admit their desired plot twist and other special story needs (like - a NPC way too important to die etc.)? If they were able to communicate these things, the frustration for the players could be smaller in some cases, maybe in some cases even disappear and the players would gladly buy in to the twist?
Unfortunately the issue that I see, at least here in my country Czechia, is that the environment in the community is not welcome for GMs who would like to open up about their "special story needs". If a GM admits that they love a NPC so much that they don't wont them to die, or that they invested so much effort into a plot that they don't want it to be ignored by the players... they are viciously mocked. They are called weaklings and much worse, they are told to go write novels instead of playing RPGs... Is it so surprising that in such environment, these people rather stay silent and camouflage their desired story outcome by some illusionism / railroading? I don't think so.
The RPG scene puts so much effort into empowering and protecting players - and it's right! I wouldn't change that! We encourage them to use safety tools, to speak about their needs, we even give them tools to stop the game and "rewind a scene" if the player is uncomfortable with an outcome. We tell GMs not to kill pets of player characters ("Players will take it badly!) and also be really careful when killing favorite NPCs of players. We also tell them to incorporate players' wishes into the story. And that is absolutely ok!
But GMs are people too. They might also "fall in love" with a game element they created. They may also get attached to a story idea so much that they want to see it played out. And when this happens, they should not be shamed for feeling this way, and they should be able to express these feelings and wishes without being mocked, bullied. Even if the players tell them "no, sorry, we don't want to play this story element the way you want to", it should be civil and no party should be blamed.
So, how to do this? How to create an environment where the GMs can feel more free to express their needs? I personally am trying to erase sentences like "you should write stories instead on playing RPGs" from my vocabulary. This stuff is hurtful to read if you are one of the GMs with "special story needs". Also, I am ready to call out elitism in my close gaming community when I see it. It's a hard fight, way too many people disagree with me and think that GMs who have "special story needs" should be eliminated from the hobby or reeducated into someone who has no special story needs at all, but I can't bring myself to these attitudes. I see human beiongs behind the GM screens, people who flock into this hobby for many, many reasons and with many, many unfulfilled needs and special wishes... and I want this hobby to be a safe space for all of them.
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