So would you consider a dungeon crawl with an open floor plan and no plot what-so-ever a "railroad"?
Because if I have a map of the dungeon that includes the locations of all treasures, routes, monsters, and traps, including hidden ones, and the monsters stat blocks, I guarantee you that I can come up with a route that has a drastically higher reward to risk ratio than anyone could realistically stumble upon using only in character information.
Or hell. The players want to get into a locked room. Is this a railroad?
The GM doesn't tell them they have to get in, the players chose this goal for themselves. The GM has no plans for how they could get in; they could kick the door down, pick the lock, search for a key, teleport, turn incorporal, shrink down and crawl under the crack, try and bluff someone into letting them in, create a diversion and force the guards inside to come out, tunnel through the wall, blow the wall down, dig under the wall, etc. etc. etc.
But, if the players know that there is a key hidden under a fake rock in the garden, why would they bother with any of these things? Using the key is clearly the optimal route.
Right, but failure is off the table. There is now zero possibility of actually losing.
Likewise, most players are, to put it bluntly, not invested enough in the game to actually look for some better solution when they have a nice, easy, simple, straightforward, guaranteed to work solution handed to them.
This isn't really a game, this is more just the players acting out the GMs railroad. Honestly, it's kind of an inversion of a traditional module. In a traditional module, the GM gives the players a goal and then lets them figure out how they are going to accomplish it. In this hypothetical, the PCs tell the GM their goal, and then the GM tells them how to accomplish it.
That's actually exactly what I am saying. That's a very good way to put it.
Playing with full knowledge is a lot less like a traditional adventure RPG and a lot more like planning a heist.
And, IMO, planning a heist is a puzzle, not a game.
Now, you can make it a game by adding in elements that make it difficult to execute the plan or force you to improvise in real time, for example, Teris is the quintessential "puzzle game" yet it still relies heavily on RNG and manual dexterity, but those aren't going to be present in a traditional tabletop RPG.
You aren't describing an RPG scenario. You are making up your own game with a bunch of artificial rules.
Throwing a bunch of pre-gen characters at a balrog and then not giving the players sufficient time to even learn their own character's abilities, let alone the balor's, doesn't prove anything, and it certainly isn't anything comparable to a full information scenario.
I can guarantee you that if you gave me an actual sixteenth level party that exists in the world and which I am familiar and put me against a balor that is forced to follow a combat script, I am going to dribble it like a basket-ball.
Of course, that isn't really comparable to what we are actually discussing; because the key factor is the GM telling the player's what to do to win.
At which point, I don't really have to engage with the game at all to win.
If the GM shouts "Ok, next round the balrog is casting blasphemy, so make sure your cleric casts silence!" I can just respond "Ok, my cleric casts silence. What should I do next turn?" ad nauseum.
Absolutely. I conceded that point three posts ago. Hell, I outright *made* that point three posts ago. Because it isn't a point I am actually defending. I have no stake in propping up a strawman.
The point I am actually making is that in the vast majority of RPG scenarios, if the GM is simply going to tell you the best way to resolve encounters, then there is no challenge, excitement, or decision making inherent in the game unless the players decide to inject it in artificially, and if they are doing that the game is more of a collaborative story-telling game than a typical RPG where you are playing a character and trying to accomplish said character's goals in character..
C'mon dude, pot meet kettle and all that.
I am talking about tabletop RPG scenarios, and you are the one trying to bring computer rpg's into the mix.
I didn't realize you were suddenly redefining our argument about tabletop RPGs to be exclusively about three specific computer games I have never played and dismissing all other games are "irrelevant".
I am not "making up" anything; it is an objective fact that the majority of computer RPGs which I have played require some manual dexterity on the part of the player. Not all of them mind you, the Interplay Fallout's don't for example*, but the vast majority do. Heck, even Final Fantasy games often require you to input button combinations or play timing games for certain moves.
And finally, I am not trying to argue a point. The only reason I even brought up manual dexterity is to preemptively shoot down the argument "Well if RPGs are so easy, how come people can fail at them even if they are following a guide?", to which the answer is almost certainly either RNG or lack of manual dexterity.
*: Well, not much. It is absolutely still possible to misclick your mouse and shoot your ally in the back or drop your controller on the floor and not be able to pick it up before your turn timer ends or whatever.
Full agreement here.
Again, agreed.
I am not even sure what you are trying to argue here. Are you saying that optimization is binary? You either have the mathematically optimal solution or you don't? And even if you are 99.99% efficient, you are still not "optimal" because optimal is 100% or bust?
Because an RPG module can absolutely be optimized under this definition. Set a goal. And then mathematically fine tune your strategy to achieve your goal with the minimum of risk.
NichG's analogy of planning a heist is very close to what I am getting at. Do you not agree that it is possible to optimize a heist when given full information about the scenario?