Sometimes plots that feel like they are on rails aren't.
I'm not saying this because I think people unjustly accuse some storytellers of this "too much". It happens all the time. But I have run things sometimes where people have said "this is on rails, I don't have choices!" when largely, it was because the choice they felt kept the story on "rails" was essentially the easiest choice for them (and their characters) to make.
For example, on The Reach's Changeling sphere I ran a plot linked to the metaplot of The Reach in general. It was about an ancient True Fae being released. This True Fae had power over Time (and I had to really consider all my options if I wanted to play with that).
Previously, I had run another plot in which someone actually acquired something that could (theoretically) kill a True Fae. I didn't know if they were going to use it, but the possibility was there. I provided it.
And then I introduced this time-futzing Gentry.
The players--of which there were many, which is a problem with running stories on MUs that I will gladly get into some other time--could have done a whole bunch of different things:
- They could have shot the Gentry to death with their Gentry-killin' bullets (mentioned above);
- They could have attempted to talk to him;
- They could have ran away really, really fast;
- They could have stood there in shock and seen what he did;
- They could have done any number of other things.
But the person with the bullets spent a turn staring--and no one said moo. So the person emptied the clip into a very confused True Fae's face and that was that.
This was the easiest solution to a very obvious problem: The Gentry are the worst thing to ever be bad, as far as Changelings are concerned, and being able to kill one who managed to show up in the Hedge near their Freehold was a no-brainer... right?
Sure. But it wasn't their only choice. It was the "best" choice. But not the only choice. (And it wasn't even the best choice, because they all also knew that the True Fae was one of the Seals keeping Scout at bay, which meant that killing the Gentry (best choice, typically) was a bad idea (choice).
Did that one person with the bullets have more power of decision over this than everyone else? Sure. Was that the best option? Eh. Maybe not. But that's how the plot turned out. I gave them those things long before--some people keep those things to themselves; other people share them. IIRC, she shared the knowledge that she had those with lots of the people present and no one actually objected to her having filled the Gentry full of magic lead.
What I remember is a lot of people feeling disappointed because killing the Gentry was "just as bad" as letting it live, because they had broken a Seal. So no matter what, they'd lost, and because so many other plots had gone wrong, they were tired of "losing".
But I don't really plan plots based on whether or not other people's plots are going well or not. If I did, I would literally never run a single fucking thing because fuck that.
TL;DR sometimes there are rails, yes, but sometimes people just aren't willing to make choices (or have their characters make choices) that would move the plot off the obvious, beaten path.
This has been your tangent of the day.