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One GM tactic that can rub players the wrong way is railroading, where the GM is overly controlling of the story. No matter what the players do, the story continues down the path the GM has laid out. All GMs in our group, myself included, are guilty of using this tactic at least once, if not constantly.
So in my next campaign I'd like to intentionally NOT railroad the group. My campaign is sandbox style, but that does not by definition prevent railroading. I think the true agony of being railroaded is that the players' decisions are meaningless and don't affect the outcome of the story. So I'm trying to brainstorm ways to make the players' decisions matter.
How else could a GM implement the opposite of railroading?