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How to avoid the feeling of railroading in my campaign pregame?

This question is related to my other question. Please see that one for campaign background, rather than me repeating it all here.

I don't want the players to feel "trapped" and forced into a "tunnel", even though it's exactly what I do. Currently, I think I achieve this, here is how I have done it.

I have created 7 different ways to bring the players into a situation where the super-being is "pushed" inescapably into "freezing" them, as a consequence of their acts. I have enticed them into getting themselves into this situation by using their archetypes. One of the players is a brute that wants to fight and the other has a very physically weak character, so he needs to protect the brute from himself. The players created those characters by themselves.

Is there a better way to achieve my main goal (bring them into the frozen situation while activating the next game situation) while not bringing a "tunnel" effect?

Kheldar
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