Inspired by the High Level Adventures thread, but focused on a particular thing.
There seems to be a concern that high level PCs, or even lower level ones in possession of a wish, would use a wish to just not go on the adventure. If the quest is that they retrieve the Sword of Awesome from the Tomb of Badness, they will just wish the sword into their hand.
Haven't had a group specifically do this, mostly because of the bad vibes that still linger on
wish because of its old-school "be a jerkass genie" reputation. However....
Or otherwise use powerful magic to circumvent play.
Of course they're going to do this. Why wouldn't they? Play is
dangerous (to the characters.) Why do characters seek the highest AC item they can equip that doesn't cause them problems? Is that "circumventing" the play of taking more hits? The exact same logic applies to leveraging powerful spells in order to circumvent the expected play of an adventure. (IMO, excessive focus on verisimilitude to the exclusion of all else and the lingering impulse toward aversarial DMing is a big part of why this logic is so prevalent among players today.)
You are asking an age-old question in game design: Why do players optimize the fun out of games? The answer is that they have been given perverse incentives. The gameplay
task, which is meant to be enjoyable, is wholly distinct from the gameplay
outcome, which is meant to be valuable. (Using my own terms here, no idea if there's a formal term.) If a different task can be substituted which achieves all of the same outcomes but with lower risk, higher rewards, less time spent, or any combination of the three, players
will take it--because you have told them that the outcome is valuable.
Game design which fails to align tasks with outcomes in one way or another has created a perverse incentive. Instead of giving players a motive for doing the things that are fun and constructive and pro-social, it gives players a motive for doing whatever it takes to reach the desired outcome, even if it is an inferior experience to do so.
Solving this problem is a serious challenge for any game designer. Solving it in ways that don't depend on trivializing the process is that much harder, but sucn nontrivial design is the only design worth pursuing.
Has anyone ever actually done this, or seen it in play? Is it a valid concern? Why would players choose to avoid playing?
I have, yes. I played in an epic-level gestalt 3.5e/PF1e mashup game. We repeatedly no-sale'd the DM's adventures by having ridiculously over-the-top feats of magic. I was playing an Int-SAD Druid|Wizard gestalt (really really fun build, not OP but very versatile), and I single-handedly solved a refugee crisis in a Ravnica-like "city-plane with natural areas outside" area. I could feed thousands of people with a single
non-epic spell, and between my magic items and other benefits, I probably could have done a lot more, but I stayed focused on that specific thing while others did other things. (Well, and I used an epic PrC feature to calm people down.)
It is a valid concern, because players will take the most effective strategies to achieve their desired
outcomes even when those strategies involve dull, simplistic, annoying, or otherwise not-fun tasks. The outcome is what is valuable, the task is simply a price paid to reach it. Why would you willingly pay more for the same goods, when you could pay less? Why wait longer for the same goods, when you could get them sooner? Etc.
The only way to avoid this problem consistently is to design the game such that doing the enjoyable thing
is the most effective way to make the wanted result happen. When it is
fun to do the optimal thing, you will never have players caught between whether they should do something that is "boring, but practical" or something that is "cool, but inefficient," as TVTropes would put it.