I was thinking something more along the lines of this: "In this world, the king refusing the accept visitors is strange, since kings need to see visitors. So something strange is going on."
I think that information is helpful - to the game; I think there could be enough confusion over the idea of getting an audience with the king, and how it works, to warrant handing out this information. In my mind it's similar to saying, "Okay, you didn't address him as 'My Liege', which is a big deal in this world, since they're big on manners - it keeps them from killing each other over matters of honour. Do you want to add that in?" Or even, "Men aren't normally allowed to talk at court; their wives represent them. Unmarried men are generally forbidden from court." You know, setting stuff the PCs would know that the players might not. (A stranger from a strange land might not know this, though...)
Like you, I want the players to make decisions, I just want to make sure they have enough information to be able to do so. Since this is a strange situation that the PCs would pick up on, I don't want the players to confuse it with a run-of-the-mill elitist king who doesn't hold court.
How would you handle this situation if the players assumed it was typical behaviour for kings in this world?
Most good questions can only be answered "It depends". These are good questions. Any setting info the PC would logically have should be provided. Appropriate honorifics should be assumed – that’s knowledge the PC has. I’m not judging the player’s speech, but his PC’s skills at speechmaking.
The matriarchal society you suggest has two possible results. If the PC’s are native, they know this and that info should be passed on. If they are not, this may come as a surprise to them. Maybe that’s why the Chamberlain refuses them admittance and, as they don’t know this local custom, they need to find out. As you note, a stranger from a strange land is quite different from a native. However, Knowledge: Nobility might well let you know about this odd custom in a foreign land.
If the players are clearly making an unfounded assumption their characters would not, then I’d fill them in.
So, would you let the player try to get off the top of the Empire State Building by just jumping and using a tumble check to land with no damage? To try and cross boiling lava using swimming? To try and make gunpowder and a gun assembly line using alchemy and craft? To play a Ferengi starship captain in a game that everyone agreed was going to be set in something approaching real medieval England? To try and convert the Pope to atheism using diplomacy? I mean, those are all the PC controlling his player too, right?
If the answer to even one of them is no you wouldn't let them meaningfully try, then is it now just a question of where the line is drawn?
Exactly – it is a matter of degree, not an absolute.
I'm talking about what you call a Schroedinger's NPC. A game element that may or may not exist.
In my approach, it's clear that said character exists or does not exist at the DM's pleasure and behaves as the DM decides. It's clear that the player has no authority to dictate anything outside of his own character's decision-making.
Once you deviate from that, it's unclear how much the player can dictate. If a player wants to accomplish a particular goal, who decides the circumstances around that goal? I can't tell.
This is unquestionably a major question of differing playstyles.
Sure. That's the beauty of d20. You can hack it to do all kinds of things.
But if you do that, you're responsible for the consequences. In reference to what was once the topic of this thread, if you give spellcasters the ability to dictate these kinds of terms, and don't give it to the rest of the characters, it may some problems.
Exactly. It is not the rules’ fault if the ripple effect from my rules hack are not to my liking. It is my fault for not considering the full implications of my change.
Not sure if that's a Diplomacy check, but yeah, if he makes the DC (which will most probably be veeery high).
Why are you uncertain if that is a Diplomacy check? The PC wants to persuade the Pope to take an action. And I note you are setting the DC “veeery high” – to me this implies “high enough that it ain’t gonna happen”. How is that any different from looking at the PC’s, noting the best Diplomacy modifier is +23 and setting the DC for persuading the Chamberlain at 57?
I don’t see a ton of fundamental difference between “he dismisses you” and “go ahead and roll and then he will dismiss you”. Either way, your diplomacy check cannot succeed.
To counter, the Diplomacy skill has very specific uses and the rules place very specific restrictions on its use. Our point is that using these restraints is not representative of arbitrary or capricious DM force anymore than not allowing Swim to be used in a desert is. The absurd is merely being used to illustrate that point. Players may not always be privy to all the factors that would or would not make Diplomacy a viable option in any particular scene, nor, some of us think, should they.
Exactly. [As a note, I can’t seem to xp many people participating in this thread…sorry about that!]
A caster can change his options over night. A fighter can't.
A fighter can switch from sword to bow in mid-battle. The wizard cannot change his spells that quickly. By that comparison, the fighter is more versatile, but only within a much more limited range.