Aenghus
Explorer
No, it's not. Everything is due to the DM. If you're the players, you're either tracking your own internal goals, or your success is manifest in part through your ability to achieve the DMs vision, and in part through your ability to persuade him of the merits of yours.
To put it another way, the idea of a success that is manifest in the game world and is contrary to the DM's vision is nonsensical. You can't beat the DM. Which is fine, because D&D is not about players taking on the DM and winning.
I don't subscribe to your above manifesto. I've seen far too many DMs veto entirely reasonable actions, and damage their game in the process, to accept it. Some DMs will admit this after discussion and change their minds, meaning the the players have a chance of success despite the original vision of the DM. To err is human. Even as a DM I'm far from omnipotent. Occasionally I make mistakes, mistakes in rules, in vision, in plot. So, sometimes players make their case and sometimes I acknowledge their arguments have merit and make some changes. Refusal to admit error can be a weakness.
Games aren't static, frozen things, they change as the participants change and learn. I rewrite elements of my world's background sometimes that implies a cascade of changes that make what was formerly unlikely now likely and vice versa. My gameworld isn't rigid, it has flex and can adapt to changing circumstances without shattering.
I get lots of my ideas, my vision from my players. The game isn't only mine, and I value their input even when I don't use it.
I think it's fair to say that most rulers have people working for them that are stronger than they are.
There's some gray area there. However, I think that if anyone's defenses can be defeated by a first level spell, they must not have anything worth defending. If they did, someone would have gotten to it before the PCs.
I think even a very minor lord has mid-level NPCs of various classes working for him, and I think that anyone who is in a position of standing guard or protecting someone knows that if a person casts a spell, you should consider it a hostile act and either attack them or run for help immediately. Barring certain specific exceptions of course (spells from known friendlies, silent/stilled spells that aren't apparent as such).
It doesn't take much to beat a charm; a cantrip can detect an enchantment aura, at which point you know something is wrong. Surely no one gets in to see anyone of consequence without at least that simple test.
I would guess that in many campaign settings, it's entirely reasonable that players can assume/acquire positions of political power commensurate with their capacities and achievements. I don't think that will typically involve them using level 1 charm spells to work their way to the top, but it definitely may happen by other means. Most likely, they'll be awarded titles voluntarily, or perhaps they'll overthrow leaders using much more impressive methods than conversation and low-level magic.
I'm not addressing Charm Person as it's overpowered in social situations in most editions of D&D, IMO because it's designed for dungeons not the social game, and first level attack spells had to be overly powerful when Magic-User's only had one spell a day. It's power distorts the debate.
Actual rulers have to interact with lots of people on a regular basis. Higher nobility had to make regular public appearances, visit other noble residences, and IMO weren't as isolated as modern figures can be. Personal contact was more important with no phones or email. Lesser rulers have to meet farmers and merchants as well as other aristocracy and can be around the public all day.
For rulers with less resources and lots of people to meet, cantrips go only so far, and if they are all being used for magic detection, who is checking for poison? I don't see it possible to scan everyone, or that there is always, always a cantrip spare to scan PCs just to stop their schemes, it beggars belief.
An alternative for high level NPCs is items like the greenstone amulets in Forgotten Realms (which granted protections including Mind Blank) or even artifacts and relics. Royal regalia are a good candidate for providing appropriate protections to royalty.
But really, in some campaigns PCs start or evolve into powerful figures who can expect to be treated with respect in the gameworld in the majority of circumstances. Ordinary NPCs will be afraid of the PCs and will want to avoid offending them. It doesn't mean the PCs automatically succeed, or people won't attack them, but they won't be randomly insulted and I will expect the PCs to respond negatively but appropriately to any insults. I like mid to high level play and that's the situation in my game much of the time. I suspect thats the case in Hussar's game as well.