hawkeyefan
Legend
This is a perfect example of what I was talking about above.
The less player-facing the game is, the more vulnerable it is to Illusionism (in precisely the way you described). This can be a feature or a bug depending upon what sort of experience people are looking for.
If you consider it a bug (either as a GM or as a player), then a game that is codified and player-facing is going to put you in an infinitely more secure position.
If you consider it a feature, then a game that is codified and player-facing is going to put you in an infinitely more insecure position.
A lot of it seems to be about the constraints that are placed on the GM. Games like Dungeon World or Blades in the Dark limit how the GM can act and expect the GM to adhere to very specific principles. These things are designed to remove the chance for Force to come into play.
On the other hand, D&D grants the DM almost complete authority, although there are some limits that are expected, and others that are suggested.
So for D&D to allow for a high degree of player agency, the DM has to essentially place constraints on himself. This requires some real discipline on their part, and also some real shifting of play focus and expectation.
I run a 5E game, and it’s very player driven. Not as much as my BitD game, but more so than standard 5E D&D tends to be. I largely run material that I come up with, based on what the PCs are doing at any given time, and in response to the fiction that’s been established.
For some reason (largely because the Chult location from Forgotten Realms was an important element in our game) I decided to incorporate the published adventure Tomb of Annihilation into our game. I thought it would be cool to do an old fashioned dungeoncrawl, especially since it could easily connect to our ongoing game.
It was disastrous.
Which is a shame because the adventure seems pretty good for what it is and what it wants to do. But it was simply a poor fit for our game. The clash in approach was too much. The adventure needed to be run in a way that I had not been running a game for some time.