Lyxen
Great Old One
Bingo. I do not run games that are illusionist or participationist in my home games. I let the player characters direct and drive things, and I allow the dice to fall where they may. If a pre-published adventure requires some degree of participationism, I will advise the players that there is an assumed path/flow of the adventure module and they'll need to work within those confines as part of the adventure.
At least, your position is clear.
However, I will almost always alter the module to accommodate the actions and desires of the players overall.
So you will allow revisionism for the actions and desires of the players. Then why not to make sure that they enjoy the game more overall, even if it's not specifically voiced ? Is there an arbitrary limit ? Why ?
While I agree it is acceptable within the appropriate context, the term "force" is loaded with a negative connotation. But the inherent badwrongness of force is a cultural phenomenon in the same way that the discussion of "authority" at the game table leaves most gamers feeling "icky." But the application of force and assertion of authority are neutral at worst; it matters entirely their implementation and the ends to which they are implemented.
Thanks a least for this, since it's the core of what I've been trying to say...
Matt Mercer certainly calls upon The Force (TM) when running Critical Role, yet people adore him. Matt Mercer is a talented gamemaster, yet he is required to use The Force when gamemastering because he's taken on a position as a writer, entertainer, and stageshow magician to craft an experience for his players and audience.
Why, yes, I'd like to reiterate that statement: Critical Role is less of a D&D game and more of a D&D experience.
This, on the other hand, annoys me. Honestly, who do you think you are to make such a statement ? To re-label something that is clearly not only the way it's played by many players, but that is also clearly the way advocated by the rules and the designers intent themselves ?
If you go that way, I am certainly tempted to say that all those who ignore the clear designer intent (To play D&D, and to play it well, you don’t need to read all the rules, memorize every detail of the game, or master the fine art of rolling funny looking dice. None of those things have any bearing on what’s best about the game.) to play a game which focuses on RAW and rolling openly and having the DM submit to the same rules as the players and playing on a grid pushing miniatures as not really a D&D Game, but a D&D Boardgame...
