Crimson Longinus
Legend
But does it feel forced when you're playing that rogue? Presumably you suspected that there might be trap as you declared you search for one, so finding it would seem perfectly natural.It seems the default assumption when it comes to GM fiat or railroading is that it is done to minimize player agency at the expense of the players. This makes sense, as it maybe speaks to rpghorrorstories we may have experienced at some point in the past. But I get just as annoyed, as a player, when I feel DMs are fudging things in our favor. I'm most content when the world feels neutral: reacting to our character's actions but not revolving around them. For example, and per the earlier (or in another thread) example of "I search the room"
My character may be a rouge who wants to do rouge-ish things but this feels...forced.
Now sure, sometimes there might be dead ends and wild goose chases that lead nowhere and not everything needs to have meaning. But as a player I feel that one of the most frustrating experiences is when you can in theory do anything, but you manage to miss the interesting thing and the GM just lets you aimlessly wander around doing inconsequential things that lead nowhere. I hate this and one of my personal guiding principles as GM is 'whatever you do, something interesting will happen.' Now granted, usually have pretty rich environments planned and plant plenty of hooks, so normally interesting things will follow naturally. But if it would seem that the players would fixate on 'wrong thing' that is about to go nowhere, then that is the instance I would deploy illusionism/fiat/force/whatever to make it significant. I am fully convinced that it results better player experience.