Agreed. (That may not be surprising.)I don't see much of a point to "the GM has set the mayor to away, how do you wish to proceed" play really. This reads very much like @pemerton's GM's puzzle box, where the GM has set an obstacle and wants players to overcome it by solving the puzzle the GM has created, and so becomes upset when the players deploy an asset to bypass the puzzle solving.
Overall, I prefer check-based systems (eg Circles in Burning Wheel and Torchbearer; Streetwise in Classic Traveller) but also enjoy resource-based ones. But I also conceded that, in most versions of D&D, stuff like the helpful sister will probably be done via free roleplaying and negotiation, rather than via expenditure of resources or making a check with a meaningful consequence for failure. I still think this is viable, and that claim is based on the experience of handling it via freeform roleplaying and negotiation in Rolemaster.@pemerton was pretty clear a few times that there should be some kind of check or cost to deploying these assets -- the idea that this is just "the players make up how they solve it this time and the GM is powerless" is a strawman of large proportion. Your sister pens you into the appointment book? Well, she wants something for this or you need to convince her to do so. Unless it's a resource token of some kinds that is spent, in which case it's still paid for.
Part of what makes freeform approaches viable is that, in the end, the players will confront a challenge or obstacle or demand that it's clear can't be resolved by their PCs' helpful relatives or friends: eg if it's established that the mayor is neither relative or friend; and it's the case that the players (and the PCs) want the mayor to do X; then the players are going to have to come up with some plan of persuading the mayor to do X (or replacing the mayor with their friendly doppelganger who will do X, or whatever other plan they come up with).
And credit where it's due: I'm really just reiterating here a point already made by @Hussar.
What's more boring? Having a player decide their PC's sister works for the mayor, and that they will ask her to leave the side gate open? Or having the PCs work through whatever means or resource expenditure the GM had in mind?The players should never be able to infinitely declare obstacles overcome. That’s boring. There should be risks of failure (rolls) and/or costs (spending limited resources) involved.
So in the sister/mayor example we have a goal (talk to the mayor) and an obstacle (the mayor’s too busy). This should, of course, be tied to a further goal and an obstacle that, hopefully, the mayor can help with. It shouldn’t be a self-contained goal/obstacle unto itself.
We have two ways of handling it. 1) the player simply declares the obstacle overcome and goal attained, or; 2) some risk or cost (or both) to overcoming the obstacle and attaining the goal.
I see no point to 1 as it’s dull and boring.
I'm with @Hussar - if the players are positing the sister solution, presumably they aren't super-thrilled by the prospect of doing whatever they think the GM would otherwise have them do!
(The idea that this is the first step on an infinite path is of course pretty implausible; everyone at the table recognises that there are limits implicit in the fiction about who the PCs friends and relatives might be, and everyone at the table recognises that at some point the PCs will therefore have to find some non-friend/relative-based solutions to their problems.)
This claim seems implausible to me - an overgeneralisation. And it also rests on exaggeration.If any and all obstacles are as easily overcome, by simple declaration, we’re not playing a game, much less somehow playing through a story. Because, again, stories have drama and tension.
D&D magic-users from time to time resolve obstacles by simple declaration. That doesn't necessarily prevent there being drama and tension - and I'm not just meaning the tension of do we have enough spells memorised? A lot of people assert that they can experience drama and tension in their free-form social resolution, and that is nothing but simple declarations.
If the discussion about the sister occupies twenty minutes of table time, in which there is consideration of things like whether she and the PC are on good terms, and whether she will get in trouble if the mayor learns who left the side gate open, and whether or not the PCs should offer a sweetener to get her to agree to help them, and a bit of roleplaying of the actual making of the request, then maybe there might be quite a bit of drama and tension. That's really quite context dependent.
Conversely to the above point: if the players decide that their PCs need to see the mayor today, and so are prepared to put in effort to do, that does not guarantee drama and tension. I don't think that working through the GM's conception of how to get into the mayor's house will necessarily be drama-and-tension laden. That will depend very heavily on the fiction that the GM has in mind. Based on my experience, I think there's actually a real risk of it being frustrating, or of turning into comedy (because this sort of thing is very easy to lampoon).you don’t need 2 unless there’s drama and tension to evoke. Time pressure, for example. Unless it really matters that the PCs talk to the mayor right now today, it doesn’t matter that she can’t see you until next week. So they’re willing to risk a setback and/or pay a cost.