Sure. But we're not talking about things explicitly covered by the rules. Which is the problem. We're talking about situations where the referee has to make a call and players being upset by those calls.
Sure we are. That's what the point of the Rustic Hospitality thing is. That's why we're contrasting it against
rope trick and
pass without trace. That's why DMs complain so much about only selective "unrealistic" things (like "whack-a-mole" healing) and not others. Etc. The rulings and the rules can't be siloed apart here. It would be like saying we aren't discussing the Constitution, just the SCOTUS precedent surrounding it.
Some players want the referee to not have the authority to make those calls because they might make a call the player doesn't like. Some want the rules to cover everything. Either way, you're ripping the heart and soul out of the genre. A live person at the table able to make those calls is the killer app of RPGs.
I have never met anyone who wants either of those things. I have, however, met a lot of people who claim their opponents want those things. Curious that such massive extremes only appear as accusations, no?
I mean you could even turn the whole thing around. It sounds like despite the game explicitly giving the referee the authority, the referee must say things in exactly the right order, in exactly the right way, or the players get mad. Mothers May I Run the Game?
Is that not what we expect of authority figures? To use their powers scrupulously and responsibly. Do we not take them to task for errors? Is it not a greater offense, at least morally, and often also legally, for a member of government to commit a crime?
If that's cool advice to you, awesome. Everything the players come up with just succeeds? Sounds incredibly boring to me.
You have misquoted. "Everything the players come up with succeeds" is not, and cannot be under any remotely reasonable reading, the same thing as "so long as the players come up with something that resembles a plan, it succeeds."
Now, I too am not entirely on board with that phrasing, but I agree with the underlying spirit. I think it is much more in keeping with the PbtA ethos than the "Rustic Hospitality ambush" situation. That is, the spirit of the advice is that, if the players do their due diligence and put in the time and effort to achieve something, then most of the time, they should have a solid shot at actually achieving the ends they seek. Part of showing due diligence is confirming that the intended action is possible in the first place. Sometimes, it doesn't matter how much planning you do; chewing gum and baling wire cannot repair a nuclear reactor. But in a fantastical setting, such limits are and should be relaxed. Not absent, just relaxed. That's the nature of the fantastical.
The only way for the PCs to get to look cool and be awesome is to face challenges. If they just succeed at everything they suggest, there's no obstacles, no tension, no drama, hell...no story. They just win. Then they just wins some more. Huzzah. Nah. I'm good without that. Being handed victory is boring, earning victory is exciting. But to be able to earn it you have to have risk of failure.
And no one here is asking for any of that. Yet the accusation continues to be levied. Why? When we have resoundingly rejected such stances, and taken pains to show they are not inherent to our aims, it is odd to keep facing it as a criticism.
If there's no way for the characters to know what's happening, there's no reason to tell the players. It's as simple as that. I get that in this exact instance you know this is what happened because you say the referee in question explicitly told you after the fact. Sure. That time. But a lot of referees would do exactly the same thing for a whole host of other reasons. Top of my list: the players shouldn't metagame any more than absolutely necessary to continue the game, so if the characters don't or can't know something, the players don't get to know it either.
I find far too many GMs are ridiculously stingy with information that should be perfectly knowable. Indeed, I find they put Ebenezer himself to shame with how miserly they are with all sorts of things, information and basic knowledge/experience being one of the most obvious.
Hence, while I grant your distaste for "metagame" information, I find way way way too many GMs are allergic to the very thought of the possibility of the notion of a suggestion of "metagaming," and thus apply a dangerous or even lethal (to the game) avoidance of information. Shouldn't it be better to accidentally over share slightly, than to risk denying the players information they should have known?
Because focusing on the game prevents immersion and roleplaying.
Unless the designers make the (difficult!) effort of building rules such that using the rules
is immersive roleplay.
There's a reason I gush about 4e's Lay on Hands and how it's unequivocally superior to every other edition's approach, unless you exclusively want a gamified construct that can be exploited (in which case either 3e or 5e is better, since they're nearly identical.)
Make a call, throw the dice, see what happens. Play to find out, not play to win.
If only the GMs in question were actually interested in playing to find out, rather than playing to enforce what they already decided in secret.
To clarify my viewpoint. It is not that the rules of 5e are any more ambiguous than other game texts, but that they intentionally do not include accompanying written out agenda and principles. Those are for each group to add to the play at their table.
I mean, they are intentionally ambiguous, that's also a thing. But yes, they try to present the rules and then avoid any hint of guidance in their use, which is IMO pretty clearly a mistake.
Until this thread, it wouldn't have been on my list of risks with omitting written out principles from the game text, so rare has been its appearance in the degenerate form at issue here.
Then you should consider yourself lucky. Even with good games and good DMs I have seen this personally, and it comes up all the time in discussion of the game.
If one experiences problems from interpreting in one way, and another way is available that does not have those problems, then one might consider using that other way
Why not instead ask for the thing to be clarified so there is only the effective interpretation, and not the defective one(s)?
I think freeform relies even more on principles, although they're intuitive.
Does this not imply that 5e choosing to eschew such principles entirely is a mistake?
The game text does not advocate keeping it hidden. It explains that it will likely go unnoticed.
That sounds like both a fig leaf excuse and a distinction without a difference. "Oh, your players won't notice, so do whatever you like." That's literally telling you to hide stuff from your players. It's the reason a lot of people (including me) found that passage...problematic.
So far, it does feel like there is a thread of argument in this discussion which amounts to a straight conflation of MMI with DM-curated play. I think cases of what I will call MMI-with-assent illustrate this conflation.
I disagree. DM curation is distinct from MMI. It isn't even an "MMI is degenerate DM curation," because (as I showed much earlier) it can occur in rules-heavy games where the rules encourage problems: paladin alignment in 3e in particular.
and therefore you are I think arguing that MMI is okay, so long as DM says yes.
Not at all. Instead, the DM must give a genuinely fair shake, with an earnest effort to make any reasonable request happen, and to find a way to turn any but egregiously unreasonable requests toward something reasonable.
Contrast with the hiding-in-barn scenario. The complaint there appears to be centered on lack of explanation, rather than stepping outside the rules. It's far less a case of MMI notwithstanding that DM said no.
Sure it is. The players used tools at their disposal. The DM appeared to support the use of those tools. Then, through operations the players were not allowed to know about or do anything to respond to, even though there reasonably should have been multiple such opportunities, the DM invalidated the intended goal of the action. It isn't as direct about the denial—it's sneakier than that—but it is hardly any different from having said "nope Rustic Hospitality won't work, you're no better than if you camped in the woods nearby."
These are strawmen arguments that have a nasty habit of repeatedly surfacing despite evidence and statements provided to the contrary. I do think, however, that players want to make informed decisions based on their environment and utilize information that their character could reasonably have in the world of the shared fiction.
Indeed, we have had several people cast summon straw golem in this conversation. And almost always in the form of "oh so you want the players to win at absolutely everything forever instantly?!" or "oh so you want to kill the spirit of the game and make it just a program?!" With some "perfect information is impossible, therefore anyone asking for information is automatically wrong" thrown in for good measure.
People like knowing the risks and the stakes of their actions as well as assessing alternatives and consequences. It may not be perfect and there may be unknown factors that cannot be accounted for, but this is how humans generally think and make decisions.
Yep.
If one wants to "play worlds, not rules," then the GM needs to provide the players with ample information about the world so that the players can play and engage that world's fiction. Otherwise, it truly is playing the GM rather than the world.
Exactly. And when one is "playing the GM"...I don't see how that doesn't become this sort of problem some of the time (or, rather, a lot of the time.)
Gaining a long rest is significant help in 5e.
It really isn't. Being able to actually use your character abilities is one of the premises of play. It shouldn't be a "significant help" to literally be allowed to play.
I would say rules-wise the DM played the background feature correctly. Where they erred is that when
@hawkeyefan's party kept a lookout, play would have greatly benefited from the DM providing appropriate foreshadowing, that they might have acted upon. The clearest case might have been to show that the villagers were put in a position of "risking their lives".
It's not just about "foreshadowing," which you seem oddly fixated on, especially odd because you have repeatedly denied that this is the DM enforcing a fixed and unalterable series of events (you cannot foreshadow events that are not going to come to pass!) It's about giving the players a chance to respond, vs. keeping all relevant information secret, bottled up inside the DM's head, until after it is already too late for the players to do anything about it.
The rules of the background feature are entirely complied with.
Interesting that you turn to RAW here when challenged on breaking the spirit of the rule. How does that square with the commitment to the spirit of the rules even when the RAW says otherwise?
And with that, I'm not saying that the DM ran things in an ideal way! Only that this isn't a case of MMI, at least not in the sense of failing to give due benefit for and correctly breaking the aegis of the feature.
Sure it is. As stated: the DM enforced a preconceived outcome (which is railroading, rather than MMI), and did so specifically by a form of "gotcha" denial: seeming to permit the players to achieve their goal while actually denying that goal, and denying any opportunity to even attempt to make up the gap.
Responsive to the OP, to put forward a contentious thought, perhaps there are two forms of MMI
- In one form, a DM follows opaque and inconsistent rationales to narrate results so that what happens as a result of a player description can't be predicted, other than by asking that DM in advance
- In the second form, it is ideological and might be described as "dancing to the DM's tune", and is simply conflated with DM-curated play: any DM decision can be characterised as MMI except those that follow the rules as the player interprets them
My hope here is that these forms can be reflected on and lead to a possible improvement in our understanding (i.e. I do not say that they are right in themselves, I say that perhaps they are worth thinking about: do our arguments lead to them.)
I'm not sure how "dancing to the DM's tune" is distinct or better, here. DM curation is, as I understand the term, referring to things like, "I know my players like nautical stuff, I'll prepare a nautical adventure." Or, "this minotaur will surrender to the party, because he dreams of a better life, and that will give me a voice to share important information with the party, and they almost never kill prisoners so that should work out nicely." Conversely, "dancing to the DM's tune" carries a strong implication of manipulation, of being coerced, of "well I guess us players have to do this thing, since it's what the DM wants us to do."
More importantly,
you are conflating "that was a crappy DM action" with "that was a DM action that wasn't explicitly favorable to us, the players." When the DM is keeping players ignorant of things that should be knowable (at least in principle, I'm fine with players trying and failing to learn stuff), and does not work to establish and justify their framing of scenes, and thus describes events "out of the blue" or seemingly with disregard for precedent, rules text, or actually open and established in-character knowledge, then it seems to me perfectly acceptable to criticize that as capricious, inconsistent, and requiring constant confirmation of every small step to ensure that nothing has been left out and no loopholes exist for the DM to ruthlessly exploit. Which is what MMI is criticizing.
DM curation does not mean DM
license. But a lot of folks act like it does. That's the criticism.