hawkeyefan
Legend
Because that's literally the point of roleplaying. Pretending imaginary stuff is real and acting & reacting accordingly. And that's literally my job as the referee, to create and run a world that's as "real" as possible for the PCs to interact with. The more "real" I treat that world, the more it holds together under scrutiny. The more the characters can poke and prod and do whatever they want and it doesn't unravel.
My point though is that it's all made up. Sure, you want to kind of treat it like it's real... have characters behave in ways that make sense and so on... but the actual elements of the world are designed. They are chosen. There are any number of ways to interpret how things could go down that still involved the players engaging with the fiction instead of the GM just crafting some concept on his own and then forcing that on the table.
Forget the Folk Hero bit. Just think about a group of characters camping for the night, Group A. Another group, Group B, wants to learn where these characters are, and then wants to sneak up on them. We can all come up with many ways for this to happen at the table. There are many rules that we can lean on to determine what happens.
If a GM decides to ignore all those rules and says "Group B found and sneaked up on Group A, roll initiative", we'd all consider it flawed.
But is it against the play loop of 5E?
Because RPGs are not movies and not TV shows. The characters are not the center of the universe. They are the main characters of the RPG, sure, but the world exists around them and will continue on with or without them. The world doesn't shuffle and change and morph around simply because the players or characters want it to. I'm far more interested in emergent storytelling than providing some weird power fantasy to the players. If you wander into a dragon's lair at 1st-level, it's on you. I'll signpost the hell out of that, but here be dragons.
I don't agree. No, the world does not exist without the characters. The characters are the point of the game. The setting serves the characters. Without the characters, it's just the GM's imagination, there's no game happening.
I don't think GM's should place more importance on the setting (or its consistency and so on) than on the characters. Someone mentioned Main Character Syndrome earlier... but that's just as relevant for a GM and their world.
Now, that's not to say that everything needs to be easy to the characters, or anything like that. But the game is about them.
If it's not, then what is it about?
No, not at all. I'm simply trying to explain the dozens of ways things can pan out without the PCs being aware of them. Sorry that you're not looking for reasonable explanations. Your referee railroaded you and that sucks. I didn't do that to you.
I'm talking about the players. Why would you not want to involve the players? Through their PCs, sure, but it's a game that's being played.... you have to involve the participants. Instead of imagining what happens beyond their notice, bring something to them. There's any number of believable ways to do so. I've listed a bunch, others have offered plenty of suggestions.
Those notes exist to remind my aging brain what's happening off camera. Not to steal player agency. My copious notes are for the NPCs' plans. As I said, unless the PCs interfere with those plans, the NPCs will keep on with their plans. If the PCs interfere, their plans change. It's so weird that you think I'm interested in railroading. Take a minute or two and search my history for the many, many times I've argued against railroading.
You're saying the GM railroaded us, but you're also doing everything you can to defend that side. To somehow justify it. Why? I don't get it.