Is it your contention that a DM should never draw to the player attention the imagined facts about their shared fiction?
No one is saying this. But in
@EzekielRaiden's example there were no imagined facts, because - as per what you quote in your post in 848, in play "places of power had been used to power up spells, but had never done anything directly related to spirits before". So there is no imagined fiction, either way, about places of power and their relationship to druids dealing with spirits.
Given there is - and here I am quoting ER literally - "no way the players could know", I gave an example in which the Druid did not know.
As I posted upthread, in the post of mine that you criticsed,
@EzekielRaiden talked about the
actual knowledge of the players - namely, because something has never come up in play (as per my paragraph just above), nothing is known by them about it. You reply with a post where the GM stipulates a lack of knowledge on the part of the PC. You think that I haven't read you closely enough; I feel that perhaps you didn't attend to my very clear distinction between knowledge of actual people in the real world, and imagined knowledge of characters in a fictional world.
You write as one determined to find fault, reaching predictably false conclusions.
I am trying to make sense of your posts, including your upthread defence of
@hawkeyefan's GM's adjudication of Rustic Hospitality. You have provided any example of play that I recall in which the GM is obliged to limit their conception of the fiction by reference to something the players have introduced or stipulated. And you keep giving examples that go the other way.
It may be that you misunderstood
@EzekielRaiden's post - that the statemtent that
nothing has been done in relation to spirits was a statement of fact about the shared fiction rather than a fact about the play. Even were that the case, though, I don't see why it would follow that the druid doesn't know what to do to try and find out. Clearly the player wants to do something spirit-related with these places of power - the GM could easily ask "What do you have in mind?"
Like yesterday in my Torchbearer game, I asked the player of the Outcast what weapon he was equipping for the Abjure conflict against the dream haunt. He answered that he was using the Dreams-wise sword that had led them to it. I hadn't thought about this one way or another in advance of the matter, but if the player thinks that that makes sense in the shared fiction then why would I as GM contradict it?
From discussion in other threads my belief is 5e DMs are calling for checks far more often than would be meet for the game system. The advice on rolling doesn't exactly instruct to do it, but it unfortunately in its implications encourages it.
Upthread (post 811) you described the rules in 5e as "extremely skillfully put together". Now you are saying that the way its advice is written generates implications that encourage poor play.
I'm not sure if you've changed your mind since post 811, or if you regard this unfortunate feature as not mitigating the "extreme skilfulness", or something else. But I am trying to make sense of your posts. Including what you defend and the examples that (as it seems to me) you foreground.
D&D, and 5e with it, all suffer from the general need for extensive GM prep time. This causes a lot of, very warranted, attachment to play and an extreme vulnerability to pacing -- if the prepped material is gone through too fast, there's not more game for the moment and the session has to end or the GM is forced into uncomfortable ad libbing. I say uncomfortable because there are no tools in D&D to support good ad libbed play; some GMs may be very comfortable with this but you usually see this paired with a willing abandonment of the rules to go with GM Says as the only viable mechanic (even more so that 5e has as default!).
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So, it's very unsurprising that a tool to reach for for most D&D GMs is going to be the imposition of additional steps when a play is made that short circuits too much of that prepared material (or comfort in ad libbing). It's the nature of Trad play in general, nothing at all wrong with it
I like this analysis. I think I'm less pessimistic than you about the scope for ad libbing in D&D - although with a couple of caveats that flow from own experience. I've ad libbed a fair bit in 4e, where PCs are on common recovery recycles and hence roughly symmetric resource loadouts; and in AD&D, but never with a party that had a mid-to-high level magic-user.
My untutored intuition would be that I could bring the same approach that worked for me in those systems to 5e D&D. But I realise that 5e has quite extreme disparities, even at low levels, across the recovery cycles and resource suites of PCs; and so I'd be open to accepting that this somewhat distinctive feature is an impediment to ad libbing.
EDIT: It turns out the conjecture I wrote above in this post is correct:
Incidentally, it never struck me until now that
@pemerton intended their post to turn on this distinction.
You may also note that
@EzekielRaiden replied to me saying that
That was more or less my intention, yeah. I absolutely run a game where the PCs are quite capable of knowing things their players don't.
So I'm fairly confident in my reading of EzekielRaiden of putting weight on the point, just as I did.
Everyone can misread from time to time. It's not a moral failing. But if you don't draw the player/PC distinction, I don't see how you can ever have player-driven or even players-somewhat-equal-to-the-GM RPGing, because this requires that the players make suggestions or stipulations about the fiction which are not things their PCs are doing (given that, for the PCs, their world already is what it is).