Maxperson
Morkus from Orkus
Again, bad faith and the social contract. I mean, if you want to play with a jerk like that you can, but the game doesn't say that the DM should be a douche.Where does it say that the DM cannot do so?
Should does not imply obligation, at least not on the DM's part. Should implies that the players are playing the game and paying attention to details, and have a modicum of common sense. They should be able to figure out if something is possible or not, or at least have a very good idea. The players have an obligation to pay attention and try to think things through.Should implies an obligation. Where is this obligation rooted? Is it in the rules, or does it exist only in the social contract?
At 1st level?Okay. Now take this answer, and apply it to the next three things the party attempts for reaching whatever they need to reach beyond the Cliffs of Insanity before the Wizard proposes teleporting up there using some magic reagents the party acquired earlier.
I don't see how these are any different. They'll have heard about the Fire Swamps and can ask around to find out more. I mean, I suppose if they just don't bother to talk to anyone or see if anyone in the group knows about the Fire Swamps and charges in, they may not know it's impossible, but that's on them."What makes you think you can survive the trip through the Fire Swamps?" "Do you really want to risk an encounter with the Dread Pirate Roberts, who has notoriously destroyed every ship trying to sail through the Strait of Nightmares?" Etc.
I don't assume incompetence or malice on the part of the players or DM. I assume the opposite, since the vast majority of DMs and players are at the very least competent. That means that I am assuming that the players tried to find out information(competence) and that the DM didn't try to jerk them around(malice).
With no incompetence or malice involved, the players should have a good idea of what is possible and what is not.
It's very easy to figure this out in short order. Players are good at realizing when the DM is shooting all of their ideas down and just coming up with weak justifications.Indeed, you are correct that such blatant and frank behavior is rare. But it need not be so frank. A "thwarter in chief" can come up with all sorts of reasons, to give guise to them saying no which "justifies" them doing so. I gave some examples of this way upthread. Sometimes it manifests as railroading, e.g. "We need to get to Darmir-upon-Pyne, let's go check out the cost of renting horses." "Remember how I mentioned the Countess' soldiers were on foot before? That's because there's a horse plague affecting this area. Even if a horse is healthy it isn't being let out for fear of it dying or spreading the plague." "Okay, how about we check in with the mage tower and see if we can teleport like we did to get to Lyonesse, beyond the Cliffs of Insanity?" "You used up the last of your reagents last time and don't have the money to get more." "Alright, I guess we have to go by boat then?" "There are several boats in the harbor, you probably have your pick of the litter...."
This is even easier to figure out. Players have a good idea of what is reasonable and what isn't. If the player rolls a 23 and the DM says, "Not high enough," the player is going to know that the DM is jerking him around.Other times it manifests in even more "covert" ways, like technically letting something happen but setting an impossible DC or, as was the case with the Rustic Hospitality example, saying that it works and then denying any meaningful benefit that its use would provide.
Illusionism is the hardest thing to figure out. The rest is fairly easy. Illusionism isn't Mother May I, though. Mother May I is when the players are forced to get explicit permission from the DM to do things.Other similarly covert MMI can include making all roads lead to the same answer or allowing something to seem to work for a while before slowly introducing problems that eventually become insoluble, so the players are forced to switch tactics until they eventually happen upon one the DM approves of (note, it need not be one specific tactic!)