EzekielRaiden
Follower of the Way
I gave it as an example of unfairness specifically because the person who tried to find any other solution was told "nope, and because you didn't roll for initiative, your character is now dead." Because that's exactly what is unfair about it. The idea that there just is a dragon, like, around? Sure, that's fine. Useful as "previews of coming attractions," so to speak. The unfairness is specifically in the "you get no choice, it's attacking you, and trying to reason with it is like trying to reason with a pyroclastic flow. You die." Perfectly supported by the fiction, no rules (as far as I'm aware!) that would in any way limit the 5e DM from doing it.I was thinking these over from a resolutely immersionist perspective. The second one reminded me of events in an RQ campaign<snip>
Thus, I believe it works out fine in that mode to have things in play that have nothing to do with the characters.
Again, I don't really understand what "alignment" there can be here. The rational conclusion of "we specifically eliminated the skeleton army for the purpose of taking forces away from the necromancer" is that the necromancer won't have skeletons to draw upon. Arguing that she raided the dead from a recent fire is, pretty clearly, a fig-leaf excuse to simply ignore the party's efforts. Hence: unfair. The necromancer will have whatever forces she needs, whenever she needs them. It's worse than quantum ogres; it's Reinforcements As The Plot Demands.This might be like your third case, which I see as borderline (not at all okay in some modes, okay in others.) In fact, the problem in your third case is most likely a lack of alignment on what kind of campaign is being played, which can easily lead to dissatisfaction.
Which rules are those? Because I'm not familiar with anything that would even imply this, let alone actually do it. Note that the fig-leaf excuse, here, is that the player didn't immediately roll for initiative, so it "resulted" from their "choice" as a player. Even though that choice was literally just to ask if something was possible. (See: comments in this very thread about how, if you say it with your human voice, your character says it.)The second case would be more like - "a giant glowing bat with Lunar priests on its back drops on you and eats you." We've discussed a similar case under 5e before and depending on how you understand certain rules, it's not something that can happen in 5e. At most you get "a giant glowing bat with Lunar priests on its back drops on you and... roll initiative."
I was using the example provided, which involved a player being caught by surprise. That the assassin guild thing happened (but not, strictly speaking, that it killed the character) was something totally unknown to the player, and from context not exactly a welcome surprise.Your first case I feel relies on helping oneself to the psychological state of Pat. One could help oneself to a different state
No such contract was mentioned in the example given.I had something like that in an FKR once, and we had a clear social-contract up-front that it was a gloves-off game involving a lot of political intrigues and outright assassinations... including in your sleep if you vexed the wrong people and didn't look to your security!
No, I don't think that's even remotely compatible with PbtA in this form, because it specifically relies on off-screen prep that the players did not, and effectively could not, know about. If, on the other hand, it were known that Jareth had ties to an assassin guild, then perhaps--especially if the game's tone is more Game of Thrones-y, gritty nihilistic action. But having the assassin just show up out of nowhere without warning because the DM's prep said stuff the players didn't (and couldn't) know? Nope.In a sense, there the setup or soft move is a meta-move: we as a group established an intent to play in a way that put hard moves based on hidden-information on the table. I can easily picture a PbtA game design that does exactly that. Some mightn't like it, and some might reject the notion of meta-moves, of course. You could also note the "vexed the wrong people" and "didn't look to your security" which certainly put it in player hands... but then there were some hidden laws that players didn't start the game knowing, only knowing they existed, and breaking one of those could also lead to a hard move.
"Meta-moves" are not a thing in PbtA. That's explicitly against one of the principles: "Start and end with the fiction." E.g., the example of the "the party doesn't know there's a demon two levels down that just got alerted"? It only happens because a player flubbed a move. A "meta-move" doesn't start (and, often, doesn't end) with the fiction--and is therefore not acceptable. It also, in the example situation given, doesn't permit playing to find out what happens.