No, it's really not just an interpretation. For specific to beat general you require..........................specificity. Unless you can point to the noble ability and show where it explicitly says that the rule rules the DM in this one case, you have no instance of specific beats general. You can't infer specificity. Not that there's even an inference of it in that ability. You have nothing. On the other hand, I have several passages which SPECIFICALLY allow the DM to alter the rules as he sees fit, which includes background abilities.
I don't care about the quotes from the book. I'm not telling you you can't play 5e that way. Go right ahead.
Nothing one way or the other. Player agency doesn't hinge on the players creating or enforcing rules, or always getting their own way. Player agency is that the player has the ability to declare that he is going to try and get the local noble to put him up for the night and that he can expect that it will work unless there's a valid in-fiction reason for it not to work.
No one has said players should create or enforce their own rules or always get their own way.
Why would they automatically know about it. If it's in my game, I will have ways for them to learn about it, but I'm not going to shove those ways in their faces to ensure that they do. The players still need to play the game and do research when going into an unknown situation. If they fail to look and are surprised by it, then that's on them. If they do look and find out about it, then they know in advance.
It's not that they'd automatically know about it. It's that if it had anything to do with them, they most likely would. If this was all coming about because of their actions rather than just some outside thing the DM introduced.
Players who have agency tend to drive the game more... there's less need for DM plots to be dropped on them.
That's because it appears that you have some super negative views about D&D DMs and they have to be going out of their way to block the players, put their own ideas ahead of the players because muahahahahahah, that's what D&D DMs apparently do, and so on.
Your hang-ups regarding D&D DMs, though, just plain don't apply to me. I'm not defined by your issues.
No, I really don't. I'm playing in a 5e game now. It has even less agency than I'd typically expect from 5e. I'm a little surprised, but I'm still playing and having fun, even if it's not what I'd choose.
I'm simply able to be honest about what D&D does and how it works and its level of agency.
So the point is to deny agency? Because that's what happens when you go out of your way to say yes in virtually every situation. Why bother to come up with a reasonable way to open the locked door when you can just spit on the door lock and the DM will find a way to say yes?
What rule are you citing that allows this? Remember, we're talking about something allowed by a specific ability, not players just randomly trying to weasel past obstacles.
And I didn't say the point is to deny agency. That's just what happens. The point appears to be to maintain the DM's ideas about the game world.
You're invalidating the ideas of your players by diminishing their meaning. The meaning of clever idea I came up with is castrated by you saying yes to the ridiculous idea that the other player came up with. And there is no real meaning to ridiculous ideas when you aren't going to be saying no to them, because you want to think of a way to make it work.
I prefer to have real player agency where ideas actually MEAN something. Even if the meaning is failure.
I gave an actual play example that wasn't ridiculous in any way. I prompted the player to tell me. The player is a creative guy, and he responded to the challenge and came up with an idea. And the result was something none of us had foreseen. The game went off in a new direction because of his ideas.
Also, you're now starting to veer into value judgments, which seems unnecessary.
I can't share something that doesn't exist. If the player makes a reasonable request I'm either going to say yes or give it a roll if the outcome is in doubt. I don't shoot down reasonable requests.
But you said that requests may not work due to things the players didn't know. Like the no-healing god thing... give an actual example along those lines. I can't believe that this has never come up in your games, or else why would you be so adamant about it.
Where I on the other hand use them to override the rules when the rules hit a situation where following the rule would end up with a nonsensical situation.
Yes, exactly. Give an example of that.
So nobody is saying that the players have control over the narrative, but the players have to have to buy in to being sent to a different universe?
Why are the players being sent to a different universe? Did they just get zapped there because the DM decided that's what happened? Or did this happen as a result of play?
I didn't say it was given. I said it's not inherent in "yes" or "no" and it's not. You can say both and agency will be respected. You can say both and diminish/remove agency from the player. Circumstance will determine which is which.
It absolutely is inherent in yes or no.