Yes, but we're also talking about the idea of the suggested rule zero... that the goal is for everyone to have fun. So while the rules may say something is up to the DM, if it results in players being unhappy, maybe the rule needs to be examined, and possibly changed.
Well, I don't think that is a problem I have. If you do, then obviously you should do something about it. But the implication here is that GM deciding certain things makes players unhappy. It generally doesn't.
And yes, that would basically be the same thing. It would be the GM going with the player's idea. This is really all that's being suggested.
Is it though? Because every actual example of the GM saying no is met by criticism by the same couple of people.
I think we all agree there may be times when it makes sense to deny such a request.
Do we all agree? I'm not quite sure that
@pemerton does.
However, I think it also helps to assume good faith by the players. If the players are the kind to see any advantage as something they can always exploit, you might need to be a little stricter about this stuff.
So it still really isn't about exploits or bad faith play. (Or it could, but that's not the point I've desperately been trying to get across.) It is that if we accept it as axiomatic that it is bad form for the GM to block player lore suggestions, then, in absent of other constrains it becomes valid gameplay strategy to use such suggestions to gain an advantage. And that is not bad faith play, that is just how the game now works. That is not necessarily a bad thing, but It changes the decision landscape of the game significantly, and not in the direction I would like in a game that is net designed to handle it.
I think that denying player requests in favor of the GM's ideas is certainly something that can be described as railroading. Thresholds for it will vary.
A lot of things can be used for railroading. Like I said, having a no myth (or low myth because someone will nitpick this again) setting is the most powerful tool for railroading I know. Yet it doesn't need to be used for that and often isn't.
No, I don't really see that big a difference. Sure, one's on a higher scale... but I think you're also overstating the assistance provided by Odin when I made suggestions about
@Oofta 's example. And again, I suggested that it come with a significant drawback.
That you suggest that it comes with a drawback tells to me that you actually do see it as different. Why there is no cost or sacrifice for knowing a tavern? Because one is mostly about flavour and another is about gaining an advantage.
Now another way these are different, and which I think is significant (I've been trying to tell you this in several posts) is that we are not just dealing with situational one-off with this divine intervention here. We are establishing a new tool in the toolbox of the players, one which they quite reasonably would expect to be able to be used again. And as this tool has no practical limit, it is super useful and applicable to all sort of situations. The limit is just the GM setting cost do high than the players are not willing to pay it (but isn't that just anothe way for saying "no"?) But I don't want the gameplay to become this sort of "
mother Odin may I," where the players bargain with the GM-god to get things done.
Okay, cool. I don't think we're that far apart here.
I think you might find that this would apply to more things, if you were more willing to listen more and argue less.
No one's solving a mystery, though.
Well not with that attitude! But people actually constantly solve mysteries in RPGs.
Why not?
In my Classic Traveller game, the players, and their PCs, worked out who was behind a bioweapons conspiracy. At the start of the game, this was a mystery to which neither the players, nor the PCs, nor I the GM, knew the answer.
Then they did not actually "work it out" they invented it. That is not
solving a mystery.