No. This is the fundamental difference right here. You say "only a small number of things from my tiny list can happen". I say "anything". You play a Limited Game, I play an Unlimited Game.
I tell you what... you pull out your imagination, and I'll pull out mine, and we'll measure them and then see who has the biggest!
There are not. You can make and follow any limit you want, but they don't just 'exist'.
And what you think of as logic is not what you think it is....
Genre limits exist. A helicopter would not show up in Middle-Earth. A helicopter could not logically lift a giant out of an avalanche on a rope ladder.
We were talking about a specific instance of play... the PCs triggered an avalanche that fell on a giant... what happens?
There are only so many answers to that question.
Yes, you can imagine the answer to be "The Mad Hatter decides to make jello" but it would have nothing to do with the scenario, so it's pointless.
You would intentionally limit yourself to what is relevant.
Or at least I think you would. Maybe you bloodtide wouldn't, but I mean like the general "you".
I'm waiting on you telling me how.
So you said that the players have a vested interest in the game because they have a single PC.
Then you explained how you have an entire multiverse to take care of.
So if the players are invested over a single PC, why aren't you invested with a whole multiverse?
If you're not, then I'd argue neither are the players.
Your really backwards here. So you can imagine anything, but find it no challenge. But when some rules limit you to only a couple things, then it is a challenge for you to think of something within those limits.
Like I can and do eat whatever I want for dinner on a whim. You want someone to only give you two slices of bread and a slice of ham and then say "ok, make a dinner for yourself out of that." So you take up the challenge and after a lot of hard work you make....a ham sandwich. And you are amazed with your creativity.
Yes, making something tasty and doing it well is harder the fewer ingredients you have. I'm kind of amazed to have to type that.
And I never said my creativity was amazing.
This is a very dumb, poorly written rule. So....you are big about "logic" in a game. So why don't you apply logic to this rule? So, once a day the player can Alter Reality to create an inn/tavern anywhere. So the character can be anywhere...the trackless sea, a dungeon, a desert, a swamp..and use the rule and the DM must bow to the rules and player and say "yes" every single time? So why can't the DM use your Logic and say "there are none nearby" if there logically would be none nearby?
No, the game of Spire takes place entirely within the miles-high city of Spire. And although there are maps of each of the many districts of the city, none of them are so complete that an inn or tavern cannot be added to pretty much any area.
So they are not altering the game's reality. They are revealing the game's reality.
And that prompts me as a GM to think about the landlord of the inn and decide how he feels about the Knight, and what else he may be up to that might offer an opportunity or trouble for the characters. I can't just look at the adventure I wrote a month ago with my unlimited power and say "now this happens"... I have to actively incorporate this new information into the game.
A better rule, but still open to abuse. Though guess here even when the player spews "my character can do dumb thing" and the NPC "believes them" or whatever, at least this rule does not overly force the DM to do anything. So an NPC can "believe" the PC has the power to destroy the world and still attack and kill the PC.
Unless your going to say by your logic "believe" is Mind Domination or something.
Yeah, the NPC believes them. I then play them accordingly. None of my players have used it to declare anything quite as absurd as your example, of course, but they definitely got creative. And I had the NPCs accept it and honored that all in how play went from there.
Oh, do I hate such rules. I'd answer "how about you try playing the game sometime you lazy player". A big part of a role playing game is that role playing part...the "acting" part. If you want to find out something: try playing the game. Don't just sit there and say "DM tell me stuff!"
What are you talking about? I'd be willing to bet that half your game is the players asking you stuff and you telling them. That's a foundational element of GMing.
I also expect that in your game, there's plenty that you don't tell them.
And it is just me, but such dumb questions ruin the game. So a player can just act like an idiot for six hours and just ask some questions and be told "the mayor is a dopplegagger" then go kill that mayor. Wow...exciting game: get an exploit answer and act. Sure it is great for simple, causal games.....but I prefer more "deep" games where the players must figure out things for real.
Just think of my harsh answers: Interesting stuff, your character is about to die, character death, time, The DM, your "logic"....and then rocks would fall on the character and kill them and the player would be kicked out of my game.
Again, you have failed to understand how the rule actually works.
You did not give a good example of one where a rule made you more creative though. How are you more creative when the player alters reality to say "make my special tavern right there DM!"? How are you more creative when you again bow to the player and say "the NPC believes you"? And how is it more creative when the player just asks questions?
You did not ask me to do that. You asked me:
I could try right now: Can you list a couple of the Big Limits you Must Have in a game to play? Things in the game rules that Force your DM to do or not do something you approve or disapprove of?
So that's what I answered.
But I think I elaborated above when talking about the Pubcrawler ability. The player is allowed to introduce new elements to play, and I then have to incorporate them right there in play. I can't do it months ahead of time and edit and revise it as needed, and then clobber the players over the head with it. I have to react to what the player did, and in a way that matters to play.
Odd that all your examples are also pure player empowerment too.
Not odd at all, actually. Certainly no less odd than your whole "from my cold dead hand" take on authority.