In a world where people can sign literal contracts with a devil, why is it impossible?
It wasn't a devil contract though. It was literally just the (religious) belief that drinking any amount of alcohol would eternally damn both the drinker
and their family.
It probably wasn't a great example
Given that's
literally what I said in response to it--that you do yourself no favors with such an example--it's nice that we've finally reached agreement.
but I was responding in the spirit of the hyperbole in the examples that were given. There are people who would, and do, risk death for themselves and their loved ones by standing by their convictions. It happens every day, you just have to turn on the news.
Really? There was nothing hyperbolic in the thing you were responding to. The person you responded to was speaking about how you as GM decided that's what this character would believe, so appealing to "realism" isn't a defense. As was said just a bit upthread, "realism" isn't
causing that character to have that belief. The GM is causing it.
I really don't understand why you think every and all GMs are ultimately motivated by being power hungry dictators. I build my campaign world the best I can, as logical as I can, think about repercussions of a world with magic and other factors. If that kind of decision making doesn't work for you, that's fine. There are other games out there. But this constant insistence that it's fundamentally terrible design that leads to abuse is what I object to. Most GMs just want to play a game with friends and it has nothing to do with lording their power over helpless subjects.
Would it help to tell you I don't think that?
Instead, I think that GMs need to EARN trust. Nobody
deserves trust. It must be earned. One of the most effective and efficient means to gain trust is to be cooperative, straightforward, and forthright. Playing by rules, and making those rules clear and check-able by all participants is another highly effective means to gain trust. Conversely, being secretive, exercising power without possibility of oversight, and rejecting rules as "too confining" is...not how one gains trust. Worse, doing those things and then saying, "Well why don't you just
trust me?"--because then you've made the very act of asking for accountability and openness an offense, and you've staked the
requirement that the player always and infinitely trust the GM no matter what actions they might take.
Seems like your assertions about a system where the GM making the final call being tempted to run railroads is based on vague platitudes as well.
Er...how, exactly? I laid out in very specific terms why this temptation is there, what incentives motivate it, and why GMs would be likely to overlook the (extreme) deleterious consequences. That isn't in any way "vague platitudes" like "I try to run a realistic setting".