hawkeyefan
Legend
But if he narrows it down to two realistic options and thinks the one that denies the players information is more plausible, he is still being guided by realism.
However even if he did opt for one that denied information, he might be doing it to inject verisimilitude (he may think it is more realistic in that situation for them not to have certain information available).
Yes, I understand that. My point is that when he makes that choice, he knows he is denying the player the information. Whether that's good or bad is up to the participants to decide... but there's no denying that the GM did it. He chose that route. He owns that decision.
Then, one step further, as I said in another recent post, I find this focus on "realism" or logic over game considerations to be surprising coming from people who are talking about player-driven play.
Again though you have to take it in as part of an overall pattern of behavior. If just one choice is being cut off, that doesn't mean the GM is trying to thwart players or subvert their agency. He may just be trying to reflect how he think life would be (which for me is totally fine as a player). Where it stops being fine is when I sense the GM is just throwing down roadblocks any time we find a quicker route to a goal, or when the GM throws down things to keep us on a particular path
Yes, I know this. I'm not saying that his goal is to thwart players. What I'm saying is if his decision leads to players feeling thwarted, then it doesn't really matter what his goal was... a consequence of that decision is the player feeling thwarted.
Again, when looking at the range of possible outcomes of any action, there are usually multiple options that could be considered plausible. So when it's a choice between a plausible option that doesn't thwart the player and a plausible option that does... if the GM picks the one that does... to me, that's problematic in the space of player-driven play.
Again, if the players don't care, then it's not problematic at all.