But people weren't advocating the GM bring all forces to bear against the party from getting past the guard. People were advocating for the GM being able to give NPCs concrete character traits that could include 'can't be bribed'. Wouldn't you agree there is a big difference between a GM simply trying to give a guard a strong personality and a GM pulling out all the stops to make sure whatever it is they are trying to do through that bribe, never happens? I don't think anyone here is advocating throwing up artificial barriers to the players in that moment. They are talking more about something that happens to arise as a personality trait and becomes a barrier (but it wouldnt' follow that the rest of the prison scenario is going to be a railroad)
Yes, I understand that. But, the way I see it, is that what you're arguing for allows for all those things I said. That all of that is potentially the GM's choice.
ALL OF IT. Yes, you don't want him to actually do it all simultaneously in such a way as to block players, as you say here... yet you still advocate that all of that should be up to the GM. You argue in favor of rules that allow this situation to occur, and then hope that GMs are wise or aware enough to know better. It seems an inherently flawed way to approach a rules system.
This is why some of us have advocated for more specific processes. That allow us to know how such a situation can be navigated
as a player of the game. Not as the character... I understand the character may not know all the relevant factors. But when it comes to gameplay,
I don't accept that as absolving the GM of responsibility for making functional play.
The GM can just as easily broadcast the fact that the guards are unfailingly loyal, or share any number of other details that turn this scenario from the kind of black box guessing game that is pretty devoid of player agency into a playable scenario. The GM is so responsible for what the players know or don't know, that I cannot accept blaming anyone but the GM when play arrives at this type of situation.
That's the thing. Yes, the game involves portraying a fictional world. But it's still a game. When you place the importance on this idea of "realism" or living world or what have you over the actual game play, you are choosing to do so.
Now, that's fine in and of itself. But to go on about player agency when you make such choices, or defend the system that would allow them... that seems incongruous to me. It is incompatible with player agency.
It's placing the GM's conception of the setting above the players' ability to engage with the setting in play.
Like, why is it so important that the guards are unfailingly loyal? Why must this be secret from the players when it could just as easily be shared?
What purpose does that serve the game? Not the setting... the game. I've advocated in these recent discussions for remaining aware of and considering both layers of play... the make believe of the setting, and also the actual playing of a game.