Right back to the assumption of negative motivations of railroad or power fantasy. Remind me about how people don't claim DM's authority almost inevitably leads to railroads? Eh, never mind. A player having a power fantasy? Goodness gosh and golly! Heaven forbid someone with a mundane life and job pretend to be heroic now and then.
I'm not talking about negative motivations. I'm talking about what happens if we don't allow the unwanted to be possible in play. If the GM is making all decisions and the unwanted is not allowed to happen, then the GM is just telling the players a story. If the player is making all decisions and the unwanted never happens, then they're just playing out a power fantasy.
The unwanted result being possible is essential to meaningful play. Considering you go on in other posts about the possibility of failure being important, it seems odd that you're disagreeing with me here.
The players have as much information as the characters have uncovered or should know. We don't always make 100% informed decisions in real life, why would it change in a game? Besides, that would take a lot away from the game for me. That anxiety, and then having something work when it was just a shot in the dark? Amazing. Almost as good? Realizing you guessed wrong and dealing with the consequences. Sometimes it's fun to realize you f**** up in a game.
Sure. First, no one is saying that every decision in play needs to be 100% informed. This appeal to real life simply doesn't work because there isn't one person creating all the factors that may affect the decision a person is making. That's not how life works... but it is how RPGs work.
So, given that authority on the part of the GM, in order to facilitate functional play... meaning play of a game where players make informed decisions that can affect the outcome... the GM needs to facilitate that information.
When the players lack information to make a truly informed decision... is it their fault in some way? Perhaps they failed to scout a location or similar. Or is it the fault of the GM in some way? They chose to have hidden information impact the decision or similar.
People also don't always consciously control their reactions to things... yet you advocate for players to remain in control of the character's emotional state at all times. But you advocate for players to remain in control of their characters and how they react at all times. But that's not how it works in the real world.
So yeah... hiding behind "that's not how it works in real life" doesn't ring true. People are really cherry picking what kind of real-world cause and effect they observe and what they don't.
Always every time knowing the odds? Boring. Let me make guesses now and then, even if I'm wrong I feel like I'm trying to solve a puzzle or solve a mystery. The players will typically have some information when making big decisions especially on things like what plot hooks to pursue. But sometimes until you start climbing a cliff you don't know whether or not the rock will support your weight (I speak from experience here) and that's okay
Sure, this is true. And sometimes you do know. So the question is, if given the option between two equally plausible options, one that allows the player to make an informed decision and one that does not allow it... why would the GM select the one that doesn't allow an informed decision?