I dont think that it makes sense that any and all guards can be bribed. It's just an odd assumption to me. I'm also not "competing" anything or anyone.Sure, that's fine! I absolutely understand that. I probably consider the game more important, but it's not like I'm setting up nonsensical things, or contradicting what's been established.
I think setting logic and verisimilitude are pretty mutable... like there's a whole range of what's acceptable in most cases. But making sure a situation works as a game? That requires a bit more precision, I think.
And just to clarify... it's not about balance in the sense of balanced encounters and the like. Just in creating interesting scenarios that function for gameplay as well as for the make believe of the game world.
People defended the extreme, including you.
Here you are below talking about how you don't even understand what the issue is.
The issue is that while yes not every guard in real life can be bribed, we are playing a game. That we want to portray a seemingly real world that is consistent and plausible is a part of that game... but there are choices the GM makes when doing so that may make playing the game more difficult for the players.
There are both other methods to determine these things than having the GM determine them ahead of play, and there are also other ways to maintain playability in these moments.
I think that players "deploying against GM generated content" is actually a way to say what play is without it being player vs. GM. it means competing against the dungeon or the encounter rather than competing against the GM.
It's just a very different approach that just isn't what I want out of an RPG. Not good, not bad, just not for me. It's too gamist for lack of a better term.