so the dead end being a cave-in that is not marked on your map is fine, it does not need to be a wall that also appears on your map?
Depends! It's entirely possible for a cave-in to be utterly ridiculous, for example if the "dungeon" is actually a pocket plane,
what IS there to cave in? But
in general, presumptively, some cave-ins are fine, and absolutely none would be a little weird but hard to notice (hard to notice an absence). I'd vastly prefer they be actually marked on the map unless "the map" is, for example, in-fiction an ancient map of the original structure and thus not "look at this to know your environment without the DM speaking it aloud" and instead "your characters are using this diegetic item to navigate".
I don't see any of this as even remotely untoward or demanding more than is reasonable. Dungeons sometimes have cave-ins. Caves sometimes have cave-ins. Tombs sometimes have cave-ins. Etc., etc., etc. But there is also a line beyond which reasonableness has been strained. "Wow, really? The seventh cave-in
in a row that forces us to take the long way around?" Which, again, is part of the overall point being made here: "I can include cave-ins because cave-ins are reasonable in this context" provides no backstop against the misuse (=accidental) or abuse (=intentional) thereof. "Real-world logic" requires consistent inputs in order to produce consistent outputs. Humans are very bad at consistency, just in general.
How does the DM placing a cave-in not make it a railroad but the DM having a gelatinous cube migration make it one? Is this decided by the probability of the obstacle rather than the outcome of it existing?
Again, please don't nickel-and-dime me here--if you have a point to make, make it.
To answer the question though, yes, the reasonableness of the obstacle plays a part...which is literally what I said in the original post. If something is so ridiculous, so utterly out-of-left-field, it indicates that
even if this DM is 100% fully sincerely committed to
what they consider "real-world logic" and "a realistic/verisimilitudinous/<insert your preferred term here> setting", that provides no actual limitations on what they can do and whether they'll limit perfectly reasonable, warranted actions.
I don’t think players should not be trusted. As to why trust the DM, to me it is a prerequisite to play with them. Initially they have not earned that yet, but either they will, or I would stop playing with them because they no longer have it
Whereas to me, treating that as a prerequisite is not acceptable. Certainly, a minimum level of
acceptance is required to get the ball rolling, but the GM actually needs to both (a) earn and (b) maintain player trust. (Amongst various other things the GM needs to earn and maintain; trust is just one of them.) It is precisely that "no no you absolutely have to trust me from the beginning" thing I have such a problem with--because, as this and every other thread as shown, as soon as I
do evince even the slightest bit of distrust,
I'm the bad guy.
I'm the problem.
I'm this horrible "destructive" (yes, a word actually used by others, albeit not you IIRC) influence. It's never, ever possible that the GM, whether by accident or by intent, did something that could damage trust--and if they ever
do do something that could damage trust, the response is always "well you should just trust them".
Which, simply put, isn't acceptable and never will be. "I(/the GM) did something that would make you question my(/their) trust, so
you are the problem for questioning it" is not and will never be a valid argument.
the questioning to me should be outside the session so it does not interfere with it, there also might be some tradition involved. I see the DM more like a referee / umpire
And my problem with this maxim is that it is far, far too easily used to just...delete all meaningful response forever.
Because in many cases, these events will get lost in the sauce. That happening, say, once or twice every few months? Not really an issue, disputes happen and not getting worked up about rare incidental issues is fine. But this absolute blanket "NEVER EVER dispute me during session or you're outta here" attitude shuts down criticism and review--and because human memories are imperfect and easily overloaded, this can make issue after issue after issue go unaddressed. No, it's not guaranteed. But even in campaigns I've
liked, "never dispute during session, only talk to me after" has resulted in multiple problems going unaddressed for far too long, because the opportune moment
actually was during session.
Yes, sometimes that means resolving an issue takes up precious session time. I get that. But session time is not
infinitely precious. Sometimes--hopefully rarely!--it is a worthy price to pay for getting an issue genuinely resolved, here and now, rather than letting it
fester for weeks to months and potentially explode.
And to be clear, this isn't some horrible nefarious conspiracy by the GM to prevent response. It's literally just that "outside of session" time is, in 99.99% of my experience, almost totally devoid of any productive activity between participants, GM or player alike.
Individual people may certainly do (quite a bit of!) productive stuff, prepping for session, figuring out what they want to buy, levelling up, etc. But anything that requires two or more people? You're lucky if any communication happens
at all. Even with outrightly, explicitly
good GMs and players.