Don't the rules associated with D&D's 'most successful years' give players the ability to decide when their character is lucky, when they're inspired, and all the player-authored worldbuilding background traits that we were talking about?
One of the big failures of modern D&D is that despite being focused on (at least from mid-levels onwards) effectively superheroes in a high magic setting, little attention is put into reversing death beyond the classic reincarnation and resurrection spells. There should be a bunch of game text...
Maybe you're not seeing all the posters in the thread, but my post was in response to people who are saying that it's offensive to say a GM veto is about control
That's ridiculous. It literally is about control. Control isn't automatically a pejorative. The GM in this situation requires creative control of what ingredients players can and can't add to the game so as to maintain a cohesive vision.
I once left my seat to go to the bathroom and a player stole all my dice and read the module.
Weirdly a couple of weeks later he GM'ed something and he couldn't have been nicer
If magic can do anything, but nonmagical means are ineffective, isn't it likely that your friend who is a member of a large criminal conspiracy, has magical ways to transmit a message?