My personal feeling is not so much that the discussion shows an express anti-player bias, but that it shows a pro-gritty, anti-gonzo bias
Sorry for the [snip], but my experience point was supposed to be agreeing with this as my personal preference (and some in my group, though not all).
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Thinking about this a bit more, isn't it interesting that DM after DM here has stepped up and told how they would take the PC's success and block it. Oh, sure, it's dressed up in all sorts of in-game reasons, but, again, if the DM truly was neutral, how come those reasons only ever flow in one direction?
They don't. Why you assume they do is beyond me. Is it because that's all that's been discussed in a topic that stemmed from the original post? Let's look at it:
NewJeffCT said:
Sorry but, IMHO, the loyal guard who has strict orders not to let anybody into the castle (under penalty of death) isn't going to suddenly forget his job because a PC rolls a good Bluff, Diplomacy or Intimidate check and defeats his Will defense or he fails his Will save or whatnot. I mean, if the king finds out, the guard may end up being beheaded and his family also executed. I would think that would put any sort of bluff/intimidate out of reach without magical persuasion.
This entire topic has stemmed from an example of how someone might fail. If you want examples of how things might
benefit the players in the game, we can go into that.
Just yesterday, we had another session (with me running the game). The players faced off against a dozen bandits, and though it was difficult, they killed 8, captured 1, and three got away. One of the bandits (Lini) who got away had stolen 100 silver from the players (the equivalent of 100 gold in my game), as well as his primary weapon (a rapier).
After turning in the bandit's equipment and collecting a bounty, they started looking for more work. They decided to look into a slave ring in a neighboring nation. Along the way, they stopped through the players' hometown, and the player who lost the rapier stopped by a moneylender to pay off his debt (which he had taken as a flaw at character creation).
After paying off his debt, the player who had the 100 silver stolen from him asked if the moneylender knew anything about the slave ring, as the player was pretty sure that the NPC was involved in illegal activity. It took 7 gold (70 silver), but he mentioned the name of a human that was hiding underground in the neighboring nation: a man named Lini. He gave his location, and also the location of the slave ring (same city).
So, the players headed to the location, tricked Lini into meeting them (paid a child to bring him a note saying to meet them, signed as "Telet" [another bandit they had encountered from the same group]), and effectively captured him. He gave up the 100 silver, told them where the rapier was (the slavers had taken it from him), and is now basically being strong-armed into working with the party, or they'll turn him over to the government.
Did I need to give his name with the moneylender? Nope, not at all. Why did I? Because the neighboring nation is made up of troglodytes and another lizard race, and the moneylender assumed they wanted a human contact (and Lini had stopped by the town on his way to the neighboring nation). And because the moneylender knew that Lini had ties to the slave ring (as the players also knew).
Did the players question the plausibility of this at all? This was extremely convenient for them, as he was someone they wanted to bring to justice, and a bandit that had stolen from two of them personally. The answer is no, of course the players did not question the plausibility of the situation. It all makes sense to them.
But, they didn't know that asking the moneylender would provide this result to them. They didn't say, "you know, it'd make sense that all of this would work together, maybe he knows where Lini is."
This is basically the complete inverse of "the diplomat arrived 20 minutes ago" that you seem so against. The thing is, the players might be upset about that example (well, my group wouldn't be), because they don't know what's going on,
and it's negative.
The players don't know the reason why the moneylender thought to offer Lini (because they're all human, and Lini is a human in troglodyte lands), or how he knew him (criminal background, and have worked together to shake down some people that owe the moneylender payments). Yet my players don't go "wow, this is way too convenient to be plausible." Just like they don't say "this is way too inconvenient to be plausible" with the diplomat arriving early.
They know it goes both ways. Why you specifically think it doesn't -and insist that we're saying that even after we've claimed that's not how it is- is still somewhat baffling to me.
But, as always, play what you like
