While it might have been cool to do so, I don't think it is a failing to not do so. A DM is not required to make everything the players attempt into something interesting. Sometimes the things players try just don't have good results. Such is life.
I don't see how these statements are mutually exclusive.In my opinion, everyone at the table is relying on everyone else to not be a douche and to contribute to the fun rather than detract from it. I believe this is an unwritten social contract people make when agreeing to get together for a game.
He was of the opinion that, as a DM, if he sets something in front of the players, then it is what it is, no matter what. If he's decided it's a dead-end, then it's a dead-end and he won't alter that for anyone or anything.
I think that there are fundamental aspects that DMs share in terms of opinions. Or, simply, fundamental aspects that make a DM good or bad.By that I mean that, sure, everyone has their own way of doing things, but at the end of the day, there are some pretty fundamentally key aspects to it that should be shared across the board.
It is both an art form and a skill.
Sometimes, a climb up a tube is just a dead end.
Sometimes, it is a side-trek to more adventure.
Sometimes, it is an unexpected solution (for both the PC's and the DM).
In my opinion, everyone at the table is relying on everyone else to not be a douche and to contribute to the fun rather than detract from it. I believe this is an unwritten social contract people make when agreeing to get together for a game.
He was of the opinion that, as a DM, if he sets something in front of the players, then it is what it is, no matter what. If he's decided it's a dead-end, then it's a dead-end and he won't alter that for anyone or anything.
So what do you think?
Like any art form, you can learn how to do something. You can learn how to get people to get along. But certainly people are definitely more talented at it than other.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.