One of the best parts of 5e is that this isn't an issue. It took some time for me to realise that it wasn't alignment itself I disliked so much as this aspect of it.
I've only GMed one session of MHRP. Can you elaborate on this?
If memory serves me, the original poster's reason was that the PCs genuinely had no idea where they were in this new city. Are you suggesting the DM suddenly breaks immersion (for himself at least) and feeds players information just to keep the story going?
As a DM I do not find it appealing. Like Abed in Community said "I have to remain objective, otherwise the game has no meaning"
Surely they could have done their research - purchasing maps of the town & maps of the sewers and began tracking their movement or attempt to get a guide (cleaner, architect, perhaps a sewer kid..etc) They didn't think it through, they fracked up, lets not defend the PCs here. Consequences of decision making...this is starting to sound familiar![]()
What is your opinion in the instance where PCs misread the desires/motivations of the NPC? Surely characters can be wrong? Do we as DMs have to spoon feed the PCs so that all information is readily available and known?
It reminds me in many ways of Star Trek, which is likewise a patchwork of technological "magic" with equally far-reaching implications.The trouble with this is that D&D magic is a collection of spells & effects drawn from a wide variety of fictional & mythical sources, many of which were explicitly designed to be dungeon-exploring/problem-solving tools, collected over the course of several decades now.
ie - it's a bit of a mess. A big, honking mess (not that there's anything wrong with that).
Add to that the fact D&D magic is supposed to exist in settings which happen resemble the worlds of classic fantasy fiction & film, if not actual medieval Western Europe.
ie - worlds different from what would reasonably result from D&D magic existing.
It reminds me in many ways of Star Trek, which is likewise a patchwork of technological "magic" with equally far-reaching implications.
I do think you're fudging on some level, because of course truly playing everything all out is impossible. I think the point is that if you make common-sense assumptions necessary to play the game, things fall into place. If we were playing a Star Trek rpg, you wouldn't be able to transport into a bank and rob it. In D&D, you can't teleport into a bank and rob it. Why? Either wealth isn't stored that way, or it's protected somehow. What rationale you come up with is less important than the simple fact that when a player tries to use the supernatural travel method of choice to lay waste to the world's economy, that isn't going to work.
If you haven't thought about it, it might not be obvious, and a DM might read the Teleport spell, see nothing in the spell description itself to invalidate this type of plan, and let it go forward. Thus, advice.
The default assumptions about worldwide magic and power level do matter. I think very few games are assuming that wizardry is so rare that power brokers are not using it or aware of it.However, I wouldn't say you necessarily couldn't do that in all D&D settings - how common Teleport is, how real a threat it is relative to other threats, and how worthwhile protecting against, it is, matters. If a handful of Wizards in the world can cast it, banks probably rate protecting against it similarly to protecting against tunnelling or the like IRL - which is to say it's low on the priority list - but if the bank is big enough, they will have it.
It is possible that rather than protection, retribution is the order of the day. After all, it's entirely reasonable that someone who was holding a lot of money and then was robbed would have the resources to track the PCs down and deal with them. For a typical game, this is a rather large diversion, so I think faster solutions are more desirable than deferred ones, but there are many.Further, banks in medieval settings are typically protected more by reputation than defences - after all, no bank can stop a few dozen soldiers getting together and robbing it - but if it's owned by the crown and it's known that vengeance will follow, they will likely be discouraged.
It's interesting how many DMs (including myself on occasion) I've seen refer to a place as "teleport-blocked" or "divination-blocked" without an actual rules basis to support it.That said, if it's just a straightforward and reasonably-priced spell or ritual to ward an area against teleportation or similar magic, then that'll be done.
Perhaps I was unclear. I didn't mean that the rationale is meaningless, I meant that from a DMing advice perspective, it is okay to choose whichever rationale makes sense for your campaign. The books don't need to tell everyone to divination-block all the king's chambers, because there are multiple correct ways to handle the situation.I totally disagree with your suggestion that the rationale doesn't matter though - on the contrary, the rationale is more important than preventing a PC getting a lot of cash
You definitely need to consider the implications of whether, if something can be done once, it can be done again. Whatever solution you come up with should be, on some level, binding.Anyway, I'm getting off topic - if you do use fiat to block something, think about what you are doing. For example, if you say the vault has a magical ward against teleportation, that's fine, but then you need to think about how the ward was created, how easy it is to create others, who did it, and so on - these might not be questions for during the game (but they might), but they are questions for you and your setting, post-game.
Hmmm...
I think you hit those pitfalls if you reframe scenarios unprompted.
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As a fairly seasoned traveller, the idea that I have no idea where I am in a new city is ... anti-immersive.
As for DM's immersion, this is not a priority. If a DM is immersed in someone's head, they need to get out of it. They won't stay for long. If a DM is immersed because of the consistency of the world they've probably built a planet of the hats. The real world is too big for one person to understand. So I want to know what you mean by "immersion" for the DM unless you're using it as a synonym for flow.
My 4e rulebook* buying stopped at the first round of three (DMG-PH-MM) so anything after that is lost on me.Now 4e is a lot like AdnD. The DMG is written with a very strong voice. But once you get into later books like the dmg2 things change a lot and the advice gets a lot broader.
So far we're in perfect agreement.I wonder if the issue is related to the control of flow of information. The players want to know where they are in the city but they also want to minimize risk.
The DM otoh generally wants to increase risk because that makes for an exciting game.
So the DM rules that the pc's cannot know their location in the city. A perfectly reasonable answer which nicely dovetails with what the DM wants.
Of course they can't make an informed decision. That's the whole point.The problem now though is the players can't make an informed decision...
Bluntly put, that's their problem; and if they want to hamstring themselves by making assumptions like that I have little sympathy. Adventuring is risky business!...and assume that if the go up and check, they will be caught or otherwise engaged in some problem.
If they don't want an encounter then what the bleep are they doing wandering around in the sewers beneath a dangerous town?What's wrong with giving the players what they asked for at this point? They've indicated that they don't want an encounter at this point, so what's wrong with just giving them What they asked for and moving on?

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