I guess, looking at the wizard example above, is why bother? Why would you put a wizard in the town where the players can sell their loot, and then have the wizard unavailable and then be coy about why he's unavailable? Isn't that a whole lot of work for nothing?
I don't know whether it is a bunch of work for nothing, a plotline in the making (perhaps we can locate this wizard, or alternatively maybe we should seek another buyer for our loot), future foreshadowing or something else. Just because the first idea we had fails to resolve in the exact manner we had hoped, do we toss up our hands in despair? That isn't proactive play, it's "my way or the highway" gaming. Proactive play would be acknowledging our first approach did not work and deciding what to do next. Perhaps that’s seeking another buyer. Maybe it’s gathering info on the wizard from other sources. Or it may be moving on to some other matter the players want to investigate and checking back on occasion to see if our buyer is back.
The players have gone to see the wizard for a reason. They want to sell this loot. Obviously they are there because the DM has indicated that the wizard is actually in this town. It's not like the players have decided, on their own, that there is a wizard in this town that will buy their loot. So, they use the information given to them by the DM to make plans. But, then they have these plans foiled completely arbitrarily because the DM has decided that the wizard is "busy".
The players don’t get to decide that their buyer is available, nor that he is interested in buying this loot. It appears we have accepted, in this game, that buying and selling magical loot is not a basic, mundane event, but gets played out. So, logically, we play it out.
The players want to rescue the Princess, but there’s a swamp to cross inhabited by dangerous creatures, and a labyrinth in which the Dragon who holds her captive lurks. What a major PITA. It's such a huge waste of time at the table. Why bother?What a major PITA. It's such a huge waste of time at the table. Why bother?
Facing challenges is not an impediment to the game – it IS the game! You seem to want to dictate the nature of each challenge faced, and the manner in which each challenge will be resolved. How, exactly, is that superior to a GM who dictates the adventures the PC’s must undertake and rejects any possible approaches save the one he has preordained will happen?
I guess that's my problem here in a nutshell. The DM is arbitrarily blocking player actions. Why? What's the point? It's so disheartening to a player to actually try to be proactive and then have their ideas shot down in flames presumably because it doesn't fit with the DM's pre-ordained plot. No thank you. I don't want to play that way anymore. Pro-active players should be rewarded, IMO.
I agree they should be rewarded. I do not think “my first idea did not bring immediate and total success so I quit” is proactive play.
And, note, we're also talking in context of the DM limiting caster power in order to achieve game balance. This isn't a thread about problematic players or DM's. It's about whether or not it's effective for DM's to be that heavy handed when achieving game balance.
When we point out the actual rules as written do not overpower the caster in the manner you suggest, you classify this as a heavy-handed limiting or nerfing of the caster’s power. It is not. It is limiting that power to the power the rules actually provide. Just as the Fighter does not get to declare “I cleave the orc’s head from his shoulders with one deft swing of my sword”, but rather must roll to hit and damage, the Wizard does not get to decide that Charm Person overrides all other duties and common sense of the Chamberlain, but that it makes him Friendly as that term is defined in the rules, that the spell can be detected like any other spell, and that NPC’s react to having their free will overruled much the same way PC’s would.
But, Ahn, as the saying goes, the plural of anecdote is not data. The three people you've met (or however many it is) who share your preferences doesn't really say anything at all.
Your own experiences are also anecdotes, not data. They say no more than Ahn’s experiences or my own. No less, I agree, but also no more.
So, treating the NPC as a "living breathing person" is completely pointless to me. I have no interest in it. The NPC is a plot device, same as every other NPC or element in the game. "World building" is what you do when you want to write a novel that's probably about a thousand pages longer than it needs to be.
As a player or a GM, I have no interest in a game world that exists solely to provide whatever the PC’s find convenient today. The obstinate chamberlain or missing wizard is as valid a challenge as the Dragon guarding the princess. It may be that the chamberlain is beyond our present ability to persuade, the wizard beyond our current ability to locate and/or the Dragon too powerful for us to defeat in combat. If so, we must explore other approaches – that is, be proactive rather than just expect whatever we attempt to be successful because we are PC’s and thus should never fail to accomplish our goals with the first approach we think or, or even have our desired results delayed, for any reason.
See, I've done almost exactly what you're talking about. Some years ago, I ran the Scarred Lands Mithril campaign setting. In Mithril, a large city, there is a famous sage. In the text of the setting, it says that the Sage is very busy and it typically takes months to get an appointment to see him. The players discovered a threat to the city and decided that the sage was the best place to discover how to deal with the threat. At least it was an excellent place to start. So, they tried to see the sage, only to be turned away.
The group then spent about two hours of table time trying and failing to see the sage and getting more and more frustrated with every attempt, to the point where they were finally just going to kick in the front door before the session ended and cooler heads prevailed.
Since then, I realised that this entire fiasco, where no one had any fun, was entirely my fault. I was more interested in protecting the setting than in the group.
See, to me, proactive players would consider what alternatives they have to seeing the Sage. And a proactive GM would have considered other approaches the PC’s could take, rather than letting them beat their heads against a brick wall until they become so frustrated they take foolish actions out of character for savvy adventurers of whatever moral stripe these PC’s happen to be. The sage does not have to be there, but there need to be other alternatives for the players to consider.
We came very close to ejecting the DM the last time he did it in our Dark Sun campaign where it became painfully obvious that he didn't really have any idea of what we should do next and we were left flailing around aimlessly.
What happened to that proactive play where the players chart their own course, and are not lead to those activities that the GM thinks they should do next?
But, to me, when DM's start treating NPC's and the setting as more important than the players and the PC's, that's a recipe for failed campaigns.
Emphasis added – and with that emphasized, I agree. But I also find a game where the setting and NPC’s lack any colour, personality or life of their own to be a boring recipe which will also fail. Both the players/PC’s and the setting/NPC’s are important to a good game.