The 5e system has only player taking the role of "dungeon master". The other players propose actions to the "dungeon master" in the hopes of achieving some result in the shared fiction. The "dungeon master" either approves that result in which case it occurs in the shared fiction, or rejects it and suggests a different result, which then occurs in the shared fiction. The 'dungeon master' player is given a number of mechanical means to aid in determining whether or not to grant the players desired outcome or the GM's, but is under no requirement to use them. The "dungeon master's" choice to approve or replace desired outcomes is entirely up to the "dungeon master" according to the rules of play.
These are extraordinarily similar in terms of structure of the rules. What usually happens at this point is that the person reading the 5e section begins to import their own social contracts and preferences in how the GM makes the choices for results and then assumes these are what the rules say to do. They are not
You'll have seen my recent posts where I have said that I am being swayed towards your non-pejorative use of "Mother may I". But I'm not fully there yet, and I think this post brings out why.
You might have seen my recent replies to
@Bedrockgames, which included some self-quotes of posts I made way upthread, about the principles that I think are implicit in the 5e rules - carried by the use of words like
everyone and
together and the description of the GM as
lead but not sole storyteller.
To my mind, the 5e rules suggest that these impose some constraints on how the GM is to exercise their decision-making power as to what results from the players' declared actions. And this, I think, is a meaningful difference from the children's game.
For me, the main source of doubt about the account I've just offered comes not from your posts, but from the posts of other 5e players who seem to think that my suggestion of these principles contradicts the rules of 5e D&D! The main source of support I feel for my account, besides its textual basis, is
@hawkeyefan's responses to those earlier posts way upthread.
EDIT: I'm just now reading your reply to me which is relevant to this post.
Simply because the broad understanding of the rules is that the GM is free to walk back or negate a fiat declaration of a player merely by imagining a circumstance in the fiction that blocks it. They can do the same to enable it. Or partially do it. Regardless, the authority is the GM's. And, given the core play loop and the fact that the Rustic Hospitality ability is very loosely written while also directly asking for the GM to imagine things (danger levels to the helpers), it's well within that core loop to declare almost any outcome with regard to the deployment of the ability. The only thing that constrains this is the social contract at the table and/or the GM's personal principles. Which is how it can be considered bad play (a subjective value judgement) and well aligned to the rules.
I feel that this is intentional design for 5e -- it allows for the greatest set of social contracts and personal GM principles of play to exist under the tent. Especially paired with "make the game your own."
I can follow all this. In terms of agreement or disagreement, I vacillate.
I think that the textual elements I've pointed to sit at odds with this being the
intentional design, but then again there are probably other textual elements buried in the DMG that I'm not familiar with and that push the other way. (The fact that my textual elements appear on p 2 of the Basic PDF in my mind does give them more weight, though!)
And I do find it puzzling that a game would confer an ability on a player which, by the game's own rules, is intended to achieve nothing unless supplemented by something extra-textual at the pure table-convention level.
But the anthropological evidence runs your way.
Still vacillating!