Brian Gibbons
Explorer
As has been noted above, the issue of fairness is based somewhat on context and the implicit social contract of the group.
Fair or not, I would expect that, assuming the players continue to play with this GM, an intelligent group of PCs will now modify their playing styles. I would expect to see a lot more rope and 10' poles used, coins scattered and dead bodies thrown ahead of the party in dungeons. Each door is likely to take several minutes before the party actually decides to open it. Unnecessary doors will stay closed.
This is neither good nor bad, it's merely a different playing style. If the GM did not want such a result, however, it was a bit of a miscalculation for him to include this event.
It's all well and good to say that players had what they came for and didn't need to pull the lever, as long as you realize that the implication of this is that players will thereafter strictly do what is necessary and not investigate further.
Far too many GMs are a bit schizophrenic--they want curious players who jump at plot hooks and investigate possible leads, yet also want to punish players for going after red herrings or false clues. Unfortunately, the latter behavior deters the former.
Fair or not, I would expect that, assuming the players continue to play with this GM, an intelligent group of PCs will now modify their playing styles. I would expect to see a lot more rope and 10' poles used, coins scattered and dead bodies thrown ahead of the party in dungeons. Each door is likely to take several minutes before the party actually decides to open it. Unnecessary doors will stay closed.
This is neither good nor bad, it's merely a different playing style. If the GM did not want such a result, however, it was a bit of a miscalculation for him to include this event.
It's all well and good to say that players had what they came for and didn't need to pull the lever, as long as you realize that the implication of this is that players will thereafter strictly do what is necessary and not investigate further.
Far too many GMs are a bit schizophrenic--they want curious players who jump at plot hooks and investigate possible leads, yet also want to punish players for going after red herrings or false clues. Unfortunately, the latter behavior deters the former.