I mean, it certainly might come across as impolite, and may well cause complications as a result. That’s a risk the players should be free to choose to take.
Except they aren't. They are expecting to just do it, without anything else. That's literally what was described. They aren't considering anything else.
It sounds like you’re saying it’s unreasonable from an in-universe social perspective, and fair enough. What I meant though is that it’s reasonable (or perhaps believable would be a better word) that the characters might make that choice, not that the choice is a socially appropriate one to make in the situation. I don’t think it’s my business as a DM to enforce the players to have their characters make socially appropriate decisions.
I'm not saying they have to. I'm saying that doing so
out of the blue bothers me. A lot. A character needs a reason for doing what they do unless they're literally insane.
I don’t think it’s at all clear from this example that the unwillingness to partake is sudden.
Why not? That's exactly how it was described. No mention of refusal to sit at the table, reluctance, nothing,
until the saving throw. The OP even describes it as, "Hospitality is big in the culture of this region, and though it's a bit odd that this dude and his servants are in this buried city, it's the first friendly face we've seen in a while." Odd, not
instantly suspicious.
The situation is sketchy from the jump;
No.
Odd. Not
sketchy. That's a big part of my problem here.
the saving throw may only be confirming preexisting suspicions. Moreover, so what if it is only being done because of knowledge the players have and the characters don’t?
Because, unless there is an
extremely good reason otherwise, characters' pure roleplay actions should occur for reasons those characters can at least
somewhat describe. Because the
story being told matters at least as much as the bare rules.
Why do we play Dungeons and Dragons and not Statistics & Spreadsheets? Because the fiction is absolutely vital to the experience. Flaunting that, turning it into an irrelevancy that we just crumple up and discard because it might cause a mathematical inconvenience, is hypocritical; the only reason the players care about taking the action is to protect the safety of the fictional character attached to the data.
That may be why the players made that decision, but it doesn’t have to be the reason the characters do. I believe my job as DM is to determine the results of the characters’ actions, not to police the players’ motivations for declaring that their characters take those actions.
So you are perfectly content with characters who perform insane, disjointed actions and neber justify or explain anything they do with any connection to the world? Why do you play TTRPGs then, and not...literally
anything else that doesn't expect such a connection to the state of the fictional world?
Why does it matter to you that such a relationship exist? If there’s a plausible reason a character might do something,
I'm saying that in this context there isn't one, and the players were clearly lifting no finger to try to provide one. Otherwise, I'm sure
@iserith would have said so. I welcome their correction if I am mistaken.
why does it matter if the player has a different reason for having the character do it? I mean, players are constantly making decisions influenced by factors their characters are unaware of.
Why does it matter that an NPC not prepare perfectly-tailored plans to defeat every secret thing the players cooperate to do? Why does it matter that agents in the world act with some approximation of rationality and sense (unless they are, in fact, actually irrational and/or senseless)? Why does it matter that cause comes first and effect comes after?
Because without these things, the fictional world is senseless, cannot be reasoned about. Can it even be said to have
meaning at that point? And if it's meaningless, why are we playing D&D and not Statistics & Spreadsheets?
But a
player’s reasoning could very easily be that they saw
@iserith make a saving throw and don’t want their character to do the thing that caused him to have to make it, while at the same time their
character’s reasoning is that they saw Binro nearly throw up (though, probably not in the opening example, since iserith’s character was not described as nearly having thrown up. So instead, perhaps something more like “I don’t trust these people who seem to be living in a buried city but somehow have access to fresh fruit.”)
Could. Wasn't. That is the whole point. There was no other reason, and even the reason you mention is weak as hell because Iserith's description makes zero mention of such concerns until
after the saving throw. Only
then is it suddenly sooooo concerning that this guy is in a weird place offering food. That makes no sense! Why would their paranoia
suddenly flare to life when they had observed...
nothing at all?
Now, as I said, I would totally support players wanting to see if they could detect that something occurred, or if they (passively) noticed anything odd about the food or their host/the servants, which sounds like some kind of Perception-type roll (though I could see maybe Medicine/Healing or, in a pinch, Nature to identify Ser Fruit-Eater's symptoms.) If someone in the party has a notable paranoid streak, I might even let them leverage that! There are a ton of ways to do the
work that justifies the refusal described here (so long as the players are willing to accept the potential ramifications of that choice: rudeness to a host can be a serious insult and could cause problems the party might rather avoid more than the poison!) The players clearly aren't interested in showing that work. They just want the results without the work. I oppose this.