Mouseferatu
Hero
I believe that, to an extent, it's incumbent on players to cooperate with the DM on getting their characters involved in the story.
But...
It's incumbent on the DM to keep PC abilities and personalities in mind when creating that story.
Using the travel example, it's fine to create adventures that are meant to take place during the journey from point A to point B at early levels. Once the party has teleport, however, the DM's job is to either create adventures where the party is planning to go, or to give the party a reason for going where the adventure is. (There are plenty of ways to encourage more mundane travel, or at least shorter teleport jumps--ignorance of destination, tasks to be completed along the way, magical interference, escorting a sufficient number of people or weight of cargo that it's over the caster's limit, etc.) Simply ignoring the ability to teleport, however, and expecting the players to do the same, is really not very good DMing. If it's really going to be a problem, better to house rule out the spell entirely (and tell the players ahead of time, of course) then to simply expect PCs not to use it when it's inconvenient.
(Back to the first obligation--the PCs must tell the DM when they gain spells like teleport that can change the tenor of an entire campaign.)
But...
It's incumbent on the DM to keep PC abilities and personalities in mind when creating that story.
Using the travel example, it's fine to create adventures that are meant to take place during the journey from point A to point B at early levels. Once the party has teleport, however, the DM's job is to either create adventures where the party is planning to go, or to give the party a reason for going where the adventure is. (There are plenty of ways to encourage more mundane travel, or at least shorter teleport jumps--ignorance of destination, tasks to be completed along the way, magical interference, escorting a sufficient number of people or weight of cargo that it's over the caster's limit, etc.) Simply ignoring the ability to teleport, however, and expecting the players to do the same, is really not very good DMing. If it's really going to be a problem, better to house rule out the spell entirely (and tell the players ahead of time, of course) then to simply expect PCs not to use it when it's inconvenient.
(Back to the first obligation--the PCs must tell the DM when they gain spells like teleport that can change the tenor of an entire campaign.)
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