hawkeyefan
Legend
I'm not going to hold the DM to lower standards than anyone else, and I'm not going to tolerate meta-gaming when I see it. If you don't care about that sort of thing at your own table, then that's on you, but airing your dirty laundry in public is asking people to call you out on it.
Dirty laundry? Hah....okay, dude.
I think the cardinal rule of any RPG is: player's choices should matter. If the DM is changing things up so that any choice they make leads to the same outcome it completely undermines that principle.
And while you can get away with this once or twice on the sly, I think it is something that smart players are going to catch on to fairly quickly. I'm sure lots of players wouldn't have an issue with this but it is not the sort of game that would interest me personally. Honestly, if the DM is just going to railroad the party to an encounter with PC X, I'd personally prefer that they were upfront about it rather than pretending to give us a choice of where to go and - what a surprise - PC X just happens to be there.
Moreover psychology 101 says people value the things more if they worked harder to get them. So I don't think it is a bad thing if players occasionally spin their wheels or follow false leads; the short term frustration will mean that the ultimate success is more satisfying. Conversely, if the PCs always seem to get the clue that they need just when they need it it provides immediate gratification at the cost of their victories being less meaningful.
I don’t think that anyone is advocating for railroading, really. I don’t think that the DM changing some details during play must always be railroading. I don’t railroad my players, and I almost never undermine their choices.
The OP is about making decisions based on storytelling reasons. Pacing, drama, tension....things like that. I think those elements are equally important to the game experience, if not more so, than slavishly adhering to what’s been set before play begins.
For me, what I’m advocating is changing things as necessary not to force an outcome, but to maintain fun play.
I mean....what if you create a 6 room dungeon and after 2 rooms you realize it’s a cake walk? And the first 2 rooms were the ones you thought would be hard? Do you just go through the motions for the final 4 rooms?
I’d hope any DM I’d be playing with would be able to adapt a bit to try and make the game more challenging and fun.