No. They were not even allowed to request an audience. Instant denial. That was the point.
Ok, I reread the passage where you described the situation (post #5318 for reference). Indeed there is more meta than what I remembered. The question is: Would you have been more happy if you actually got to
play out the
failed bribery and reasoning attempt with the guard?
In that case that paint this situation in a slightly different light. Still, from your description there is a bit of ambiguity. You are as a player told that the guard is ubribeable due to their loyalty being absolute. Do this
player knowledge prevent the
character from presenting a bribe to the guard? I could imagine a social dynamics where this is indeed in effect a veto, but that is not an obvious given.
Another interpretation would be that those summaries of the guard being unbribable and not possible to reason with was indeed a summary of your
character's" conclusion after extensively having tried to bribed and reasoned with them. That is that in fiction your character action declaration was fully carried out (not vetoed), but it was decided to not be *played out. Such pacing techniques is in my view well within standard GM responsibilities, though I tend to be more explicit about it. "After offering the guard all you are willing to depart with, you are stuck with the feeling the guard has some extreme, misguided, loyalty that make them impossible to reason with"
Anyway, if you description is precise I agree something feel a bit "off" in this situation. I can even read it as an implicit veto against a character action. This veto seem benevolent in nature though. From what you write I guess you agree that you insisting on playing out the failing bribery and reasoning attempt would be considered disruptive player behavior? The implicit veto was simply in giving you as player the information you didn't have that made you recognise that it would be disruptive. As you were a good player, you got the picture, and no explicit veto was needed.
In this sense it is not that different from the more standard example of you saying something in character that the GM points out the character might not know, or know to not be true. For instance your character exclaims "There are no pink elephants!", and the GM points out that your character might not be so confident about that notion as you might think.
Is this a GM veto of a character action? Perhaps? And in that case I indeed believe I have been the source of numerous such vetos trough informing the players about facts of the world as they become relevant for proposed actions.
But if this is what constitutes a veto, then I think the overwhelming majority would indeed like the GM to use that veto power. I think
most are grateful for being stopped from declaring something that their characters should know is foolish. I also think
many would be happy to get the information needed to stop them from spending hours pursuing leads or approaches the GM very well knew was doomed from the start.