I tried to think about how I could concisely explain myself better and I just don't know that I can. I like the vagueness of things that are "broadly plausible" within the confines of the fantasy setting we are playing in. I don't want or need hard and fast criteria or rules for these things. We don't need a limiter and I would prefer not to have one. My players trust me and I them. If we disagree with something we discuss it and resolve it together.
Well, here, the issue with the vagueness isn't that it can capture a lot of different methods.
It's that
almost anything goes.
I have been told, by people in this thread, many many many times over, that "realism" (or "plausibility" or whatever term you like) is not only an essential tool, it is supremely useful as (very specifically) a
limiter on what the DM is allowed to do, say, include/exclude, permit/forbid, etc., entirely separately from any talk of "trust" or the like (e.g. more than one poster has suggested moving past "trust" and talking about these things
instead).
That's why I'm asking about what it does, in fact, actually
limit, or not limit. And thus far,
because of its vagueness, the limitation it seems to place is..."anything goes, as long as the DM worked hard enough". Which is precisely why Hussar, myself, and others have noted that this (alleged) limiter, from the player's perspective, cannot
even in principle be distinguished from someone just making up whatever they like.
How can a limiter actually limit, if the limit produces results indistinguishable from not being limited at all?
That is why the vagueness is such a problem.
I freely recognize that a rule which perfectly specified every individual act or deed or
thought that a DM could have would be ridiculous, like it would
literally deserve ridicule for its sheer, audacious stupidity. The problem is that the
alleged limitation, or guide, or whatever else we're calling it now, has not had anything established as limiting
anything. As far as I can tell, every DM action is permitted under a "plausibility" criterion, so long as the DM did some homework beforehand. Sure, some things require more work than others, but--contra what many have said to my face in this thread--
based on my actual experience GMing an actual game--I don't see that effort as ever being even remotely prohibitive.
Hence, other than a DM who simply can't be arsed to put in the work, "plausibility" does not seem to be any different from "anything goes" in terms of the results it can produce from a player's perspective. At which point, what is it even limiting?
I do want to say you keep saying: the DM does this and that or the DM decides this or that. That is not my experience. In our group, the DM adjudicates, but if a decision needs to be made it is a whole group effort.
So what is plausible is not one persons perspective, but the whole groups.
This is extremely surprising to hear. I had understood--in fact, I had thought it was explicitly said, multiple times--that involving players in something like this was utterly unacceptable. That it would be inventing the world to match the players, rather than having the world be "independent" etc. This makes it even
harder to understand what exactly is happening, because before this, I thought plausibility had to be determined only by the DM--allowing a player to ever have any say in the discussion of plausibility, I had thought, would be a total abrogation of a vital limiter, namely, that the players cannot simply mold the world like clay in their hands (and thus--allegedly--destroying any possibility of stakes, conflict, drama, etc., etc.)
I'm deeply confused about how the DM could be involving the players in this, in the way it has been presented time and time again, namely, black-box DMing. How can the players tell the DM that what is in the hidden DM notes is plausible or not plausible? How can they critique it when the DM tells them they cannot do a thing they think makes sense, because of secret notes the players aren't allowed to see? That was this whole long discussion very specifically about how many essential parts of the story cannot ever be seen by the players until long after the effects thereof have already become established facts.
Or, to ask the question in simple terms: How can the players affect the DM's decision about the plausibility of what the DM already knows, but the players do not and cannot yet know?