That is not a true description of D&D as I play and experience it. Nothing in the guidelines pushes me towards the ordinary - for instance, Moldvay Basic tells me that a fighter can be Hercules and a magic-user Merlin
Can be, or is by default? Big difference.
- and I don't GM a game involving primarily treasure hunters, and haven't for over 30 years.
Which is fine, but if we're talking about what the game itself is for, isn't it about treasure hunting?
But this actually isn't true. There are plenty of people in Australia who can get cabinet ministers on the phone if they want them. That's not true of me, but there are some current and former members of Parliament whom I can walk up to and expect to have them interact with me. If the players' conception of their PCs is as having the requisite lineage, bearing and visible sense of urgency to make them worth talking to, I don't see any reason why that possibility shouldn't be resolved in much the same sort of way as we work out whether or not they are able to defeat a dragon in combat.
That's fine. Write what you know, as they say. Or worldbuild what you know. If some DM wants to have a more permissive culture, that's fine, and it does change the parameters of Diplomacy.
My point was never that every player trying to speak to every royal must fail, but that given one particular scenario where the DM has decided that this is an impossible check, the player has no recourse. Again, there's saying yes and there's saying no, what I'm talking about is who gets to say yes or no.
By the same token, I don't see that there is any virtue in the game focusing on fighting kobolds rather than demons - nor vice versa. They're all just made up. It's a fiction. There's nothing more self-aggrandising about playing out a fiction involving gods, or kings, than playing out a fiction involving children, or peasants.
I think a fiction involving gods inherently conveys a greater sense of self-importance. Which can be fine, depending on one's individual preferences. Again, I'm not talking about all possible campaigns, merely an example wherein the players are conceivably exceeding their own place. What their place is can vary.
There is in my view a huge distinction. For a player, on my conception, at the heart of playing the game is declaring actions for one's PC, and then determining what happens via application of the action resolution mechanics. Those mechanics constrain what the GM is free to narrate as an outcome. Using the mechanics is inconsistent with the GM having a pre-defined result in mind.
It is a huge distinction. To my knowledge, there is no textual basis in any version of D&D for this type of sharing of narrative control. In other rpgs, there is. To my mind, the utter lack of shared narrative control is a-if not the-defining feature of D&D as such.
The culture and the books' recommendations on how to use that authority vary, but if there are explicit exceptions to the idea of DM authority in any version of the rules, I've yet to see them.
I prefer a game in which there is no such thing as the "real plot" distinct from what the players think is going on.
That doesn't much match up with the fantasy fiction I'm familiar with though.
This makes it hard to run certain sorts of mystery-driven or Call of Cthulhu-style scenarios. That's a cost that I pay. And it's not the case that mystery is impossible - it just has to be handled in a non-CoC-ish way.
I certainly wouldn't want to pay that cost. Even when the scenario is not explicitly mystery or horror, the players' uncertainty is a tremendously useful commodity (and, in my experience, a large part of where their enjoyment comes from).
The GM has an important role, undoubtedly, in managing fictional positioning and unfolding backstory. But it is not an exclusive role.
The 4e PHB tackles this issue in its description (on p 8) of the functions of the DM:
Referee: When it’s not clear what ought to happen next, the DM decides how to apply the rules and adjudicate the story.
Sometimes it
is clear what ought to happen next. On those occasions, the GM's referee function is not required. And even when the referee function is required - eg in deciding whether or not a tough dwarf can hold down a hammer in the forge so the artificers can grab it with their tongs - there is no reason to suppose that the GM's role is simply to apply his/her own conception of the gameworld. At my table, that is not how it works.
And who decides whether or not it is clear?
The question I'm getting at is in cases where there is a genuine disagreement between the player and the DM on any aspect of applying the mechanics to the fictional world, and that disagreement can't be resolved by talking it out, is there any textual basis for the player's opinion explicitly overruling the DM's, with the DM having no recourse? Any intermediate case isn't relevant; most of the time people will be on the same page, and it won't matter who's in charge, or some amicable resolution will happen without the need to resort to these types of rules.
I would not run an encounter in which an outcome adverse to the players' desires is fore-ordained. To me it negates the pleasure in RPGing.
...
Another part of the reason is that exploration of the gameworld - for instance, learning what is and isn't possible - is not part of the pleasure of play, for me. The fact that the GM narrates the scene well, or that the players enjoy the experience of immersion in their PCs, is not sufficient, if in fact the whole appearance of choice, and of an attempt by the players to change the ingame situation, is in fact illusory.
Is that not a contradiction? If an adverse outcome can't happen, what choice can there be?
This really doesn't speak to my approach to RPGing at all.
The creature is an imaginary being in a fantasy game. It cannot be treated fairly or unfairly by the game players. (We can imagine it being treated fairly or unfairly by other imaginary people in the gameworld - in my gameworld they treated it unfairly, namely, by tricking it into running over a cliff.) Issues of fairness in gameplay arise between the participants in the game. On this occasion, I am utterly confident that I treated my players fairly. (And vice versa.)
One of the reasons I pointed this out is that my players have called BS on the simple rolling of Survival to find food and killing a creature in the process. The way I look at it, it's cheating. Creatures have hit points and saving throws, and they don't die unless those are overcome. They have free will, and won't do something suicidal unless it makes sense through their decision-making process (which is perhaps what you're suggesting; I can't tell). It's a perfectly fine sort of cheating of the sort most of us do all the time, but it's really against the, as they say, rules as intended.