I can't believe this thread is still going on.
I seldom fudge, and roll all my dice in the open, but at the same time I think all the rage about DMs lying is overblown.
I do my prep-work in stages, usually. I seldom plan out a long, drawn-out adventure when I'm rolling my own from scratch. At best, I'll have a list of important stats that may or may not be needed, general notes about what everyone who's not the PCs are doing, some notes and details of locations that might come into play, and then I adapt from there. Next session, I take what happened, add anything new I might need, drop things that turned out to be unimportant and/or irrelevant, and prep some more from that point.
Maybe it's because of the way I prep for games, but I also don't think there's a big difference between what I improvise
between sessions, and what I improvise in the
middle of a session. I don't think on-the-fly adaptions are "lying." There's simply no
there there for me to lie about. I just keep things reasonable and internally consistent without going out of my way to screw the players out of success.
In the case of the
Horrible Passage Of Game-Destroying DOOM and MISERY, I'd wing it as such:
(1) If the enemy in question has reasonable resources, access to rituals, and is magically competent or has magically-capable allies, I may not know ahead of time that they've cast anti-scrying rituals. I simply haven't prepared that deeply; it's completely possible I have no game stats on them whatsoever. If it's logical that they have, then they have. If not, not. The Lich-King likely has, even if I don't bother improvising it before the game. Ditto, Black Angus the Grandfather of Assassins. Karl the Bold, a wandering evil knight, likely hasn't.
(2) If the PCs' description
really wasn't good enough, well, that's the way the ritual works, and that's that. I would never call a two-paragraph description "not good enough" however. I guess a completely literal reading of the PASSAGE OF DOOM would imply I should, but frankly I can't see taking it at face value, given the rest of everything.
(3) All else being equal, I love it when my players find clever solutions to problems I throw at them. It's impossible for them to short-circuit my plans, insofar as I really have no plans. If a guy I thought might turn out as a recurring villain turns out to be a chump.... well, that's pretty awesome IMHO.
So yeah. That little bit of the DMG kinda sucks. It's incongruous with most of the rest of it, and I'm inclined to think it's poorly-worded. Regardless, I don't think it would ruin a new DM's game, or spoil a group's experience. I really don't see how this turned into a 13-page thread, frankly. I guess the undercurrent of unspoken edition war may be propelling it? Or maybe having a bad paragraph or two renders a whole book useless trash? I'm puzzled.
-O