So nobody is saying that the players have control over the narrative, but the players have to have to buy in to being sent to a different universe?
I have repeatedly contrasted the following two things:
*"Player narrative control", that is, players directly authoring elements of the fiction outside of their action declarations for their PCs;
*The GM making decisions about framing and consequences by having regard to, and drawing on, goals and aspirations that the players have signalled for their PCs, and they they put at stake via their action declarations
The second thing is a way whereby players exercise agency over the content of the shared fiction without the first thing being necessary. The point made in the preceding sentence is fundamental to the design of many RPGs, including 4e D&D.
If the players have not staked the possibility of transdimensional travel, and the GM just introduces it by fiat, where is the player agency?
Let's say instead of the US they found themselves in the UK and try to see King Charles. They walk up to Buckingham Palace and demand to see the king. How you do you deflect and give a non-answer this time?
My first response is, suppose a dragon comes from Faerun to earth and tries to fly, how does it? Answer -it can't, as its wingspan and wing muscles will not generate sufficient lift to get its vast weight of the ground. Suppose a magic-user comes from Faeren to earth and tries to cast a spell, how does that work? Answer - it doesn't, there is not magic on earth.
But even the above two sentences are absurd - because as we all know Faerun is in fact imaginary, and so things can't come from there to earth
So let's suppose we're not talking about earth, but about some
imagined earth to which magical beings can travel. My second response is, this as an example of game play it makes about as much sense as the previous one - you seem to be completely changing the genre of play, from heroic fantasy to gritty modern, and asking how do we make sense of the abilities of a fantasy PC in the new context?
.But let's suppose that we're not changing the genre: somehow, and for whatever reason, we're incorporating some imagined version of the present-day United Kingdom into our heroic fantasy RPG. Then how does the Noble PC obtain an audience with King Charles? The ways to me seem innumerable. After all, as we know,
people are inclined to think the best of the character, who is welcome in high society. People assume the character has the right to be wherever they are, and other people of high birth treat them as a member of the same social sphere. So here's one possibility: the PC gravitates to Sloane Square (or wherever contemporary Sloane rangers hang out), hooks up with a gentleman or maid-in-waiting or whatever, is invited back to the Palace, and is introduced to the King.
I mean, all sorts of people in real life get to meet the King, so I don't see someone with the italicised traits couldn't.