No they fucking aren't. Your very own example involves the players being asked to go on planar adventures and not being given any tools so that they can be railroaded even harder. That shit just is not acceptable.Ghostwheel wrote:Which is why the DM is going to give the players tools as they need them.
All that crap you are talking about with save or dies or how glitterdust turns a fair fight into a 3 round mop up operation is completely beside the point. The point is that whatever tools the players need for the story are tools they need to have. Not that they need to have assurances that the DM will throw contrivances to make sure they don't really need those tools at the last minute because some NPC will drop down and solve all the problems they can't even address, but in fact they actually need to have the actual tools to actually address the actual problems. Anything less and you are not engaging in cooperative storytelling, you are masturbating on the players in between allowing them to run through tactical combat minigames.
I don't give a flying fuck whether you want to balance combats to be decided after 1 round or 45. I don't trust you when you say that the math has been tested and works, because you said that about that fuck awful Grim And Gritty system too. But that's not even the point. The point here is that the fundamental basis of cooperative storytelling requires that the player characters be capable of directly interacting with the turning points of the story rather than relying upon the DM to handwave them through them all.
If you refuse to surrender the power to teleport, you can't have adventures that turn on teleporting. Period. No shitty excuses.
-Username17