Yeah you could be playing with a Gygaxian ass who declares everything you do as a failure. The DM could throw you a riddle with no answer or a detective story with no clues. A video game developer can do the exact same thing by creating a keypad puzzle and never putting in any clue that tells you what the code is. Yes I'm aware of all these dick moves that bad DMs might do. But it's just that, bad DMing.K wrote: None of those actions make player action more relevant because the DM decided which of those actions had a chance to succeed.
He could have decided the ranger's guild had false information because they banned their members from going in and they spread misinformation in the town to keep others out. He could decide the spell would give a cryptic answer because of an ancient spell that created the Banemire. He could choose that PC knowledges weren't high enough to understand the true dangers of the Banemire (a DC 40 check that the PCs can't make to know that dread wraiths with PC levels that can rape the party are in there, but a DC 20 to hear that "shadowy creatures" live there.)
And it's not even worth planning around contingencies for bad DMing, because there's really only one tried and true solution: find another game.
If the DM is fair, he'll give you a fair puzzle to solve. That means that finding a solution is possible.
Actually no. That's exactly the issue we're talking about. If the PCs can exercise sound preparation and care and are no safer than PCs who go about a problem recklessly, you've eliminated any incentive for people to play cautiously. To get people to play smarter, you need to create incentives. That means rewarding good play and punishing bad play, and most importantly, letting them know where they went wrong. So long as you keep advocating some kind of "It's all the DM's fault" bullshit, then players have no reason to do anything different. They never make stupid moves, and if things go bad, they just finger point to the DM. And once you start down that slippery slope, you can just forget about anything ever getting any better.You are arguing that the DM should reward PCs for trying to be careful and more prepared by making those actions meaningful. I happen to agree, but that's off-topic to any issues we are talking about.
You can't say "Okay, you guys are newbies, I'm going to coddle you" because then they never learn. People go with tactics that work and if they never run into problems doing what they are doing, they'll never change. If you let the PCs know upfront that you won't kill them, that means that they won't care if the banemire is the most dangerous place in the setting or not. There's no reason for them to be careful, because they're never in any real danger.
At most for newbies you should be making the problem more obvious, but not the solution. For instance, mentioning that it probably would be a bad idea to just guess which path to take.