@John B: Your constraints are the game's rules and whatever fiction has been established prior to and during play. That's a lot of constraint. If the "world" doesn't have airships, you can't wish into existence an airship to get you out of the jungle. If there are no villages for 100 miles, you can't wish into existence a village a short walk away. If you're in the dungeon to obtain the Heart of the Monkey from the octagonal death trap, you can't simply wish it into the palm of your hand. The upside is that this means the DM must improve his ability to frame situations and settings, providing more fictional context in which to operate. The players respond in kind. Imagining a way out of situations is kind of what the point of D&D is, isn't it, at least as far as the characters are concerned? Then we use dice to determine outcomes based upon action . I think what you fear is what many DMs fear about giving up the power to determine what is true or not in the context of the "world," that players will then use that power to negate every challenge you come up with. This simply doesn't happen - or rather, it could, but it doesn't. Why? Because of the reason the players playing in the first place: to be challenged. Use that desire to allow the players to help make the challenges real for them! If the DM puts up a proverbial wall in front of the characters and the players point to a ladder laying on the ground nearby, then the truth is that the players weren't interested in that particular challenge in the first place. Thus, making them jump through whatever hoops you had in mind to climb that wall likely wouldn't result in anything other than mild annoyance or worse. (Here, I'm using "the wall" as a stand-in for any given obstacle or challenge and "the ladder" as the tool imagined by the players to defeat it.) Through direct collaboration, the players can help create their own challenges and escalate things the DM puts in front of them, if they find it interesting. "Yes, and..." actually lets players put themselves in far more dangerous situations than the DM might otherwise feel comfortable putting them in. This comes with the players' direct buy-in which means they won't short-circuit their own ideas by finding a ladder for every wall. It's a judo-flip done on metagaming. Instead of working against you as most DMs try to avoid, it works for you! An exchange from the last game I ran: DM: The grippli - tiny tree frog warriors - are leaping toward you in a horde, tree to tree. They are clearly out for revenge for what you did to the Wart Mother at the Sacred Pond. If they catch up to you, it'll be a tough fight because they got nothing to lose. What do you do? Seeker: We established that the bullywug pirates and juju zombie musketeers were out somewhere in the jungle looking for us last session, right? I spot some of their tracks in the mud right now . I'm going to lead the grippli right into these guys. DM: Yes, and because the bullywugs want to take you to Captain Burrp, they can't let the grippli have you! The tree frog warriors are closing in fast. It sounds like your goal is to outrun them, for a time, but the most important thing here is to find that patrol of pirates and zombies quickly by following those tracks. Perception check? Seeker: Yes, and if I make it, we lead them right into the pirates and zombies, a fight breaks out, and we can get away from it cleanly. DM: Yes, and if you get a middling roll, you lead them right into the enemy, but we'll go into tactical play and you'll have to withdraw less cleanly as both sides fight the other and you're caught in the middle! If you fail, the grippli catch you before you can find the pirates and zombies and the noise of the fight attracts their attention. Cool? Seeker: Oh man, we really can't afford either of those outcomes - we're running out of time. "C'mon, men. Shake a leg!" We run as fast as we can. [Nervously prepares to roll...] That's just a simple exchange, one of many in our games where there is direct collaboration out of thin air to build a scene, a challenge, and tension. Our games are difficult and tense. The players often use their power to make them even more so. Every roll really means something. This latent fear that DMs seem to have about giving up narrative control is unfounded in my experience. If the players do use their narrative control to handily beat your challenges, then your challenges probably weren't interesting to begin with. Work with the players and "Yes, and..." to build challenges they've bought into and won't try to circumvent with ladders. (The universal "you" here, not you, John B.) I still hold to the notion that if you're asking for a skill roll to know or not know something, it shouldn't be a roll. What's it to the DM that the player uses metagame information to have his character know about the 4th King of Such-and-Such? Use that established detail to find out something about the character - how did you know that, Ragnar? "Ragnar served in his army during the last war." Nice, we just learned something new about the character and he's more developed as a result of that simple exchange. Now I want to know more about that war! Having knowledge means the PCs can act more readily because they have fictional context to do so. Not having it means...? I agree with what you say about death. Note, however, that we can wish death happens that way you describe or we can make it happen that way by letting the player decide it's time, when the dice roll that way. I'd add that if "death" is the only "bad thing" people are imagining can happen in a given tense situation, they're leaving out a TON of drama from their game. It's not the only source of tension, and not even the best one.