Recently I got involved in a dungeon crawl 5th edition DnD campaign. It is meant to be a short run, no roleplaying, grind through the insane dungeon sort of thing. I find this tricky sometimes because I like roleplaying games, and I like games where you try to win with tactics, but this particular iteration combines them in a way that is pretty absurd.
We started out being told that a incredibly powerful wizard who somehow is still alive after more than a millennium has stolen several artifacts from their place of safekeeping and left behind a note to tell everyone where his hideout is. Our job is to go into the hideout and get the weapons.
This is preposterous. Look, if the villain specifically says "I am right at the X on the map" my first assumption is that the villain is definitely not there. Pretty much anywhere else, really, but definitely not where they say they are. Why in the world would they do that? Any villain with two brain cells to rub together would just put the X in the middle of the most dangerous place on the planet and hope some fools were stupid enough to try to go there to get their stuff back.
And we are fools that are exactly that stupid.
This same scenario happened to me in a game many years ago. The villain sent us a message about his dastardly plan. For no reason other than to brag, apparently. We all agreed he must be lying to us to trick us to we assumed he was doing something else. The GM got furious at us because the villain totally got away with his plan since we didn't just go where he told us to go. Why would we believe the villain? That dude is EVIL and tricky and certainly would lie, so why would he give us the truth? The game blew up after that in part because I was so disgusted with the GM ranting at us for not doing what the villain told us to do!
Anyway, we are gigantic idiots who do exactly what villains say. This is our life.
And because this module is silly, presumably this will actually help us to some extent instead of being a pointless way to die.
We get into the dungeon and right away we discover that when we step in the wrong place a wall of force stops us. We do not have any magic capable of breaking it, nor can we teleport past it. We can, however, answer the riddle of a Sphinx to lower the wall of force.
But then we traipse on through the dungeon. Into the lair of a wizard who has demonstrated that he can cause walls of force to appear at will. Why exactly he wouldn't just have a trap right before his room that causes two walls of force to appear in the corridor, pinning us in place, and then fill the corridor with gas / fire / ice / acid / whatever is completely unclear. Our characters have faced the certainty that whatever is in here has the capability to kill us easily, and without us having the slightest chance to defeat it.
But we soldier on, because we are suicidal idiots relying on plot armour.
Now I get being brave. Sometimes you face down hard odds to do the right thing. But we are just mercenaries here, being paid to get back some weapons that are just rotting in a dungeon. Who cares if they are in the dungeon? Nothing bad is happening! We should really start to worry only when the weapons leave the dungeon and threaten people. Going into this dungeon (which, in any sensible world, wouldn't have the stuff we are looking for) to fight this enemy (which, if we consider the stuff we know it can do, can dispose of us effortlessly) isn't brave, it is just a quick way to die.
I like roleplaying brave. But to play these modules I have to roleplay a blithering idiot with no sense of self preservation... and to survive it I need to roleplay an extremely intelligent, careful, cautious person.
Good thing we insisted from the start that this was just a puzzle game, not a roleplaying game. The puzzle part has been okay so far, which is good. If you refuse to roleplay at all and just try to beat the game with the character you have, munchkining as hard as possible, then it is a fine thing to do. Just don't ever consider your motivations.