You're doing what? Surprising the DM

I'm beginning to see a pattern here. All these scenes falling apart after plane shifting are making me think that the spell is extremely disruptive to a campaign because it puts the DM in a position that he can't prep for well, and running a wilderness adventure well is hard.

It sounds to me like there was a lack of clarity regarding what the players wanted. On the other hand, I think that probably some of the hooks you offered were weak, and you made the mistake of depending on player behavior some of which seems to me a bit of a stretch. But I do find it interesting that the players got interested again simply because you offered up a random combat. Players come in all types. It's hard to tell from this removed of a distance what the players really wanted, if they even could have clearly communicated it. If they got interested in what was more or less a wandering monster encounter, then it sorta suggests that they would have been perfectly happy with 'big game hunting safari in the mountains' and part of the problem with your hooks is that things like bears, wolves, and soldiers aren't the sort of fantastic opponents that they were interested in. I wonder what might have happened had been a Treant that was the companion of the Druid (also, can talk, it's good to have talking NPCs), ice drakes carrying backpacks, and the army marching to the keep had been mounted on mammoths and accompanied by frost giants? It could be you just needed to engage their sense of wonder more. Hard to say. Players can be really fickle sometimes.

Funny thing is, this particular player composition usually prefers riddles and exploration over direct combat, and tends to talk (even to animals) first before fighting. Random combat is something they try to get out of many times. But it just shows that every now and then, people tend to want something different. I like the idea with the Treant, as they will still have to meet the druid eventually.

I think you may be right that the plane shift was part of the trouble, as they had used it to get out of a bad situation but it also disrupted the main story for them. In hindsight, we should have discussed what would interest them before starting. I usually do that now, even if that takes a few min out of the session. Back then I thought I had figured them all out. :cool:
 

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Sounds like a perfect storm where the players manage to accidentally avoid finding any of the GM’s cues. At least it doesn’t look intentional. The most annoying gaming situation is probably the one where players scream “railroad” at every plot hook, then complain afterwards that “the game didn’t go anywhere”.

And the fact that you and the players established clear, out of play, communication to address the problem seems to indicate you found a solution, and can laugh about it now.

Definitely not intentional, no. And we laugh about it a lot. That session is now known as "the long trek north" and cited as an example if anyone things things don't really work out (even by players of other parties, word spread ;)). It's our clue that we need to stop and reevaluate things. So all in all, it was helpful as it helps prevent sessions to go downhill now.
 

Where are you “more likely to meet genies or pixies”? In the desert or forest that you explicitly don’t want to interact in any way because it’s booooooooring setting wank?

<snip>

But if the entire campaign never leaves the Sultan’s palace, or all travel is by flying carpet so we never see the sand, it makes no difference that we are surrounded by a desert.
Maybe I'm unusual, but I can enjoy colour that doesn't figure as an immediate object of exploration.

In my 4e game, the existence of a fallen minotaur empire has been a recurring motif - minotaur ruins, minotaur statues, mintotaur tombs, etc. This also relates to the backstory of the dwarf PC, because the dwarves, after gaining their freedom from the giants, were tutored by the minotaurs. This is important in the game although it has not been an immediate object of exploration in play.

If I was playing a game with a Sultan, I would certainly expect the area to contain deserts and palm trees rather than snowfields and oak fore

How does moving the party, through space or through time, invalidate intra-party RP? Aren’t all the PC’s still there? Either the setting was important to this RP (in which case changing the setting has an impact) or it was not (in which case that RP is not invalidated by the fast forward).
The intraparty roleplay was in a context, and framed against story elements other than the PCs - feuds, loyalties, hopes, enemies etc. It was contextually embedded.

Part of the problem is that the battle against the grell really isn’t all that important in the grand scheme of things.
I don't think this is Hussar's view of it.

My general view is that the players' judgement of what's important is the determinative one.

This assumes the recruits’ personalities, backstories, hiring stories and interaction is “nothing interesting”.
Again, I think this is something where the players' views are determinative.

The onus is on the GM to make it “not minutia”. If it is minutia, then it’s like buying gear in most games – shell out the gold, write down the gear and move on.
No disagreement with that! This is exactly how the desert and the hiring should have been handled, it seems to me.

So several were pretty much unimportant Redshirts, killed for illustration and colour and one was a guest star who had an actual impact on the action.
No. The ones who died fighting hobgolbins died fighting, and made a difference to the resolution - they both delivered damage and took it.

As a player, I want an enjoyable, challenging game.
I think everyone wants that.

But not everyone enjoys the same things. For some players, exploring the GM's setting is enjoyable in its own right. (On the current "new world for 5e?" thread, one poster said that his/her main enjoyment in an RPG is exploring the gameworld.) For others, they enjoy different things, like formulating and pursing PC goals. They want something more player driven.

What counts as a good game, or good GMing, for one sort of player might be a bad game, or bad GMing, for another. I know that when I was starting out as a GM, and tried to follow advice in Gygax's DMG and in old White Dwarf magazines - roughly, Gygaxian "skilled play" (and Lewis Pulsipher was the main White Dwarf advocate for that form of play) - my game was pretty ordinary.

Conversely, the more I've shifted towards a scene-framing approach that downplays exploration and emphasises player-cued situations, the better my game has become.

“Introducing complications” seems to include “to get to the city, you need to cross the desert – man versus nature” and “do you want to take the first six spearcarriers who come along, or do you want to interview them in more detail?” are both valid complications in the game, at least as I see them.

<snip>

A lot of reference to backstory (setting) influencing the game, rather than just providing colour, I think.
Introducing complications is a key GM role, in my preferred approach to play. The idea is to introduce complications that riff off the players, push them hard, respond to their cues, keep the game moving.

On my preferred approach, it's sufficient evidence that I've done a bad job, and failed to keep the game moving, when there are 90 minute sequences that the players are complaining about!

Though I don't use random generation in the way [MENTION=89537]Jacob Marley[/MENTION] described, the examples he gives - like closed gates or a city under siege - are closer to the sorts of complications I would use. They introduce tension and challenge into the situation the players' care about, rather than try to shift the focus of the game to something else that the players haven't signalled any interest in.

I don’t see where the GM has been advised to always tell the players up front exactly how each scene ties in.

<snip>

no trust, game fails.

<snip>

I think the deeper problem is that Hussar was unwilling or unable to extend that necessary trust at the outset
I guess I see the situation a bit differently. A GM who wants to cultivate trust should send clear signals. And a GM who frames scenes without clear signals runs the risk that they will fall flat.

Part of the measure of a GM, for me, is how they handle that sort of situation, and how they resond to it. [MENTION=53286]Lwaxy[/MENTION] gave a nice example upthread of how he dealt with it.
 
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By the same token, pretty much every example you have provided has been a scene you want to skip, and they've seemed like pretty typical scenes in a game. In one, it seems you had decided the scene should be skipped without any real opportunity to assess what the scene may hold, not because you were "bored to tears" but because you were impatient for a scene that would logically follow it. In a second, the scene went on for 60 - 90 minutes despite the fact that only the GM was engaged - that seems hard to accomplish when the scene in question would be a dialogue. Here again, you don't suggest it should have been fast forwarded when it became clear it was not engaging, but that it should have been skipped entirely,

Well, yes, skipped entirely because I, the player in the spotlight, was totally uninterested in the scene. And, no, it's not that hard to drag out. The DM starts by initiating conversations and then keeps the conversation going. The player, not allowed to push the eject button on the scene, since that is seen as bad play and would get the player ejected from some games, plays along. And along. And along...

In both cases, I question whether you wanted to skip a scene, or a series of scenes (ie to me one scene is more "one encounter in the desert" than "the voyage through the desert", and more "discussions with one potential hire" than "all discussions with the potential hires"). By contrast, your third example, the hobgoblin scene cut short by another player, involved a scene which had been played to (at least in his eyes) its reasonable conclusion, with no more benefit to be derived from the scene. To match your examples, he should have killed the hobgoblin before you could get much past saying "I'll question the prisoner".

In hindsight, he probably should have just killed the prisoner in the first place. And, because of this scene, we never took prisoners again, because we knew that taking prisoners with this DM was pointless. IOW, the DM's actions have long term consequences. Players are typically smart enough to be able to read DM's and know that certain actions just aren't going to go anywhere and they stop trying those actions.

Which has been precisely my point all the way along. The DM drags out a scene, refuses to let the scene go and the players react by never trying that again.


Sorry - my point was unclear. Because I don't see the grell encounter as overly important in the grand scheme of the game, that lessens the importance of NPC's who will only be involved in that one scene to me, as the GM. By extension, that reduces my perception of the spearmen's importance, suppporting your wish to make their involvement quick rather than extended. That said, you were the one(s) who invested the grell with importance and, by extension, made the NPC's critical to your plan important.

I'm sorry, I don't see how those two follow. The spearmen's only function is to stab the grell with their pointy sticks. That's their purpose. That's what they're there for. Why do I need fully fleshed out NPC's with backgrounds and motivations for that? If I was hiring henchmen, with the expectation that they would be with the group for an extended period of time, then fine. That's different. But, these guys were just a posse.

How many times do you see, in a movie, the sheriff come in, gather a posse and then spend ninety minutes on exposition on every member of the posse?

As a GM, I'd be reluctant to rob the PC's of a rematch with the Grell when the table talk makes it clear that the players really want that rematch, and I've written rematches into scenarios specifically for that reason, when the original plan was that the adversary in question would not be seen again (at least not in any currently planned encounter), win lose or draw. In at least one case, the players were dead certain there would be a rematch written into the scenario - and lo and behold, one appeared. My original expectation was that they would win, and when they did not, I expected that they would carry on and never encounter that particular foe again - but their expectations said otherwise. That said, the rematch was definitely not the next encounter, although it wasn't delayed more than a few sessions, and occured before the current scenario wrapped up (in part due to the scenario itself - the PC's would go home after). And the players did not obsessively pursue making that scene "next" - they trusted that their need for closure would be satisfied in due course. While I believe they would have accepted it if I eventually said "those enemies aren't coming back for a rematch", the rematch was much more fun, so writing it in was, at least to me, the best GM choice. But not writing it in immediately - that would actually have felt contrived in this instance, certainly to me and likely to the players.

But the rematch, in this instance was not contrived. We knew where the grell was living. That was its lair. It had no real reason for leaving - after all it just had a nice tasty snack and chased away the invaders. Could it have left? Sure. Be totally anticlimactic but it could have.

I think the problem here is you're still trying to draw larger conclusions from what's happened. The player skips talking to this NPC, so the player will skip talking to all NPC's. The player skips this scene, so he'll skip every scene. That's not it at all. It's, the player skipped this one scene, for whatever reason, but the player is also typically engaged, so it's not a problem.
 

Back in late 2008 I discovered Mythic: Game Master Emulator. Over the past five or so odd years, I've increasingly come to rely on Mythic to adjudicate play in situations in which the PCs have "surprised" me with their actions. Plane Shift, as written in its 3.x incarnation, creates a "surprised" state as I cannot predict exactly where the PCs will arrive (5 to 500 miles (5d%) from your intended destination).

/snip for brevity

This is excellent and I would have zero problems with any of that.

And, btw, thank you for ignoring my bad rules judgement. :D Oops. :p
 

Knowing the context of the campaign would likely help a lot in this regard. That includes not just their goals (immediate and long-term) but also the setting (what plane are they on, what city are they going to) and the nature of the PCs (race/class/alignment/etc., motivations, fears, whatever). Unfortunately, Hussar has been extremely coy on this. We know he played a binder and he's in a desert trying to get to some city - that's it.

However, that doesn't change the process I'd use in a general sense. That process, I think, has value to those who may be reading along. I know my discovery of Mythic came about preciely because some poster in some other thread posted their usage of the system.



It is. And I suppose shirty or contrived are possible reactions. However, since I have been using Mythic I have found my players to be highly engaged in each scene I frame.

It was Shackled City Adventure Path. Can't remember which module. It has been some years.

And, I would say that you are spot on Jacob Marley. The context might matter if we were trying to fix this specific situation, and, of course, I know that no matter how much context I provide, some people will simply turn it around to say that I'm being a bad player.

Why is the context so important? The player doesn't want to play out this scene. Not every scene. Not even other similar scenes. Just this one. Why does it matter why he doesn't want to play this out? He's the one in the spotlight, so it's not a spotlight issue. There are clear goals that the players care about right there. It's not like exploring the desert was the goal.

If it was, then I would have been totally in the wrong. If, for example, we were trying to find a lost city in the desert, and I wanted to skip over the desert, then I would agree, totally a bad player. But, that's not the situation. We had a clear goal that we wanted to reach. Everything that we needed to move the plot forward was in that city. We knew that. Well, at the very least, the information we had said that everything we needed was in that city.

In other words, if the party wants to throw the One Ring into Mount Doom, and the party knows exactly where the Mount Doom is, and states that they aren't interested in anything but throwing the Ring into Mount Doom, why are we screwing around with Tom Bombadil?

The other scenes? Moria, Helm's Deep, etc? Ok, I can totally see how they are related to achieving Mount Doom. But Tom Bombadil? I don't care. I think that the movies got it right by cutting him out. I think that Tolkien was desperately in need of an editor who would have cut about a third out of the LoTR. Yes, I know that's heretical, but, I do know that I skip pretty large swaths of the books when I read them and I couldn't even force myself to finish the Silmarillion.

My entire point through this thread is to cut out the Tom Bombadil scenes from your campaigns. If the ride checks on the centipede are so easy that a Take 10 lets you bypass them, don't bother. Just move on. Note, that was the part I was talking about when I said I get a bit testy about DM's who do this. That morphed into a whole bunch of other stuff, and that's probably my fault for not being clearer. But, it's cutting out the superfluous stuff that really doesn't matter. Is learning that Warrior 1 Biff's goal in life is to marry his sweetheart going to help me kill the grell? No? Then why are you telling me? I don't care.
 
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In other words, if the party wants to throw the One Ring into Mount Doom, and the party knows exactly where the Mount Doom is, and states that they aren't interested in anything but throwing the Ring into Mount Doom, why are we screwing around with Tom Bombadil?

The other scenes? Moria, Helm's Deep, etc? Ok, I can totally see how they are related to achieving Mount Doom. But Tom Bombadil? I don't care. I think that the movies got it right by cutting him out. I think that Tolkien was desperately in need of an editor who would have cut about a third out of the LoTR.
I did speculate upthread that you might be someone who skips the Old Forest scene in LotR! Apparently I was correct.

I remember reading some critic on Tolkien (a sympathetic one) pointing out that the hobbits have to leave 5 homely houses before the real story gets going: Bag End, Crickhollow, The Prancing Pony, Bombadil and Rivendell.
 

I did speculate upthread that you might be someone who skips the Old Forest scene in LotR! Apparently I was correct.

I remember reading some critic on Tolkien (a sympathetic one) pointing out that the hobbits have to leave 5 homely houses before the real story gets going: Bag End, Crickhollow, The Prancing Pony, Bombadil and Rivendell.

It's funny. When I was younger, I loved door stopper fantasy. LotR, David Eddings, you name it. The longer the book, the better. Now, I read almost exclusively shorter fiction. I do read the odd novel, but, largely, it's short stories or even flash fiction. And that has really reflected my approach to gaming as well. Not that you don't get setting in short fiction, but, by and large, setting elements and extraneous details get left on the cutting room floor.

I finally got around to reading the Game of Thrones books. I know that whenever Martin starts detailing feasts, my eyes glaze over and I skip down the page. That boy REALLY loves food. Same with all the family history stuff of characters that you meet once and then they die a few chapters later. Yeah, I really, really don't care about heraldry.

Cracking good story. But, personally, I would love it even more if it was about half as long.
 

But, important to who? To the DM? How can it be important to the other players at the table? They have no reason for interacting with anything in the desert. The desert is being crossed because it happens to be in the way. It doesn't matter to the players if it was a desert, grassland or forest. It's simply space between A and B.

I ask this, because if you answered this earlier, I seemed to have missed it in the mass of posts.

How did you *know* there's nothing relevant to your overall goals in the desert? We presume you're going to the city for some reason. How do you know ahead of time that the GM didn't put anything relevant to those reasons in the desert?
 

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Originally Posted by N'raac
If we simply say "He buys a horse" with no chance of any issue - alll horses are identical - then that takes no time. If we say that the player gets a roll to see whether he avoids a nag or picks a winner, that's a roll, so we add some time at the table. If there is a chance of something going wrong, or a prospect of something going right, I suspect the players want some control over that destiny.

But there are a range of ways of giving the player control over that destiny. There are also a range of techniques for introducing complications. @Manbearcat had a much-discussed example on a thread last year - a failed Ride check results in the GM narrating the presence of a gorge blocking the PC's path. Similarly, a failed check might result in narrating a thrown shoe, or lameness, or something similar.

In those sorts of cases, the players' control over their destiny isn't determined by making them roleplay through the purchase of the horse - it's determined by the chioces they make, and the rolls they make, in the course of resolving a conflict.

NPC loyalty can be done soemwhat similarly. You don't play through the interviews - rather, you work out whether or not the NPCs are reliable via their morale checks at crunch-time (if you can find a way to make Sense Motive enhance those morale checks - not straightforward with D&D's "aid another" rules, but not hopeless either - then so much the better).

Generalising from the examples, there is a viable approach to play in which complications are narrated which presuppose prior events in the fiction with the PCs might have, but in fact didn't, interfere with. And that is legitimate GMing even though the players didn't play through that prior bit of ingame time. It requires judicious GMing, and (I think ) ample use of "fail forward", but it's far from impossible.

Quite a good post but I can't xp. I just wanted to take a second to comment on this bit here that I highlighted in orange and how it applies to the techniques outlined above, "implicit player signals", the question of "do players always want control over, or even interaction with, all game minutiae?"

There is a lot of "Indiana Jones" and "Pulp Western" in the genetic mashup of our genre preference for our D&D play. My players expect (demand) chase scenes, on foot or in carts or with horses and wagons/carriages, in our games. Sometimes this is made explicit before we play; "A chase scene tonight would be fun". Sometimes I will overtly ask players to provide me with a scene-opener that I will fit into play in the following week.

The 3 PCs in my game all have "Athletics", "Nature", "Perception". They either have martial practices or rituals to bulwark their interaction with animals, their skill in the wild, and/or their ability to ride. Two of them have encounter skill powers that are built for chases and one of them has a great attack At-Will that works in chases (We use a Nature check for it as its a Druid Primal Spell).

They want chases. In default D&D exploratory play, these are very difficult to set up well and (borderline) ensure that a dynamic chase will organically emerge. As such, a player authored bang for a chase or a scene-framed chase does the trick nicely. Its the same thing as setting up a combat encounter.

In the situation above, they had to secure an idol from a temple of evil snake-men. The Rogue in this game is an expert infiltrator. He could likely have pulled off the pilfering of the idol without much ado. However, two sessions before that, he was able to strut his stuff as "master infiltrator" by having a scene that allowed for just that. In the session in question, I had these thiings at work:

Signal 1 - The players overtly want chases. It is in their genre preference DNA.
Signal 2 - The players have built their PCs to be proficient protagonists in the elements of chases.
Signal 3 - The Rogue was able to play out his "Master Infiltrator" shtick just a few sessions before.

So, in this case, I just assumed the success of the Rogue in pilfering the item and set up a situation where his horse (hidden in a copse of trees) is being set upon by a whooping hyena pack. This basically works as an alarm bell. The Rogue "Instinct" of "Master Infiltrator" (his insurance that I won't frame a scene around him being a "sneakthief" failure) is not violated. Its actually assumed in this scenario. We don't play it out. He's automatically successful. The first order of business in the chase scene is the pressure of the whooping hyena pack desceneding on his horse (his means of egress). Snake-men are alerted and chase ensues!

The PCs are (i) trying to avoid getting skewered by arrows/javelins/spells, (ii) navigating the very treacherous terrain so as to not injure their horses, (iii) follow the scant trail signs for their charted course, (iv) and stay on their galloping horses. Those 4 are the context through which I am interpreting in and all task resolution. At some point, one of them barely fails a Ride check. They could be unmounted, their horse could go lame by tearing a tendon while hitting an impediment/hole after being steered poorly, their saddle strap could get torn by struck by one of the snake-men (or the horse could), they could slow down allowing the snake-men to catch up, and on and on. These are expert horsemen. And the other ones seemed stale and didn't produce something interesting in the fiction. I chose the path of them losing their ability to maintain their concentration on (iii). Instead of taking the right path, a gorge manifests as an adverse obstacle as the 3 PCs gallop over a rise. Now they have to deal with this giant obstacle as the bad guys (in overwhelming numbers) bear down on them!
 

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