Over react much? I was offering a point of view. Perhaps dialing back the hostility just a smidgeon might make this a bit more productive.
Look, Hussar. It's not like I don't know you. We've bantered back and forth for like 10 years here. I know your peeves and your habits and your theories. I could probably go to every single thread on the front page of this forum that you are participating in and find comments about how DM's are all out to get you, how they've earned their terrible 'reputation', and how little trust one ought to put into them. And I'm telling you, that I had anticipated your declaration of how you'd get all 'shirty' (as you describe it), and I'm telling you and everyone else that I not only consider players getting 'shirty' unacceptable, but for this reason in particular it is unacceptable. And yes, I know that this is an irreconcible disagreement on this point, because as I hope to show - we aren't even speaking the same language about this. Our frames of reference are so different, that it is going to be impossible for me to communicate to you even what I think is going on in this scene. We might as well be two aliens trying to communicate to each other how they see color.
In other words, you are so attached to the "how" of the resolution of an event...
Wait, what??? Where have I been speaking about enforcing single solutions to a problem? Where in all my lengthy words have I insisted on the how of resolution? Do I even remotely sound like I've advocated linearity? In fact, I've brought up frequently examples of player actions that would actually successfully obtain exactly the result you claim to want - namely bypassing the desert entirely; for example, using teleport, or using a wish to get a djinni to carry you across the desert. Do you think I would thwart those also? Do you think I have a single solution provided? I don't even as much have decided whether the players 'ought' to be working against the villain in my current campaign or with him, since I designed the antagonist from the start to have certain sympathetic features. Do you think I'm going to force one or the other? Heck, if the PC's decide, 'To heck with it, let's just play pirate', that's fine too (though I don't think I could make being a pirate as interesting or deep without a few weeks heads up to prep that part of the sand box).
...that you cannot "allow" a player to bypass the challenge without then creating more challenges until such time as the player has sufficiently earned his reward.
Again, this concept of how a game works isn't even part of my mental considerations either in designing a game or in running a game. I don't look at things in terms of challenges and obstacles. I never create a challenge on the fly during a game, least of all to thwart, harass, or challenge players. I don't think of things in terms of rewards and punishments. Your entire description of what a game is is completely at odds with what I think a game is.
Quite easily and you said it yourself. You would enforce ride checks (which are only enforced in combat by RAW, but we'll ignore that for the moment) knowing that the party will almost surely fail them.
First of all, you are wrong. RAW makes it clear that while the most common means of generating ride checks are combat events (namely being struck by an attack) that any unexpected motion by the mount causes a ride check to remain in the saddle: "Stay in Saddle: You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. This usage does not take an action." Second of all, I would enforce them whether or not I expected the party to fail them. I enforce them not because of my knowledge or lack of knowledge of how many ranks in ride any one has, nor even out of a desire to see them fall. I enforce them because riding a beast is a difficult endeavor and I think that it is reasonable that the general proposition, "I ride a beast.", require a fortune mechanic in the same way any doubtful proposition is resolved with a fortune mechanic. Now, to the extent that I have any non-simulationist motivation for enforcing ride checks it is to direct spot light on to the players that have invested resources into the ride skill. In other words, if I don't enforce ride checks I consider myself to be cheating the players. Someone at the table probably has 10 ranks in ride and he has legitimate reason to wonder why he rides a beast no better than those with 0 ranks. If I was going to not enforce a riding mechanic, I would an utter cad to not make that clear to players during chargen or simply to remove the ride skill from the game.
Beyond that, you are utterly wrong again. The last ride check that came up in my game was that the players were riding on horses across the top of an earthen dam. There was a concrete spillway on the dam I had previously described, and thus there was essentially a 4' deep moat with running water and an algea covered slippery surface on top the dam that presented an obstacle. I didn't put the spillway on the dam to be an obstacle. I put it on the dam because dams have spillways. In fact, I'd never even considered the dam as an obstacle, as there was also a ferry in town for crossing the river. There river wasn't there to be an obstacle either. It was there because towns are often built along rivers, particularly if they are centers of the lumber industry. Now, in order to ride down this 'bank' and up the other side, I decided a DC 5 ride check was required. The Explorer made it with ease, as did the Sidhe thief. But the cleric did not, resulting in a spill for d6 non-lethal damage, and then the cleric getting swept down the spillway into the water at the base of the dam. I didn't do any of this to present an obstacle to using the dam as a bridge. I did this because I considered it the best description of crossing the dam. It was for 6th level characters a fairly trivial excercise. But it did produce the result of the normally rather radiant female cleric, coming up out of the water covered in slime and with a bruised ego, allowing some of the other characters to make japes at her expense. That however wasn't the intention either. I'm not steering anything to a particular result.
They tie themselves to the centipede, then you enforce Use Rope checks.
Well, duh. Any time my players tie anything to anything, they make a Use Rope check. As one of my players said, "Heck yeah I've maxed out Use Rope. It's like the most useful skill in the game." Now think about that. Use Rope got dropped out of cannon in 3.5 because it was deemed too narrow and useless. Yet in my game, players think it a very valuable skill. If skills aren't enforced, then I might as well remove them from the game so that everyone can play a spell caster. But again, I don't enforce use rope to that purpose, but because its a resolution mechanic for a doubtful proposition. Any time you propose a course of action where there is a price of a failure, I enforce a fortune mechanic. That is far and away IMO the most fair way to DM. I basically always say, "Ok, throw a dice." to any thing where there is a non-trivial chance of failure.
Every single counter the group comes up with, you will simply add more checks until someone fails and the challenge is now sufficiently challenging.
On the countrary, I don't think of propositions as 'counters'. There is no fight going on between me and the players. We aren't struggling for narrative resources. This isn't a nar game where we put stakes up explicitly or implicitly. And the same number of checks occur whether or not someone succeeds. Get this through you head:
I'm never ever making difficulty. The difficulty is there or it isn't. If it isn't there, I never feel the need to make new difficulties. New difficulties will arise without me having to invent them.
You wouldn't? You wouldn't enforce a series of ride checks until someone falls off?
No, of course not. I'd probably narrate the journey with a couple of sentenses per 5 or 6 miles of travel, taking note of the changing landforms indicated on my map. When those land forms indicated that the player would either need to make a detour or else risk a path that might result in a ride check, whether gullies or cliffs or boulder strewn ground, I'd let the players decide whether to go around or through.
You wouldn't add in inclement weather, simply to add to the challenge...
Of course not. All weather is predetermined on a day by day basis prior to the game. Any inclement weather appears whenever it supposed to or doesn't appear at all if it wasn't indicated by whatever method I'm using to determine weather (lately, historical almanacs)
For example, this is the weather forecast for last weeks session:
Weather Forecast for Talernga
Bosky the 30th – 80F/71F, brisk wind from the south west
Bosky the 31st – 77F/63F, light wind from the north, brief thundershower in the early morning hours
Bosky the 32nd – 79F/59F, light wind from the south-east, afternoon thundershowers
It's the taken from the weather alamanc for Norfolk Virginia (equivalent latitude), from a prior year (2010 IIRC). That's the weather they get. I'm not going to change it, though given that one member of the party has taken the Disadvantage, 'Major Enemy (Nauti the Storm Lord)', I have explicit permission from my own rules set for actually doing that or something like it once a session. That however is another topic.
, all the while pretending that it's all part of the "simulation"?
Here we get to the heart of the problem. You are going to insist that my referee stance is entirely pretence. Fundamentally, the point of view you are offering is that I am liar and unworthy of trust. So much for your claims that I'm misunderstanding your hostility.
If you wanted to make the game fun, why not actually listen to the players when they hold up big neon signs saying, "We don't want to do this!"
Again, you don't get it. If you hold up a big neon sign in my game that says, "_I_ don't want to do this!" (again, stop speaking for all players as if everyone was on your team and had your point of view as a player), I will say, "Ok, go find another game." But beyond the simple point that I think it is unreasonable for you to determine what we do or don't do in a game, particularly given that I'm never going to compel players to cross a desert and presumably crossing the desert was their decision, you are wholly in the wrong to think that I would see a creative solution as being an attempt to bypass the game. From my perspective, seeing this creative solution, I would see exactly the opposite as the intention - a big glowing neon sign saying, "I'm fundamentally interested in the process of travel." or perhaps, "This creative solution has fundamentally turned what could have potentially been a boring slog that I might have chosen to make less important to my story, into something memorable and which we can and should dwell on." In other words, as I said earlier, what you think you are signalling is exactly the opposite of what I would have percieved you as signalling. Because frankly, the 'I want to opt out' is not something I ever expect players to signal, short of us dealing in a topic like torture or rape. The idea that a player would signal, "I want to opt out of adventure" simply wouldn't ever occur to me. Additionally, I would generally expect any sort of opt out signal to be made OOC, as in, "My dad just died IRL. Can I opt out of the story line where I'm searching for my dad for a while?" Any opting out that involves the whole group as in, "Let's hand wave the desert journey", should be made by group concensus.
Wow, snark much? Do you treat your players this way as well? Any dissenting opinion is immediately ejected from the game? I was simply elucidating a preference.
Dissenting opinion? You were being 'shirty' and you know it. Don't try to back down from that stance by pretending you were expressing an analytical viewpoint rather than being motivated by an emotion. You aren't 'offering an opinion'. You are expressing anger, dislike, and distrust. If you in the middle of a session start getting 'shirty' with me - something I haven't had happen from a player in the last 20 years or so - and you won't drop it, then yeah, we are likely to need to step outside for a private talk.
We didn't have the option of flying to be honest. No wizard or high level cleric in the party. The centipede was the best option that we had. But, presuming that I'm "anti-social" gamer because I don't want to deal with this one, specific situation is a bit of a stretch don't you think? Do you not think you might be over reacting here, just a smidgeon?
No, I don't presume you are an anti-social gamer because you don't want to deal with this one particular crossing of the desert. I presume you are an anti-social gamer because by your own statements you are likely to get 'shirty' with DMs and send them great big 'I want out signals'. And if that is the way you play, then believe me, from me at least you'll be let out.
Right there. You are telling PC's that they should kill/destroy everything in their path or they will not get full reward. They evade a monster and only get half xp? Really? Isn't "evading the monster" the hallmark of old school play? Why would they ever evade the monster then? Why would they ever let a monster retreat?
Well, old school, evading the monster meant 0 XP, quoting Gygax: "The judgment factor is inescapable with respect to weighting experience for the points gained from slaying monsters and/or gaining treasure." Yet people did it anyway. Tying XP directly to overcoming challenges and advancing the story is new school, not old school. Old school players didn't evade the monster to earn XP. They evaded monsters in order to not waste resources on things not directly tied to there goal. For one thing, looting was 50%-80% of your earned XP depending on the style of game played, and fighting a monster without signficant loot was often a poor proposition relative to the risk of character death. XP is withheld as relates to my judgement of the effaciousness of the solution. If the players bypass a monster by stealth or speed, the threat still exists. The monster is not vanquished, and may reappear to trouble them again. The same is true if they confront the monster and allow it to retreat. If on the other hand, they convert the monster to a valuable ally through some sort of social interaction - bribery, diplomacy, trickery, then that is worth a full reward. I don't do things that way because I have a particular method planned out. I do this because I don't want to turn evading the same monster over and over again into a means of cranking out infinite XP. I am, as Gygax observed, excercising my judgment in weighting the award. It's not a punishment. It's the inescapable and necessary perogative of the DM. It's not a punishment. It's an award. The 'old school' method would say no XP is necessarily earned via evading, tricking, or outwitting a monster. You also presume that I also don't have written down in my text, "500 XP is earned for getting the dingus." There. All solutions are valid.
This is what I mean by punishing players. You have basically staked out a territory in the game and said, "Thou maketh me satisfied or thou shalt be punished".
That just sounds insane. I don't even know how to respond to that, given that this notion seems to encompass as much as asking for a use rope check in response to proposing to improvising a harness for a monstrous centipede involves some hidden motivation on my part to punish players. I don't think you can even imagine what 'maketh me satisfied'. I ask how you get from a paragraph of me describing a half-dozen different solutions to a particular problem, all of which I offer up as equally valid, that I am in to 'narrow' rather than 'broad' scenes or that I have a particular single solution even in mind for a given problem? I rarely know what players are going to do. I try to prepare for multiple approaches, but even so I'm still surprised from time to time.
I don't DM that way. The players do an end run around something? Fan-freaking-tastic. Full awards and I'll get them next time.
I don't DM that way. I never think to myself "I'll get them next time."