Skill, art, the meaning of (DMing) life,...all these considerations laid bare just because of a drainage pipe.
Hello, I am the DM who's woefull skills have been put under the spotlight.
I am happy to explain the issue and situation in context (as I see it), however, my feeling here is that this is an issue of 'what I could of done v's what the reality was'.
The real question is 'Should a DM change the reality to make things fun for it's own sake?'
My answer to this is,...ask an orc! The world is set. Actions have consequences which players can influence. Looking for an alternate way in is a great idea, which in this case didn't work.
The Situatation
The pipe lead to a dead end, because it was 'closed' with a heavy stone locking mechanism diverting the water flow elsewhere.
The reasons why the dwarves don't trap the pipe is because:
a. When in use, high pressure water flows through the pipe and outflows over the side of a mountain. These pipes (or more accurately, carved out tunnels in the mountain side) have been smoothed by the intense water pressures/flows over the eons. A slimey substance clings to the sides of the pipes (the result of the muck in the water composition, which is constantly being flushed and replaced with new muck/slime). To traverse the pipes successfully, you have to brace yourself against the sides and move at half speed. In addition, rope and pinions are required when the pipe starts going verticle.
b. When not in use, the source of the pipes is sealed with a heavy stone cap that can be opened from within via a mechanism of counterweights being engaged. Anyone powerfull enough to actually break through this cap, would instantly be overcome by the torrent of water (think of a dam releasing water), sliding them right through the pipe system and over the side of the mountain. Anyone secured to the pipe first, would drown. If they can breath in water, they would be pinned down by the water pressure until the cap was replaced. Moving/resiting the water pressure is an auto fail due to the players strength being insufficient.
c. Because of it's use, no creatures have made the pipes home, as they would ineviatably be flushed away.
Two players decided to explore the pipes. I decided to make this a skill challenge and thus reward them for at least trying (with xp), however, they decided to 'take 10' on all skill checks and take their time, use a climbing kit (pinions & rope), effectively making making the encounter an auto success. So no xp, but no risk of certain death.
They were told it would take anywhere from 3-5 hours to get to where they believed was the original source of the pipe.
Two players decided to go ahead over the disagreement of another three party members. The other three were not going to hang around idly, so they continued onwards. I should note that at the end of the game I was encouraged to not 'split the party', as if that had somehow been my intention?
I can see (at least) half of you pulling out your hair saying 'You've missed the point!".
It wasn't fun. Why didn't you do something about it?
Did I want them to go up the pipe? No.
Did I want them to split the party? No.
Did I want them not have fun? No.
Did the players actions result in these three things occurring? Yes.
If DMing is art, I provide the canvass, and the players are the artists. They provide the direction and I provide feedback on the results.
If DMing is a skill, then I use that skill to navigate the players through the adventure and work off their feedback to maximise their enjoyment.
If it's a bit of both, then DM and players feed off one another to maximise thier enjoyment.
What is this the right approach? I'll let you decide.
So, if the question is, 'should I change things if they see another drainage pipe in the future?'
The answer is, 'no, after all,...its just a drainage pipe'.