jbear
First Post
I think there is a big distinction here from the start: your whole party wants to investigate that tunnel.What I meant was that a few of my players would argue that: a) if I mentioned a water pipe, then it has to serve some important purpose, and b) they deserve some skill rolls for more description about the pipe. The more skill rolls would then lead to more description, explanation, and eventually wasted time until I gave them something to bite on, such as an encounter, treasure, or a way into the keep.
Basically, these players I mentioned would see this pipe as a major plot point and any attempt on my part to tell them that it's not important or a dead end would be met with accusations of railroading.
In effect, this means that unless I provide something "important" for every decision these players make then they could accuse me of railroading.
Once a player attempted to interrogate an NPC that, according to my notes, had absolutely nothing to do with the plot. So I invented what I thought was important information, but the player ignored it, threw up his hands in disgust, and said that he hit a dead end.
I've run two pure sandbox games before, once with Shadowrun and another with Mage: The Ascension. Individual moments were fun, but eventually the players felt like there wasn't an overarching narrative, which there wasn't, and lost interest in the games.
That would be a whole new ball game for me. If they really want more info and I have decided noone is getting in there (not my case - the DM in this case's decision). I'd probably have them make history rolls (since in 4e there is no Knowledge: Architecture check available in 4e) or even Dungeoneering. The information gleaned here would let them know this is not a weak point in the fortresses construction and that unwary prodding could result in a swift and pointless death.
Personally I wouldn't have a tunnel like that into a fortress be impenetrable in the first place. Dangerous, risky, but breachable sounds like more fun to me. I use WotC adventures as I don't have the time available to build my own from the bones up. I do however give each and everyone major reconstructive surgery. I also enjoy building in plot hooks and skill challenges that allow the PC's wipe/defeat/conquer/bypass large parts of the dungeons in one fowl swoop. I love roleplay and creative thinking and probably would have tweaked this tunnel in a way that if discovered gave a chance for just that.
But that's me and my style. Everybody has their own way. That's great. I do think though as a vast majority we want our players going away from our game table with anyother feeling, be it awe, fear, enjoyment or excitement, than frustration and boredom. that's not always possible. But learning from past experiences is important and necessary to avoid that feeling again in the future.