This gets to the heart of what I've been talking about.
If the DM sets up a skill challenge, then it's a predetermined encounter that the party must get past. It is not organic. It is not chosen by the players, or the effect of players' choices. This restricts the "sandbox" nature of RPGs. It in effect becomes yet another tunnel-vision game.
Except... isn't that essentially saying that any prep the DM does, either in the form of mechanical or narrative challenges, is a problem?
I just find that silly. Let's take skill challenges out of it entirely. Is it really a problem if the DM decides, before the session, that if the PCs want the magic sword, they need to get it from the castle vault - either via violence, stealth, or smooth talking? You really are suggesting it is better that the DM make
no decisions at all before the session, and when the PCs say, "We want a magic sword", he has to make everything up on the fly?
If you
aren't saying that... then why are skill challenges an issue compared to everything else? They are just a new way to represent the same challenges we've always had. Does the fact that getting the sword now consists of either a combat or a skill challenge really make the game less organic?
The "sandbox" nature is driven by what choices the players have. Skill Challenges don't affect that, provided they are prepared or used in the same way as anything else - as an option the PCs have to resolve different scenarios. The PCs need to get past the goblin camp. Do they fight them? (Combat) Do they sneak past? (Skill challenge) Do they simply go somewhere else? (Change of situation) Do they go recruit allies from other tribes? (Skill challenge) Do they challenge the goblin leader to single combat? (Combat)
The fact that some of those options include combat or skill challenges doesn't say anything about how restrictive the overall scenario is. The DM can set up several predetermined skill challenges for an obstacle, or a single one designed to be flexible. Or can make up new ones on the fly - honestly, I've seen skill challenges used
exceptionally well in sandbox games by giving the DM a potentially easy way to resolve unexpected complications.
I guess I'm saying that it's best if player choices should effect the existence of a skill challenge.
I'm in favor of a game story where most skill challenges and encounters occur as a response to unpredictable player actions. 4E seems structured the other way around.
But of course, I might be wrong.
I mean, I can't say how it is in every game. But I've certainly had plenty where a skill challenge has been
one way of resolving an encounter, and thus its existence has indeed been determined by player choices. I've even seen the same thing in LFR mods and WotC adventures. I'm pretty sure I've seen that exact advice in the DMGs themselves.
That's really my curiousity here - you make commentary on 4E structuring itself in a certain way. Do you have any actual quotes from the rulebooks that you feel are encouraging this style of play?
The 4E core rulebooks, as well as the Essential paperbacks thus far, read as if they are specifically designed for the Encounters program and not a traditional long-term campaign.
Otherwise, there would be less emphasis on elaborate combat encounters and more on noncombat experiences. Anyone whose first DnD experience is 4E -- and they don't have DnD veterans around to explain things -- is going to see DnD as a combat strategy game with summarized "filler" inbetween the encounters.
Absolutely, a veteran player can use 4E as a great complex long-term campaign with oodles of noncombat events. But that player will be drawing from past products and past experiences to carry it out--NOT from the 4E material itself.
Again, this seems in absolute conflict with the rulebooks, which most definitely encourage long-term campaigns and present options, advice and encouragement for non-combat experiences. We've even got rules for moving to an entirely non-combat game and guidelines on handing out XP for PCs resolving things
solely through roleplaying!
And you know what? I've seen players for whom 4E has been their first experience with the game. And they've dived into the RP just as much as any, in the way all new players do - tending not to know any better, and just sorta expecting the game to keep up with their imagination.
Can 4E be played as a "combat strategy game with summarized 'filler' inbetween the encounters"? Sure, I suppose so. But I don't think it is the default of the game, I don't think it is the way most people play it, and I don't think it is encouraged by anything in the rules themselves.