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You're doing what? Surprising the DM

Just how long should a player just go along to get along?
You've already more or less answered this yourself in a previous post - you go along until it's feasibly possible for the DM to change things up. If you are the only player getting antsy, let the DM know in private and see what he does. If all the players are getting antsy, the group should talk to the DM about your expectations and give him a chance to figure out what to do. If this is happening over and over, you may not be a good fit for that game.
 

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Abraxus, yeah, I suppose that's the pretty obvious answer isn't it. :D

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Now, just to wrench myself back on topic, I do agree with Celebrim on the point that novel use of spells is often due to the reliable nature of the spell effects. The player doesn't have to play "mother may I" with the DM to do things. He can point to, as in the first example, the description of Improved Invisibility (Which, in this case would allow a Will save), the definition of Dust of Disappearance and the rules for Gaze Attack - all of which pretty much allow his plan to work (presuming the save is failed).

Where I disagree is with the rather passive aggressive characterization of players who want this. It's not that players want to wrench control from the DM. The players are simply choosing options that they know will reliably work. It's not really different from choosing any other option - the players are presented with a challenge and then choose the best options to resolve that challenge. Note, best in this sense doesn't necessarily mean the most likely to work. Best could be any number of things from Coolness factor, to a sense of accurate portrayal of a character to whatever. The criteria may vary, but, the idea that a rational player will choose the option that most makes sense to that player isn't terribly hard to imagine.

The problem comes when the player wants to do something that isn't reliable. DM's will very, very rarely take into account the math involved in trying to do something and will rule from a very conservative point of view. Take a for instance:

Player wants to swing across the bar room by the chandelier swinging his sword back and forth, attacking multiple targets.

Now, this is way outside what is allowed in 3e and AD&D. For one, you cannot move that much and make multiple attacks. The player is flat out contradicting the rules here. And, by and large, most DM's will not allow it. Would you? Honestly, I probably wouldn't. Or, the DM will add in a number of skill checks, multiplying the chances of failure and make the option pretty much dead in the water. Cut the rope, acrobatics check, make attacks, AOO's for moving through threatened squares, another acrobatics check to land, etc. The odds of success are so low that most players won't even bother to bring it up.

So, to sum up, I don't think it's about stealing narrative control. It's about choosing options that are reliable. When the DM starts chucking in check after check, that reduces the reliability. In the centipede example, the cool, traveling across the desert becomes Keystone Kops as the cleric and fighter fall off the centipede time and again and winds up being far more of a PITA than if we had simply walked in the first place. Players choose reliable options. That's the logical thing to do.
 

@Jackinthgreen - I hope the above better shows my point of view. I do agree with you 100%. But, the thing is, that trust has to be a two way street. When the player tells you, "Hey, I'm not having fun with this, can we move on?", the first reaction should not be, "Get out of my game you horrible little whiner!"

Sitting at a table with an unknown DM, I'll give them every benefit of the doubt. I honestly will. I will sit for a long time before stepping up and saying anything. But, stepping up and saying something should not be seen as some sort of challenge to the DM's authority but rather an honest attempt to make the game more fun.

IOW, I do not believe that the DM knows best 100% of the time.

Now we're getting somewhere. Thank you for expanding on your thoughts.

I likewise agree that the DM doesn't know what's best 100% of the time. He or she is only human after all. But it is certainly helpful, as you mentioned, to give the DM some leeway with things before saying "This isn't working." The catch with the responses you've gotten is that you went ahead and talked about a player who, right off the bat when entering the desert, said "this doesn't work for me." That's not a viewpoint from someone who has observed the situation enough to really get a feel for it. Something similar holds for the centipede ride. Giving it a chance to be fun helps, and failing a ride check or two can be fun.

Perhaps it was your language use, but said player came off as not being moderate or thoughtful of the various situations.

As to the bit about reliability, sometimes the most fun or awesome stuff isn't going to be reliable or indeed easily done via the rules. But the players should realize that and not get too uppity if the DM doesn't rule in their favor. When asked to adjudicate what would immediately happen given X circumstances, most DMs probably will rule conservatively. Then again, some might go with "rule of cool." The key part of it would probably be the DM saying "I don't know how this will play out or whether it's good to let it be standard. I'll do my best to give you an answer once I have time to look through things."
 
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Heh, [MENTION=6678119]Jackinthegreen[/MENTION], it wouldn't be the first time I've come off as less than sympathetic. :D

Just as another thought though. If you reread Celebrim's last post, it looks an awful lot like he thinks that narrative control should be the sole purview of the DM. After all, how can a player "steal" narrative control unless only the DM has all or at least most of it.

This is an approach to gaming that I do not enjoy. To me, narrative control is shared by the table, as equally as possible. I guess, my basic problem is that I'm not seeing what Celebrim is saying as, "Yes, and" or "Yes, but" but rather as, "I'll pretend to say yes, but, then I'm going to throw roadblock after roadblock in your way so, I might as well have said no in the first place". Which is something I've seen from a lot of DM's, myself included in the past.

So, yeah, it's a very different approach to gaming from what I think Celebrim advocates. I want my players far more engaged in how the game unfolds than would be allowed from a very traditional DM:Player relationship where the players tell the DM what they attempt and the DM tells them the results. I want the players to tell me the results and then I can go from there.

Granted, it requires a great deal of trust on the part of the DM to allow the players to have that much control. But, to be honest, I find it a much more rewarding experience. You turned my basilisk invisible? Fantastic! You skipped over my trek adventure? Fair enough, those bandits can be repurposed for a later encounter. On and on.

By the same token, I'm about as far from a simulationist DM as you can get. I have a strong sense that Celebrim and his players enjoy the simulation far more than I would. :D
 

The problem comes when the player wants to do something that isn't reliable. DM's will very, very rarely take into account the math involved in trying to do something and will rule from a very conservative point of view. Take a for instance:

Player wants to swing across the bar room by the chandelier swinging his sword back and forth, attacking multiple targets.

Now, this is way outside what is allowed in 3e and AD&D. For one, you cannot move that much and make multiple attacks. The player is flat out contradicting the rules here. And, by and large, most DM's will not allow it. Would you? Honestly, I probably wouldn't. Or, the DM will add in a number of skill checks, multiplying the chances of failure and make the option pretty much dead in the water. Cut the rope, acrobatics check, make attacks, AOO's for moving through threatened squares, another acrobatics check to land, etc. The odds of success are so low that most players won't even bother to bring it up.
Well, part of the problem is when the player is allowed to do something like this once they often try to repeat it over and over because it's obviously better than just attacking a single target. So what you need is something to balance it - some risk/reward set up that the player can evaluate to determine if it's worth doing. Honestly I can see a number of conditions that would persuade me to allow it (if the targets are low level mooks, if the character already gets multiple attacks, if the character is trained in acrobatics, or if the character has the whirlwind feat come to mind right away). The trick is finding the best balance for your players.

I have recently been introducing new players to D&D (3E, 4E and 5E). They want to try all sorts of crazy stuff and I do my best to figure out how to let them. Also, just recently, I have seen first hand how letting a player try something crazy once can turn into "I'm going to try to do that every combat". I had to explain to him that while I want him to try cool stuff - repetitive "cool" stuff quickly becomes un-cool. Now, instead of trying to shoehorn in that cool thing he did once into every scenario, he's looking at each scenario and seeing what new cool stuff it has to offer.

So, to sum up, I don't think it's about stealing narrative control. It's about choosing options that are reliable. When the DM starts chucking in check after check, that reduces the reliability. In the centipede example, the cool, traveling across the desert becomes Keystone Kops as the cleric and fighter fall off the centipede time and again and winds up being far more of a PITA than if we had simply walked in the first place. Players choose reliable options. That's the logical thing to do.
The thing is though, in your original example it appeared (at least to me and apparently to others) you would be upset if the DM had you make ANY checks at all and didn't just hand wave the entire crossing the desert event. If it's just handwaved then it really isn't cool, is it?
 

all I have seen so far out of your stories is that you feel "The DM is screwing us over" partly because that's also somewhat in line with your "I'll get them next time" DM style so you expect it of everyone.
I think you have misunderstood what Hussar means by "I'll get them next time." As I read it (based on this and other posts by Hussar), he is talking about an approach in which the GM frames the challenge, the players engage the challenge via their PCs, and at the point of resolution each side is pushing hard against the other within the constraints of the action resolution rules.

That is also how I run my game, and is my strongly preferred approach to RPGing overall. It depends upon good challenge-building guidelines and robust action resolution mechanics - hence I run 4e at the moment.

Thinking that the DM is screwing you over in the first place is definitely not contributing to the cooperation needed to create a good story.

<snip>

In short, pretty much everything in D&D can be a fun experience.
The second sentence is not really true. For instance, for Hussar spending multiple sessions crawling through a labyrinth has not be a particularly fun experience.

Which relates back to the first sentence. I'm not the biggest fan of the "cooperative storytelling model" of RPGing - I prefe the approach I described above - but to the extent that cooperative storytelling is taking place, one of the most important things for the GM to do is to frame challenges that speak to the interests of the players as expressed via their build and play of their PCs.

If the players signal they're not interested in the labyrinth crawl or the desert trek, and the GM insists on resolving it in detail in any event, that's not "cooperative storytelling". To be honest, it strike me as a pretty traditional railroad.

To me, narrative control is shared by the table, as equally as possible. I guess, my basic problem is that I'm not seeing what Celebrim is saying as, "Yes, and" or "Yes, but" but rather as, "I'll pretend to say yes, but, then I'm going to throw roadblock after roadblock in your way so, I might as well have said no in the first place".
As far as I can judge from his current sequence of posts, Celebrim's approach is not "say yes or roll the dice" - which is all about invoking the action resolution mechanics only when the players are emotionally invested in the outcome. His approach is "roll the dice" whenever the outcome is, in ingame causal terms, uncertain (as with this dam/spillway example). It bears no relationship that I can see to narrativist or scene-framing play - its strikes me (in this respect, at least) as purist-for-system/process simulation.

If I've got five players at the table and one isn't happy, I'll change what's happening as soon as feasibly possible so that all five are happy.

<snip>

The point of the game is for everyone at the table to have fun.

<sip>

playing games that I'm not enjoying should not be a requirement for being a good player.
I agree with this.

we've now spent the last seven sessions in this labyrinth. That's over twenty hours of play for us. And we're not finished yet. The first ten hours were a blast, but, now, ten hours later, I'm finding my enthusiasm waning.

<snip>

Now, what should I do? Grit my teeth and push through? Say something? Talk to the other players?

<snip>

Just how long should a player just go along to get along?
And I agree with the underlying sentiments of this - ie there's no obligation on a player to slog through boring stuff to get to (what is for them) the fun and the point of playing.

I likewise agree that the DM doesn't know what's best 100% of the time. He or she is only human after all. But it is certainly helpful, as you mentioned, to give the DM some leeway with things before saying "This isn't working." The catch with the responses you've gotten is that you went ahead and talked about a player who, right off the bat when entering the desert, said "this doesn't work for me." That's not a viewpoint from someone who has observed the situation enough to really get a feel for it. Something similar holds for the centipede ride. Giving it a chance to be fun helps, and failing a ride check or two can be fun.
I actually think my players have got a pretty good sense of what they do and don't want to engage with in an RPG. It's not about whether or not its fun to fail a ride check or two. It's about whether I want to spend my gaming time imagining my PC and his/her friends slogging through a desert, or through a labyrinth, or whether I want to spend that time imagining them stealing the Sorcer-King's artefact.

Some players enjoy world exploration. Others don't. In my view, a good GM takes his/her cue from the players and responds appropriately. If you're GMing a group of players who enjoy world or labyrinth exploration, then run the desert trek or the labyrinth crawl. But if not, then don't (or, alternatively, find new players with different preferences). There's nothing inherently virtuous about world exploration, nor about process simulation, in RPGing.
 

sometimes the most fun or awesome stuff isn't going to be reliable or indeed easily done via the rules. But the players should realize that and not get too uppity if the DM doesn't rule in their favor.
Another option is to find a set of rules that ensures that fun and awesome stuff will occur reliably, and be straightfowardly adjudicable.

Well, part of the problem is when the player is allowed to do something like this once they often try to repeat it over and over because it's obviously better than just attacking a single target. So what you need is something to balance it - some risk/reward set up that the player can evaluate to determine if it's worth doing.
That's not the only approach. Many games, for instance, use metagame rationing (4e, Marvel Heroic Roleplaying, Maelstrom Storytelling, HeroWars/Quest, and many others).
 

I'm going to try to avoid discussing our discussion of the topic, and discuss the topic. I'm going to be unable to do that completely, because Hussar has used his last four posts to tell people what he thinks I've said rather than say what he actually thinks.

First let me talk about what I really think of the original example in some detail. The character used Dust of Disappearance to make a target invisible so as to avoid a gaze attack. This was supposed to be 'creative', and in a sense I suppose it is because its not the first order obvious use of Dust of Disappearance, but to me not only is it not particularly creative, nor suprising, but I rather think it shows a player who has gotten so invested in the rules that he's having problems being creative. I'd completely allow the usage without argument, but its not at all OP or even suprising. In fact, the main thing that is surprising about it is that the player didn't offer the proposition, "I close my eyes." Or, if he wanted to be completely safe about it, how about, "I cover my head with a sack.", or something of the sort. As a DM, I see all three propositions as being equally creative and equally allowable. I mean really all the player has done has made himself blind with respect to the basilisk, a trope and tactic that is as old as dirt. Tactically it might not even the correct thing to do depending on how effectively he can attack an invisible target and how effective an invisible basilisk is at attacking. Sometimes its a smart move. Sometimes its just trading one problem for another. It's balanced; but what really strikes me is that the player and the DM felt that there was novelty in turning a gaze attacker invisibile and never considered the completely outside of the rules proposition, "I close my eyes." There is in my opinion more evidence of creativity in the later.

Now, let's consider Hussar's example. First, let's get a few things out of the way. Hussar is wanting to insist that I want to block this move, and that I'm offended by it and putting unnecessary obstacles in the way. I've repeatedly insisted none of these are the case and in fact love the idea, but you notice that Hussar has admitted and repeatedly asserted that this plan's purpose was to change what the story was about. Moreover he's confessed that if his plan to change what the story is about is thwarted, he's going to get 'shirty with the DM'. He has repeatedly admitted that this tactic was to force the DM to handwave the travel through the desert. In other words, all his recent protests about how he wasn't trying to steal narrative authority from the DM don't hold water. We have a whole thread about him admitting to doing that very thing. Now note further, I noted that there were actions that a player could take that would short cut all travel through the desert, and that I was fine with them. So what is it that I'm upset about? It can't be that he found a creative way to get a desirable mount. I think that's great. It can't be that a player could short cut any plans I may have had for the desert, since I've already conceded that possibility. What's really troublesome about this is that having offered a plan he thought both foolproof and unbeatable (unless the DM cheats), and which further more he believed signaled that he didn't want to play in the desert, that not only must the DM respond to his proposition, "Ok, you make it across the desert without difficulty.", but if the DM responds in any other way, such as, "Ok, you begin riding the giant centipede across the desert. You find it rather difficult to hold on to its smooth chitinous back. Ahead you see the terrain becoming more rugged, and a steep wadi cuts across your immediate path to the north.", that the player is perfectly in the right to get 'Shirty' about it because the DM has ulterior motives and is cheating and is a jerk and so forth and so forth. My problem is precisely that that player has asserted virtually unlimited narrative authority, and is willing to go OOC and get angry about it to back up his claim to authority. And under those circumstances, I'm not going to DM.

But really, it's not because of the effectiveness of the plan. Tactically, his mount is not particularly effective at crossing the desert. A team of camels or horses would do just as well. Sure, he can go in a straight line using the beasts climb speed which might save some detours and allow bypassing some obstacles, but it just as easily could cause problems and at 40' speed its actually slower than many mounts. The ability to use forced march is nice, but you could accomplish that by just having spare mounts to go around and perhaps a willingness to ride them till they die, which you could manage by just spending a few gold peices before starting on your journey. Not being able to run out of mounts is nice, but not game breaking else mounts themselves would be game breaking. In other words, this situation is fundamentally within the capabilities of a party by third level or so. It shouldn't take a DM by suprise unless they are a novice. I don't really know what happened at that point, and we only have Hussar's point of view, but I've been in these situations enough - either as a DM or observing them as a player - to guess Hussar railroaded and bullied a DM by offering the DM outcomes disguised as propositions, by arguing the rules rather than playing the game, and well generally being 'shirty'. And that, not creativity, is what offends me. Well actually, that didn't offend me until Hussar directed his ire at me personally (check the thread timeline). And I readily concede that at some tables that's normal. I've seen tables that are dominated by this struggle for narrative control, each party fighting to have its outcomes imposed on the other and yet that group comes to meet every week, considers it normal, and even enjoys it.

There is this false 'either or' being offered, where you have "You turned my basilisk invisible? Fantastic! You skipped over my trek adventure?" is the opposite of the way I game and that to accept invisible basilisks and short cuts across deserts, you have to overturn the basic convention of "DM:Player relationship where the players tell the DM what they attempt and the DM tells them the results." I'm sure that Hussar is willing to explain exactly how that works. But I think that there is a very big difference between deliberately thwarting a player's plan and simply playing out the logical outcome of a plan and the details the plan. And well, if you conflate the two, and treat me merely for playing out your plans and propositions as me 'cheating' or trying to 'thwart you' or whatever, then I'm not going to DM. If you don't even want to play out the details arising from your own propositions, you don't need me at the table. You can call out propositions and announce the outcomes without me, because at that point I've been excluded from the game anyway. And if you want to play a nar game where the players call out bangs beyond the abilities on their character sheet and you want me to sit in the gamemaster chair, we are going to need a different ruleset that supports that sort of relationship equitably for all players at the table - story caller and protagonists alike.

Narrative control in D&D isn't the sole purview of the DM. The DM for example can't dictate to a player (normally) how the player plays his character or what choices he makes. He can't force a player to play a particular character, though he can set some hopefully broad and thoughtful guidelines. And the DM is expressedly granting narrative control to the players via the players ability to affect the environment through their characters abilities and actions. For example, the player has a reasonable expectation that if by the rules he does 30 damage to a monster with 20 hit points, that the narrative changes to one in which the monster or NPC is now dead (whether or not the monster was expected to be dead). So there are lots of means for player to express himself through play. In return the player concedes to the DM rights to create the setting, to play out the NPC's, and generally govern everything external to the player's character. The player can no more dictate outcomes to the DM, or settings to the DM, than the DM can tell the player what to do. All good DM's live with and embrace the reality that the players have enough narrative control within this relationship that they the DM aren't in control of the story. Nothing will ever go as planned, so it is better to not to get committed to much to a plan or to have plans that are so rigid that they break in response to a change.

So again, there is a false narrative being set up here. I am not thwarting the player who wants to conjure a giant centipede out of some failure to trust the player. On the contrary, I'm not thwarting them at all, but happily accepting there propostion and running with it. But, I would argue, that a player who thwarts the DM by announcing that the conjuring of a giant centipede leads to the logical outcome 'we get across the desert without playing through the journey' and who is essentially arguing for the viritually unlimited player right to set bangs and scene frame is failing to trust the DM. And that's as much as I want to talk about the discussion of the topic.
 
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IThat is also how I run my game, and is my strongly preferred approach to RPGing overall. It depends upon good challenge-building guidelines and robust action resolution mechanics - hence I run 4e at the moment.

The problem with that description is that it is so vague that it could be said to be true of all games. I also run my game this way. Many encounters are designed to challenge PC's and to be encountered in a certain order so that the PC's are likely to find the encounter requires thoughtful play. Many of the locations within my world can also be viewed as a series of problems to solve. I'm not sure that it tells us anything really useful about anyone's game to say that DM's prefer players to be challenged. It's more informative to talk about how they prepare for play and how they adjudicate games in order to achieve that. Otherwise you run the risk of seeing 'challenge' as being the exclusive quality of a particular play style or social contract, and not a rather generic feature of a lot of different play styles.

The second sentence is not really true. For instance, for Hussar spending multiple sessions crawling through a labyrinth has not be a particularly fun experience.

There are probably 10 threads in EnWorld where people ask for advice on how to build a maze, and in all of them my short answer is, "Don't." Mazes are terrible elements to include in a game, and if you are going to include them you are better off 'cheating' than running them from a standard simulationist framework. The problem with a maze is that they are typically very long railroads in that there is one right way through them. They also violate the rule that a dungeon shouldn't contain empty rooms. The best way to run a maze if you are going to do it at all is episodically, skipping over the elements of travel. This assertion may come as a surprise if you are accepting Hussar's description of me or my techniques as being accurate.

Which relates back to the first sentence. I'm not the biggest fan of the "cooperative storytelling model" of RPGing - I prefe the approach I described above - but to the extent that cooperative storytelling is taking place, one of the most important things for the GM to do is to frame challenges that speak to the interests of the players as expressed via their build and play of their PCs....If the players signal they're not interested in the labyrinth crawl or the desert trek, and the GM insists on resolving it in detail in any event, that's not "cooperative storytelling". To be honest, it strike me as a pretty traditional railroad.

We have very different ideas about what a railroad is then. A railroad is usually defined as linear. Whereas hex crawling and free form exploration is generally defined or at least brought up as an example as being the opposite of a railroad. I've got a post around here somewhere where I define a railroad in terms of the DMing techniques that you use. Insisting on resolving events at a certain granularity didnt' make the list. I can't help but think you are using 'railroad' here simply as a synonym of 'something the player doesn't like'. We are kinda getting away from the theme of 'surprising the DM' toward very different things. Now we are no longer arguing about surprising the DM but rather 'signaling' the DM. And indeed, since apparantly these signals are to be obeyed, we are actually talking about commanding the DM. In other words, the player is ordering the DM to skip the desert travel. Now leaving aside the question of whether that's fair to the DM, or whether the party might not all agree to that plan, there is a question of how that is to be handled. Things are usually only handwaved if no important events can occur. I handwave things all the time in order to cut to the chase. But players are no position to make that judgment, because it requires knowledge of what's in the desert. If the players actually signalled clearly and respectfully that they had no interest in travel, I'd probably only be able to accomodate that by having teleport portals arranged around the world to provide a reliable way to get from A -> E without actually having to make assumptions about B,C, and D in between. You can't just say that 'Hey, we crossed the desert', because as I said earlier, I believe its a design flaw to have empty rooms. I don't have deserts that don't have things in them. And if I did have an empty room in the desert, then I would have never played out going to it in the first place because the whole desert would be represented in my mental space by a corridor linking room A to room B.

As far as I can judge from his current sequence of posts, Celebrim's approach is not "say yes or roll the dice" - which is all about invoking the action resolution mechanics only when the players are emotionally invested in the outcome. His approach is "roll the dice" whenever the outcome is, in ingame causal terms, uncertain (as with this dam/spillway example). It bears no relationship that I can see to narrativist or scene-framing play - its strikes me (in this respect, at least) as purist-for-system/process simulation.

That's more or less true, though it neglects that I'm willing to adapt the structure to suit the game space as I hint to above. Nonetheless, what you describe is a fairly accurate description of what I consider the default approach. I would also argue that its beyond the ability of either the player or the DM to know ahead of time what the players will become emotionally invested in. Many of the more emotional scenes we've had so far arisen out of the granularity and might have never occurred had I been skipping to whatever scene I thought was important.

And I agree with the underlying sentiments of this - ie there's no obligation on a player to slog through boring stuff to get to (what is for them) the fun and the point of playing.

I actually think my players have got a pretty good sense of what they do and don't want to engage with in an RPG. It's not about whether or not its fun to fail a ride check or two. It's about whether I want to spend my gaming time imagining my PC and his/her friends slogging through a desert, or through a labyrinth, or whether I want to spend that time imagining them stealing the Sorcer-King's artefact.

There is a huge question about how far you are going to go down this slope. Crossing a desert and going through a labyrinth are part of stealing the Sorcerer-King's artifact. If there wasn't significant challenge in stealing the artifact, why hasn't someone done before (again, my simulationist default perspective)? So you say, well, I just want to get it from the Sorcerer-King's tomb. Ok fine, but the Sorcerer-King's tomb is a large trapped filled dungeon. Now the PC says, "Well, I'm not interested in dungeon crawling either." So are we to have teleport portals leading from the square outside the Inn in town, directly to the inner sanctum of the Sorcerer-King's tomb? And then, if the player isn't interested in solving the riddle that protects the artifact, "Hey, I've got 24 Intelligence, can't I just make an intelligence check. Xardoz is smarter than I am and should be able to solve this with ease.", are we to just directly go to handing over the artifact? Speaking as a player now, the value of stealing Sorcerer-King's artifact is directly proportional to all the difficulties that were overcome in getting the artifact. If I don't have to cross a desert, navigate a deadly dungeon, fight deadly foes, solve a riddle and wrest the artifact from the Sorcerer King's undead hands, isn't all just rather anticlimatic and meaninglesss?

There's nothing inherently virtuous about world exploration, nor about process simulation, in RPGing.

I don't think I argued that there was. All I said is that a DM who recieves a proposition is well within his rights to begin to narrate the outcome of that proposition without his motivations for doing so being challenged. I'm not responding to someone's propositions with a desire to punish anybody. I don't have plans that are so easily upset that any of the so called 'creative solutions' presented in this thread would disrupt them, nor do I believe that I run a game where the PC's must accept my goals as their own. If you set your own goals and recieve, "Yes, and then..." as a responce to your propositions (as opposed to, "No, you can't do that."), I think that you are being dealt with fairly. If you set your outcomes, then you don't need a DM.
 

I think you have misunderstood what Hussar means by "I'll get them next time." As I read it (based on this and other posts by Hussar), he is talking about an approach in which the GM frames the challenge, the players engage the challenge via their PCs, and at the point of resolution each side is pushing hard against the other within the constraints of the action resolution rules.

That is also how I run my game, and is my strongly preferred approach to RPGing overall. It depends upon good challenge-building guidelines and robust action resolution mechanics - hence I run 4e at the moment.
That doesn't prevent you from having a challenge that one or more of the players finds un-fun.


And I agree with the underlying sentiments of this - ie there's no obligation on a player to slog through boring stuff to get to (what is for them) the fun and the point of playing.
What do you do in the middle of a scene when it becomes obvious some one at the table isn't having fun?
 

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