Well, obviously.
What, you want an objective statement of when to skip scenes? Really? You think there could possibly be an objective metric here? Of course it's 100% subjective.
No, that wasn't what I was going to argue. I was going to point out that "You skip over scenes with the knowledge that you are going to get to stuff that everyone enjoys." was terribly subjective. I'd say you could take a vote, but I know that democracy always work in a small group dynamic. Majority rules is a bad approach here, and agreement is often falsified for the sake of not causing conflict. It's going to work sometimes, but sometimes no matter what scene you choose to skip to it just won't work out as well as you'd hoped or expected. You can't really know if what you skipped would have been more fun for more of the group. Instead of judging scenes by the content, which frankly as a player you don't know and probably don't want to know, you should just trust good story telling techniques to deliver fun scenes.
Killing the randomly encountered bandits gets us invited in to see the Duke we're supposed to assassinate? Wow, talk about destroying any immersion in the game for me. Totally heavy handed IMO. We just happen to meet some bandits at exactly the right time and in exactly the right place to jump us right into where we want to be?
No thanks. Now, if we went hunting bandits because we had heard that bandits were around and it was our plan that finding and stopping the bandits would get us invited to see the Duke? Fantastic. Great. Player driven action at its best.
But deus ex machina dropping bandits in just to get us in to see the Duke? No thanks. Not my idea of a fun game. I would see that as a total railroad. "Here, kill these bandits so you can go and see the Duke." I am not such a huge fan of linear play as that.
- emphasis mine
In the last two or three posts you've gone complete cognitive dissonce on me. You argued against Umbran saying, "Should the GM skip the logical barriers to accomplishing the goal, just because the players don't want to be bothered with them?", where the "logical barriers" were "the castle and the gaurds" and then immediately turned around and argued with me, "Why would I skip over everything in the castle getting to the Duke? That would be killing my enjoyment as well as everyone else's. That's counterproductive." Well, yes, that was the original point, though I guess you maybe failed to understand that. You are bouncing back and forth between two logically incompatible statements sometimes within the same post. In this case, you've simultaneously noted the bandits were a random encounter and accused me of dropping them in purposefully to get you invited to see the Duke. Those two things are contridictions.
If I roll random encounter check and it comes up bandits, and the bandits turn out to be a sizable force, and the PC's defeat the bandits, then its bog standard that the local authorities upon learning of the PC's deads (assuming that they do) fest them in some fashion. My world is not one of those where you can do lots of heroic deeds and it not get noticed and everyone treats you as strangers (assuming that the deeds are done somewhat in the public eye). If you kill powerful bandits, chances are that you'll discover that there was a price on the leaders head and the people in power are going to want to see for themselves who these heroes are. It's happened several times in my campaign already and never was the heroic deed dropped their to purposefully get the PC's talking with the local authorities - be it the mayor or the His Royal Highness, Our Benevolent Despot, Falster Dikelgard, Prince of Amalteen. I certainly never knew ahead of time whether the PC's deeds would rise to the attention of the Despot, but you know, after you save the life of a Decamarch, help fight off an attack of Deep Ones, save a town from a Dracolich, defeat an ancient curse, etc. etc. and rumors start flying around that you may be Saints because you have had direct communication with the gods (these rumors are actually false), Falster wants to find out what is going on and whether he can get you on his side. There is nothing railroady about having NPC's act in logically consistant manners.
Moreover, you ignore the possiblity that the 'random bandit encounter' is only semi-random. For example, an entry like "werewolf" or "bandit" or "dragon" on my wandering encounter table probably or certainly leads to an encounter with a specific named NPC whose lair exists on the map and may or may not have a backstory. In the case of one of my campaigns, one of the main plot hooks revolved around Piotr Davair - an infamous bandit whose wanted posters were up everywhere - and who all 'respectable' citizens spoke of with a shudder of terror and disgust. If you encounter bandits in a certain region, they were Piotr Davair and his merry band - yes, he was Robin Hood, and his first notion was that you adventurers were wealthy types needing to contribute to the poor. Piotr Davair proves to have the hidden backstory of being from a wealthy family, and that he became disgusted that the laws of the Republic prevented farmers from organizing and forming a guild - and without guild membership, the farmers are unable to participate in government. In this way, the Republic has effectively continued serfdom, allowing many of the large landholders to keep their tenents effectively in bondage. Moreover, the Republic was actually pretty hypocritical about it, allowing wealthy members to buy essentially fraudalent craft guild memberships (the black joke was that all wealthy merchants were members of the 'Minter's Guild', because they 'made money'). If you had killed Piotr Davair you really would have gotten an invitation to see the Duke (don't get me to try to explain how a Republic ended up having Dukes, because its a long complicated story) so that he could have presented you with a medal. There would have been nothing at all railroady about it, for one thing I certainly hadn't planned for Piotr to get killed easily. And it's quite possible, that in between kiling Piotr and meeting the Duke, the PC's could have come to feel they'd killed the wrong man, but I certainly would have never planned for PC assassination either. One way or the other, I would have been intrigued by the turn of events.
Bandits aren't always faceless individuals that exist so that the PC's can kill them and take their stuff. Nor our they just in the way to give the players something to grind. They are part of the setting. They may not be essential to the story the PC's end up having, but they can be. The PC's may never discover the plot hook, or they may pass up on it. I never know exactly what they are going to bite. Encountering bandits on the road I never know whether the PC's will fight, parley, intimidate, bribe, or evade them or even whether the PC's will be enemies or fast friends. Considering I've had many of group that often acted like bandits, it wouldn't be out of the line for the bandits to great the players like brothers in the trade sometimes. I don't know. Without knowing the setting, how can you know whether bandits are important to the story or not? You are going to end up with a really lame story though if it doesn't have a setting.
And the really crazy cognitive dissonce here is that you even admit that it is reasonable to think that killing bandits might lead to an invitation to the Duke when you offer that it could be a player plan. Yes, and it might be as I've said a very good plan. But, don't expect the plan to be 100% successful just because the player offered it. Nor expect that the same event has 0% chance of doing what you consider reasonable just because the players 'luckily' stumble into it. In other words, I would expect these plans to arrise out of understanding of and interaction with the setting. The players have seen wanted posters for Piotr Davair, and they are brainstorming, "How can we meet with the Duke?", and someone says, "Maybe if we captured/killed Piotr Davair, we'd be such local heroes that the Duke would want to see us?" That's a great plan. But if the same plan is offered up in absence of any interaction with the setting, who knows. Maybe. Maybe there just aren't a lot of bandits out there, and they are just a band of feeble pathetic 1st level warriors that the larger society has no real reason to care about or fear. It would be like a plan let's "Sneak in through the rear secret entrance to the castle that's hidden in the hollow tree." It's a great plan if the existance of the secret entrance has been previously established. It's a pretty terrible metagamey plan suited for a game with the mood of Mel Brooks movie if the players are just making up this secret entrance because it would be convienent.
But the even crazier thing is, you even admit that as well because you make your player driven plan dependent on "we had heard that bandits were around", making it dependent on the setting. But if your hear that bandits are around, what is unreasonable about randomly encountering them? I mean, if you go hunting bandits whom you know to be nomadic, aren't you in part saying, "We will go into this area where they are known to be until we randomly encounter them?" So if the setting is to be internally consistant at all, if there is to be any reasonable chance of your plan working or of learning of the existance of the bandits in the first place, must there not be a reasonable chance that you encounter them at random? What in the world is linear about this? You say you aren' a fan of 'linear play', but on some level it seems what you mean isn't that, but rather, "I'm not a fan of doing anything but making the DM repeat back to me the story I'm making up for myself. No twists. No surprises. No obstacles. No freaking DM input except to validate my success."