You're doing what? Surprising the DM

I would characterize Celebrim forcing the skill checks as being true to the game but in no way thinking they're there to screw you over. You're the one who pulled up a mount after all, so the checks are therefore expected. If you wanted to entirely ignore the desert, that was definitely not the best choice because there are rules attached that everyone is obligated to play through regardless of whether they fail or succeed. He wasn't doing it because he wanted you to fail. He was doing it because the game demanded those checks based on the situation.

Emphasis added. Celebrim has noted he thinks the checks would be pretty easy to make. If the reasonable and logical skill checks associated with the solution would “practically guarantee failure”, then it wasn’t such a great solution, was it? In fact, that would be a poorly conceived, badly executed non-solution, quite the reverse of the picture that has been painted.

Or did it? I agree that the checks could have been handwaved by simply asking what everyone's Ride modifiers were then saying "Despite falling off the centipede several times and even having to tie someone to the centipede to keep them on, you make it to the city without much problem. You can roleplay the falls if you want." You had complete control of the centipede so it's not like falling off would have been a serious thing to worry about much less enough to keep wasting time on the checks.

If there was nothing in the desert which would have caused any issues in any case, then the whole trip could be handwaved with “"Despite the heat and various desert-dwelling creatures, and making considerable use of Create Water spells, you make it to the city without much problem. You can roleplay the trip if you want." If I looked at the desert encounters the centipede would circumvent with no issues, and that covered all of them, then your description works fine. But if falling off the centipede, or being tied to it, would create a problem at some point on the journey, that’s when the rolls reasonably come in. And, to reiterate, you chose a solution involving riding a beast – that’s what the Ride skill is for. If it’s a huge impediment to the success of your plan, then it is your plan, not the GM, that screwed you over.

But keep in mind that just because your experiences are that DMs are out to get people doesn't mean that that experience is true for everyone. It quite demonstrably isn't since there are DMs who know that making players fail for the sake of making them fail is a douchebag move.

Frankly, a player coming in with the assumption the GM is out to get people has a pretty lousy attitude that won’t contribute to a fun game either.

Ok, so you really want to keep bringing me in to this? A DC 15 ride check leading to at most a few spills is virtually gauranteed failure for a party high enough level to be Planeshifting to the Abyss? Really?

Yup. Pretty easy rolls. And I believe Celebrim also noted earlier that, if you can succeed taking 10, the rolls only matter when taking 10 would not be possible.

Snipped a lot about Hussar’s demands for autosuccess of Hussar’s plans – not because I disagree but because I have nothing to add.
 

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Well, in that example, what actually happened was that, after about an hour of table play interviewing the NPC's (and it may have been longer), we returned to the grell, killed it and sent the NPC's on their way, exactly as planned.

So what would have happened if the NPC’s decided they did not want to go on their way? Maybe they’re wounded now and don’t feel confident on making their way back to the city. Maybe YOU’RE wounded now, and you guys were sure flashing around a lot of gold – time for a fee renegotiation! Would that be a legitimate outcome of your hiring mercenaries, or the GM screwing over the players? As a player, I’d buy into the former, but then I don’t believe the GM adding challenges or surprises is done out of malice – quite the opposite, I assume the GM wants to make the game fun for players.

Does the DM do this for every piece of equipment bought? Do I have to do checks to see if that bow or arrows I bought are not defective in some way? Do I have to interview the armorer in order to buy a suit of chainmail? If I don't, then the DM is inconsistent and I likely won't enjoy this table. If I do, then I know that this is not a game I would enjoy playing. Either way, it's likely only going to come up at a table where I am not going to enjoy the game.

As indicated above, this is why I think this doesn’t come up very often. When the GM starts to play out a shopping trip expected to be mundane, the PC has no way of differentiating this from any other shopping trip, but the player knows something is up because we’re playing this one out. If we played out all mundane shopping experiences, it’s not obvious this one is unusual, but playing out every trip is worse than dull.
 

This makes no sense to me. In classic D&D a 9th level fighter gets 100+ mercenary followers. These followers may play important roles in battle, but there is no assumption that the player will roleplay through the recruitment of any of them.

Frankly, I never saw those followers play any role in battle. Mass combat has never been a D&D strength. The one exception was the early Ranger, and I often saw it suggested that those followers be role played into the game, not just tossed at the Ranger’s feet – they would be a part of the campaign, so they should not be flat cardboard cut-outs.

Hussar's hireling are hugely important to victory against the grell.

Part of the problem is that the battle against the grell really isn’t all that important in the grand scheme of things.

But the details of their personalities, their backstories, the hiring process itself - those things are of no interest. They're almost certainly just colour - something the GM can use to enliven a bit of otherwise boring narration. The dwarf PC in my game had some NPC followers for a while, and while several got killed by hogboblins and their pet behemoth one of them - Gutboy Barrelhouse - became his herald.

So several were pretty much unimportant Redshirts, killed for illustration and colour and one was a guest star who had an actual impact on the action. Hussar wanted the spearmen to have an impact on the battle, not just die like redshirts.

And again, if the GM wants to put the hirelings' loyalty into play there are many more interseting ways to do that than via job interviews. Maybe as the group approaches the grell's lair the PCs get a Sense Motive check to notice that one of their mercenaries is shaking with fear

“But I would have asked about combat experience in the hiring process – I should have had a chance to realize one of these guys was lying about his experience, and hired someone else. It’s not fair. The GM’s out to get me because he can’t stand my brilliant plan of hiring mercenaries allowing us to defeat his Mary Sue Grell!”

, thus creating an opportunity for a St Crispin's Day-style speech, or some corporal discipline, or whatever else the PCs want to do to shore up morale. There's certainly no need to take up 90 minutes of play before anything interesting happens!

This assumes the recruits’ personalities, backstories, hiring stories and interaction is “nothing interesting”. If the GM doesn’t make them – or the combat against the Grell – interesting, then the problem lies there, not with the nature of the scene. The onus is on the GM to make it “not minutia”. If it is minutia, then it’s like buying gear in most games – shell out the gold, write down the gear and move on.

There are probably dozens of ways to handle this particular isue without requiring playing out the minutiae. BW Instincts are one way. Random "luck" die rolls are another that I often use at my table. In this particular scenario, a variant on a luck roll would be a Riding check - roll well and you're loosely on its back, roll poorly and your friends tied you down to stop you being a liability!

But it’s not really luck, Pemerton, because you’re going to assume and appply the worst possible results in your continuing efforts to screw over the PC’s. Haven’t you been following along? That’s what GM’s do! That’s when the player screams blue murder that he should have been given the choice of what precautions to take so he could ensure you could not screw him over like this. And that’s one way we end up playing out the minutia – because the player can’t bear to give up any control that might lead to a possibility of failure. The other option is for the GM to accept that the player’s plans always succeed 100% with no complications or ramifications.

Because it matters whether City B is Baghdad or Salisbury? Because I want to know whether I'm more likely to meet genies or pixies? Because I care about the diffrence between broadsowrds and scimitars, and between longbowmen on foot and mounted archers?

Where are you “more likely to meet genies or pixies”? In the desert or forest that you explicitly don’t want to interact in any way because it’s booooooooring setting wank? Since it’s all just colour anyway, there is no reason my desert nomads can’t be armed with broadswords and longbows. Why do you care, again? Oh, because there are mechanical differences between infantry armed with longbows and cavalry archers. How do you know they’re not Hippogriff mounted crossbowmen, whether in the forest or the desert?

The colour of the backdrop is pretty fundamental to any RPGing, and perhaps especially so for fantasy RPGing. I'm really surprised that you even feel the need to ask this question.

And that colour interacts on the gameplay. I’m much more inclined to learn Create Water in a desert setting, and far less likely to invest a lot in Swimming ranks, because I know that the challenges in a desert will find the former more useful than the latter. But if the entire campaign never leaves the Sultan’s palace, or all travel is by flying carpet so we never see the sand, it makes no difference that we are surrounded by a desert.

Why? My PC being a man or a woman is, at least in my experience, almost never gong to affect play, at least mechanically. Does that make it irrelevant? Whether my PC is black or white, or (say) an elf of Rivendell or an elf of Lindon is almost never gonig to afffect play, at least mechanically. Does that make it irrelevant?

If, at no time in the game, there is any impact of your gender, skin colour or origins, then yes, it has been made irrelevant.

What was lost in the game I described was a whole network of fictional relationships to that setting by and among the PCs, established by the players through play. If you want to call that "setting" be my guest, but you're still goint go have to recognise that that network of player-authored relationships is nothing like Hussar's desert as a setting, in which the players have no investment or stake at all.

Both. What he did I've now described three times (once originally, once in reply to Celebrim, once in reply to you). Why he did it I've also described, and that is very important. It tells me that, in his game, there is no point building up player-authored plot and story elements, because when they get to a certain point of actually mattering to and driving the game the GM will pull the plug on them. Hence there is no point in me playing his game.

I don't know where the NPC thing came from - I emphasised in my description intra-party RP.

OK, I’m confused (and I misread “intra-party” because of this). How does moving the party, through space or through time, invalidate intra-party RP? Aren’t all the PC’s still there? Either the setting was important to this RP (in which case changing the setting has an impact) or it was not (in which case that RP is not invalidated by the fast forward).
I've explained above my view of the GM's role, plus linked to a blog by Eero Tuovinen that explains it better than I can:

One of the players is a gamemaster whose job

[ASIDE: I’m not reading blogs, so I’m responding to your points]

Emphasis added. Job? Does he get paid for this? He is also engaged in a leisure time activity, and there is no reason for him to do so if it isn’t fun for him.

it is to keep track of the backstory, frame scenes according to dramatic needs (that is, go where the action is) and provoke thematic moments (defined in narrativistic theory as moments of in-character action that carry weight as commentary on the game’s premise) by introducing complications. . .

“Introducing complications” seems to include “to get to the city, you need to cross the desert – man versus nature” and “do you want to take the first six spearcarriers who come along, or do you want to interview them in more detail?” are both valid complications in the game, at least as I see them.

[The GM] needs to be able to reference the backstory, determine complications to introduce into the game, and figure out consequences. Much of the rules systems in these games address these challenges, and in addition the GM might have methodical tools outside the rules, such as pre-prepared relationship maps (helps with backstory), bangs (helps with provoking thematic choice) and pure experience (helps with determining consequences). . .

A lot of reference to backstory (setting) influencing the game, rather than just providing colour, I think.

The most important common trait these games share is the GM authority over backstory and dramatic coordination . . . which powers the GM uses to put the player characters into pertinent choice situations.

So yes, the GM has some - in fact, extensive - authority over the fiction. The GM also has an obligation to follow the players' leads in framing scenes according to dramatic needs, to have regard to player cues in introducing complications. If the GM wants to run a desert exploration, then, the GM should frame it by reference to dramatic needs.

I don’t see where the GM has been advised to always tell the players up front exactly how each scene ties in. Often, the protagonists do not know precisely where the action is going, and I find that works just fine in the game as well.

However, none of the above outline works if the players don’t trust the GM to use that power wisely to deliver an enjoyable play experience, rather than with malice to screw them over and rob them of their fun. The GM cannot do his “job” if that is how he is viewed by his “employers”.

And if the GM's judgeent of the dramatic needs, and reading of the players' cues, misfires, then that is bad GMing, a mistake. Do it often and reliably enough and perhaps you're a bad GM.

In this thread at The Forge in 2006, a poster expressed worries about the relationship between GM authority over the fiction, players' desires to avoid or reframe scenes, and railroading. After a bit of to and fro, Ron Edwards reached this conclusion:
I think it has nothing at all to do with distributed authority, but rather with the group members' shared trust that situational authority is going to get exerted for maximal enjoyment among everyone. If, for example, we are playing a game in which I, alone, have full situational authority, and if everyone is confident that I will use that authority to get to stuff they want (for example, taking suggestions), then all is well. Or if we are playing a game in which we do "next person to the left frames each scene," and if that confidence is just as shared, around the table, that each of us will get to the stuff that others want (again, suggestions are accepted), then all is well.

It's not the distributed or not-distributed aspect of situational authority you're concerned with, it's your trust at the table, as a group, that your situations in the S[hared] I[maginary] S[pace] are worth anyone's time. Bluntly, you guys ought to work on that.

And there you have it spelled out – no trust, game fails. Hussar wants us to trust that he would only use his scene-skipping power wisely and in the best interests of the game. From the examples given, I don’t know that I have that trust. Meanwhile, Hussar does not trust the GM – he expects the GM will do everything in his power to screw him, and the other players, over, railroad them into his pre-fab scenes and reactions and overall abuse any trust placed in him. So the game cannot work.

Hussar's complaint, as I read it and reframed in Edwards' terms, is that his GMs were not framing scenes that were worth anyone's time. And when efforts (like out-of-character suggestions, in character veneers of verismilitude, etc) were made to let the GM know where the good stuff was, the GM disregarded them. Hence, lacking trust in that respect, Hussar (perfectly reasonably in my view) left the game.

I think the deeper problem is that Hussar was unwilling or unable to extend that necessary trust at the outset, approached the game with a “GM versus Player”/ “GM will always try to screw us over” viewpoint, and as a result got “shirty”, likely causing the GM (and maybe other players) to get defensive.

The reality could fall at either end of those extremes or anywhere in between – we weren’t there so we can’t know with any certainty (and if we were there, we’d be biased by our own perceptions and experiences anyway). It seems clear Hussar considers himself to have been 100% in the right. I doubt his GM shares that viewpoint. It would be interesting to know his, and the other players’, views, but we don’t. All we have is Hussar’s views.
 

In this situation, the PCs were in a remote mountain area after a plane shift. The players knew that there was something in these mountains they should eventually investigate - but decided that now was not the time. Made sense because 2 key PCs weren't there. So they started trekking down to the village they needed to get to, which was some distance away. Originally, I had planned for them to find and follow a bear which was to be a mysterious druid's companion (they instead managed to kill the bear), or alternatively come across a pack of wolves carrying backpacks for someone (they completely ignored the wolves because they wanted to hurry on with their current mission). And for one of the PCs who was due for a divine gift, I had several opportunities for him to find a special item, including a fall into a river upon crossing a damaged rope bridge. All he had to do was drag himself into the underwater cave but nooo... the flying mage rescued him. It went on like that. Then I had them come across the tracks of a major military force marching towards a keep that was somewhat important to the story. No interest because it would slow them down.

When I noticed the players getting bored, I skipped 2 nights ahead, which got them grumpy because "you never know what can happen in the mountains" and "the surroundings could hold some surprises." So I told them that they should just assume they had ignored or missed about 5 other leads and shoved them towards the brigand attack - which was supposed to be only a minor interlude but I just doubled their numbers and added a witch to the attackers. That got them interested again and after that they were fine with just assuming they arrived later that evening.

I was told afterwards that they thought they were supposed to be focused on the mission they wanted to be done with. Of course, this was after they had requested a bit of a shake up to the current story line (which had been spotlighting missing PCS). Well, you can lead a PC to the clues... lol

Luckily this was the only time that happened. Until now, anyway.

Sounds like a perfect storm where the players manage to accidentally avoid finding any of the GM’s cues. At least it doesn’t look intentional. The most annoying gaming situation is probably the one where players scream “railroad” at every plot hook, then complain afterwards that “the game didn’t go anywhere”.

And the fact that you and the players established clear, out of play, communication to address the problem seems to indicate you found a solution, and can laugh about it now. I can recall a game which had a subway system-type transport. The players had a posted map to it, and asked about the stations being labeled. In the module, they weren’t, so I applied some number/letter combos. And they spent considerable time trying to work out the coded meanings of my random combos. While I did let them address that, among their other plans, for a bit, at some point I quietly mentioned there were no station names provided in the scenario (and, as a private transport service, no real need for any), so that they could write that off as a red herring.
 

On the topic of engagement, thanks to all for an engaging discussion here - probably too engaging based on the time I just spent on responses!
 

N'raac said:
I think the underlying requirement here is trust that everyone is acting in good faith. Hussar’s repeated assertions the GM will pick the worst possible results to better screw over the PC’s clearly indicates that trust isn’t present, and this will cloud any effort at communications.

Oh, no. I'm not making broad statements about all DM's. Only the ones in this thread who have repeatedly rules against the PC's with every single example. If that statement doesn't apply to you, then it should not bother you. OTOH, those who have repeatedly brought in example after example of how the rulings could go, and virtually every single example goes against the player who wants to skip the scene? Well, I just might be talking about that guy.

N'raac said:
Part of the problem is that the battle against the grell really isn’t all that important in the grand scheme of things.

See, that's where you are mistaken. It was important to US. The group wanted payback. The group's goal was hunting down the grell.

Renegotiate after things? Yeah, could happen. But, then again, that's a new round of stuff, and, well, I cannot comment on that. But, even if we did renegotiate, would I suddenly have to learn everyone's life story? If we had skipped over the "getting to know you" bit back at the beginning, why would I really want to do it now?

And, if I didn't want to do it now, would that be a problem?

I guess my basic question is, if the players aren't interested in a given NPC's motivations and backgrounds, why is the DM forcing us to learn them?
 
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Oh, no. I'm not making broad statements about all DM's. Only the ones in this thread who have repeatedly rules against the PC's with every single example. If that statement doesn't apply to you, then it should not bother you. OTOH, those who have repeatedly brought in example after example of how the rulings could go, and virtually every single example goes against the player who wants to skip the scene? Well, I just might be talking about that guy.

By the same token, pretty much every example you have provided has been a scene you want to skip, and they've seemed like pretty typical scenes in a game. In one, it seems you had decided the scene should be skipped without any real opportunity to assess what the scene may hold, not because you were "bored to tears" but because you were impatient for a scene that would logically follow it. In a second, the scene went on for 60 - 90 minutes despite the fact that only the GM was engaged - that seems hard to accomplish when the scene in question would be a dialogue. Here again, you don't suggest it should have been fast forwarded when it became clear it was not engaging, but that it should have been skipped entirely,

In both cases, I question whether you wanted to skip a scene, or a series of scenes (ie to me one scene is more "one encounter in the desert" than "the voyage through the desert", and more "discussions with one potential hire" than "all discussions with the potential hires"). By contrast, your third example, the hobgoblin scene cut short by another player, involved a scene which had been played to (at least in his eyes) its reasonable conclusion, with no more benefit to be derived from the scene. To match your examples, he should have killed the hobgoblin before you could get much past saying "I'll question the prisoner".

See, that's where you are mistaken. It was important to US. The group wanted payback. The group's goal was hunting down the grell.

Sorry - my point was unclear. Because I don't see the grell encounter as overly important in the grand scheme of the game, that lessens the importance of NPC's who will only be involved in that one scene to me, as the GM. By extension, that reduces my perception of the spearmen's importance, suppporting your wish to make their involvement quick rather than extended. That said, you were the one(s) who invested the grell with importance and, by extension, made the NPC's critical to your plan important.

As a GM, I'd be reluctant to rob the PC's of a rematch with the Grell when the table talk makes it clear that the players really want that rematch, and I've written rematches into scenarios specifically for that reason, when the original plan was that the adversary in question would not be seen again (at least not in any currently planned encounter), win lose or draw. In at least one case, the players were dead certain there would be a rematch written into the scenario - and lo and behold, one appeared. My original expectation was that they would win, and when they did not, I expected that they would carry on and never encounter that particular foe again - but their expectations said otherwise. That said, the rematch was definitely not the next encounter, although it wasn't delayed more than a few sessions, and occured before the current scenario wrapped up (in part due to the scenario itself - the PC's would go home after). And the players did not obsessively pursue making that scene "next" - they trusted that their need for closure would be satisfied in due course. While I believe they would have accepted it if I eventually said "those enemies aren't coming back for a rematch", the rematch was much more fun, so writing it in was, at least to me, the best GM choice. But not writing it in immediately - that would actually have felt contrived in this instance, certainly to me and likely to the players.
 
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I'm beginning to see a pattern here. All these scenes falling apart after plane shifting are making me think that the spell is extremely disruptive to a campaign because it puts the DM in a position that he can't prep for well, and running a wilderness adventure well is hard.

Back in late 2008 I discovered Mythic: Game Master Emulator. Over the past five or so odd years, I've increasingly come to rely on Mythic to adjudicate play in situations in which the PCs have "surprised" me with their actions. Plane Shift, as written in its 3.x incarnation, creates a "surprised" state as I cannot predict exactly where the PCs will arrive (5 to 500 miles (5d%) from your intended destination).

Looking at both [MENTION=22779]Hussar[/MENTION]'s and [MENTION=53286]Lwaxy[/MENTION]'s posts above (and I'll focus on using [MENTION=22779]Hussar[/MENTION] as an example), here's how I would DM the game: first, the PCs arriving on the plane would constitute a transition scene. Basically, they'd gather themselves together and determine where they are, how far they are from their intended destination and how they plan on getting there. In [MENTION=22779]Hussar[/MENTION]'s case, he states that he summons a centipede to carry the party to their final destination. (For example purposes I'll disregard that it appears to be an illegal use of his character's ability.) I'll assume another character was capable of determining where they are in relation to their final destination. In all likelihood, this transition scene would require maybe a couple minutes. At this point, the party declares their intent: to arrive at City B.

With Mythic, there are now three possible outcomes that could occur: they could arrive at City B as intended, they could arrive at City B and find that the scene has been altered, or they could be interrupted on the way. (If I had already made a map of the area, then I'd also ask the PCs if they are interested in exploring any of the interesting locations. I'll assume that the players are not interested in any locations.) Which event occurs would be determined by a d10 roll against the current Chaos Factor (I'll assume an average 5 for this example.) Any roll of 6 or higher and the PCs will arrive at their intended destination. A roll of 5, 3 or 1 would alter the scene while a roll of 4 or 2 would result in an interrupt scene.

An altered scene could be something as trivial as the PCs arriving to find the gates are closed (It's night! Goblins have been raiding! Whatever.), or something major like the city is being besieged. Whatever the scene is altered to, though, will be determined by what Mythic refers to as Context. Context is the PCs, their various motivations and agendas, the threads they are pursuing, and the setting in which they currently occupy. If I am on top of my game, I can create a scene that is interesting to the players and myself on multiple levels.

An interrupted scene is an entirely different, and unexpected, scene. Here I differ somewhat from how Mythic handles things. In these cases a random encounter is triggered. The encounter will be rolled on an encounter table (either one I have already prepared or the ones in the DMG). This encounter will be modified using the Event Focus Table in Mythic while taking into consideration the context of the campaign. Examples of the Event Focus Table include: introduction of new NPC(s), PC positive/negative, an ambiguous event, or any of a number of others.

I will also occasionally consult the Event Focus Table during an altered scene if I find unable to think of something creative.

In normal circumstances, I use Mythic in conjunction with my traditional hex-based methods. I alternate a lot during the game between a scene-based approach and exploratory play depending on the current needs of the campaign.

With regards to skipping scenes, I really prefer that the player in question handle it through out-of-character discussion rather than relying on me to "read him/her." There is too much potential for me to misread his/her intentions. I am a big believer in being open and clear with respects to what you want in the game.
 

Looking at both @Hussar's and @Lwaxy's posts above (and I'll focus on using @Hussar as an example), here's how I would DM the game: first, the PCs arriving on the plane would constitute a transition scene. Basically, they'd gather themselves together and determine where they are, how far they are from their intended destination and how they plan on getting there. In @Hussar's case, he states that he summons a centipede to carry the party to their final destination. (For example purposes I'll disregard that it appears to be an illegal use of his character's ability.) I'll assume another character was capable of determining where they are in relation to their final destination. In all likelihood, this transition scene would require maybe a couple minutes. At this point, the party declares their intent: to arrive at City B.

With Mythic, there are now three possible outcomes that could occur: they could arrive at City B as intended, they could arrive at City B and find that the scene has been altered, or they could be interrupted on the way. (If I had already made a map of the area, then I'd also ask the PCs if they are interested in exploring any of the interesting locations. I'll assume that the players are not interested in any locations.) Which event occurs would be determined by a d10 roll against the current Chaos Factor (I'll assume an average 5 for this example.) Any roll of 6 or higher and the PCs will arrive at their intended destination. A roll of 5, 3 or 1 would alter the scene while a roll of 4 or 2 would result in an interrupt scene.

An altered scene could be something as trivial as the PCs arriving to find the gates are closed (It's night! Goblins have been raiding! Whatever.), or something major like the city is being besieged. Whatever the scene is altered to, though, will be determined by what Mythic refers to as Context. Context is the PCs, their various motivations and agendas, the threads they are pursuing, and the setting in which they currently occupy. If I am on top of my game, I can create a scene that is interesting to the players and myself on multiple levels.

Knowing their goals in the city would likely help a lot in this regard.

An interrupted scene is an entirely different, and unexpected, scene. Here I differ somewhat from how Mythic handles things. In these cases a random encounter is triggered. The encounter will be rolled on an encounter table (either one I have already prepared or the ones in the DMG). This encounter will be modified using the Event Focus Table in Mythic while taking into consideration the context of the campaign. Examples of the Event Focus Table include: introduction of new NPC(s), PC positive/negative, an ambiguous event, or any of a number of others.

I will also occasionally consult the Event Focus Table during an altered scene if I find unable to think of something creative.

Seems like this would the the opportunity to insert one of those desert encounters. On that result, we probably risk "shirty" as a result since the desert interaction was required, rather than entirely avoided. As well, this will now be "contrived" as something relevant happened without being specifically sought out by the PC's.

The presumption here is clearly that the GM had no plan for "what will happen if the PC's miss the mark and must travel through the desert", or has not accounted in those plans for them travelling by Centipede Express.
 

Knowing their goals in the city would likely help a lot in this regard.

Knowing the context of the campaign would likely help a lot in this regard. That includes not just their goals (immediate and long-term) but also the setting (what plane are they on, what city are they going to) and the nature of the PCs (race/class/alignment/etc., motivations, fears, whatever). Unfortunately, Hussar has been extremely coy on this. We know he played a binder and he's in a desert trying to get to some city - that's it.

However, that doesn't change the process I'd use in a general sense. That process, I think, has value to those who may be reading along. I know my discovery of Mythic came about preciely because some poster in some other thread posted their usage of the system.

Seems like this would the the opportunity to insert one of those desert encounters. On that result, we probably risk "shirty" as a result since the desert interaction was required, rather than entirely avoided. As well, this will now be "contrived" as something relevant happened without being specifically sought out by the PC's.

It is. And I suppose shirty or contrived are possible reactions. However, since I have been using Mythic I have found my players to be highly engaged in each scene I frame.
 

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