You're doing what? Surprising the DM

I ask this, because if you answered this earlier, I seemed to have missed it in the mass of posts.

How did you *know* there's nothing relevant to your overall goals in the desert? We presume you're going to the city for some reason. How do you know ahead of time that the GM didn't put anything relevant to those reasons in the desert?

We don't honestly. But, considering we DO want to go to the city, and all our goals are at the city, why would we assume that there is something we need at those goals to be found in the desert?

For my taste, this style of play is far too linear. We are at A, and are going to B. We have to follow the DM's trail of breadcrumbs on the way to B because, if we don't, we won't have important things when we get to B.

But, from an in character POV, there is absolutely no reason to not go straight to B. Again, if I'm traveling from Chicago to Las Vegas, why would I think to go wandering about the Painted Desert looking for a horse with no name? Why would I not just go straight to Las Vegas?

If there was something relevant to our overall goals in the desert, it is pretty incumbent on the DM to provide some clues to that before hand and let us choose whether or not its important. Simply presuming that the players are going to hex crawl every single scene just because it might be important is not a style of game I prefer.

In my view, the reasoning is similar to why I don't like trap dungeons. Having traps in a dungeon slows down play so much. Despite the fact that you only find traps a small percentage of the time, you have to treat each situation as if it is, in fact, a trap. So, you send the scout ahead, search for traps, hope you roll well enough to find them, on and on and on. And play slows to a glacial crawl.

Not a style of game I like anymore.
 

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The other scenes? Moria, Helm's Deep, etc? Ok, I can totally see how they are related to achieving Mount Doom. But Tom Bombadil? I don't care. I think that the movies got it right by cutting him out. I think that Tolkien was desperately in need of an editor who would have cut about a third out of the LoTR. Yes, I know that's heretical, but, I do know that I skip pretty large swaths of the books when I read them and I couldn't even force myself to finish the Silmarillion.
I just wanted to say I feel you, here. My issue is more focused on pointless description than Tom Bombadil's, though. I couldn't read the LotR series; I tried the first 50 pages of the first book, and put it down. Couldn't read Wheel of Time (which my brother was very into, and was the first official RPG I played) for the same reason. I've heard that Song of Ice and Fire is better by my friends, but what I've seen online (excerpts, reviews, etc.) just fall to heavily into "pointless" description. I'd much rather watch dialogue between "pointless" NPCs than read paragraph after paragraph of descriptions of food and clothes (unless it's, like, a cultural thing, and the first time we're exposed to it).
My entire point through this thread is to cut out the Tom Bombadil scenes from your campaigns. If the ride checks on the centipede are so easy that a Take 10 lets you bypass them, don't bother. Just move on. Note, that was the part I was talking about when I said I get a bit testy about DM's who do this. That morphed into a whole bunch of other stuff, and that's probably my fault for not being clearer.
I think the whole point of "take 10" is to let people skip those checks, and just move on. So, if they can make it, yep, totally with you, there.
But, it's cutting out the superfluous stuff that really doesn't matter. Is learning that Warrior 1 Biff's goal in life is to marry his sweetheart going to help me kill the grell? No? Then why are you telling me? I don't care.
Play style, etc., etc.

That is, my players were once defeated by a small group of mercenaries (they lost a 4 on 3 fight, stacked against them). They survived, and when they came into conflict with the same group again (on more even terms), they jumped at the chance to fight them. All of the mercenaries had names, and they fought them on the street in front of one of their homes. One of the PCs, a barbarian, dueled the guy (the leader, who had dropped the Barbarian and Fighter in the first fight) in front of his house. First round, Barbarian goes first, charges, crits, and kills him.

The players were happy. The other mercenaries were a little defensive, and definitely less aggressive, but there was still a lot of tension between the party and the mercs. But, all of this was momentary. The wife of the man who just died screamed from the doorway, and ran out to her husbands corpse. Another merc's wife (the only other wife of the mercs) tried to console her. The tension immediately drained out of both groups. Brock, the Barbarian PC, apologized, albeit feebly, and the widow was ushered inside by the other wife.

Brock went through a massive change in character concept. He was much less aggressive from that point on; he'd still fight evil, and he'd still kill bad guys, standard soldiers. Hell, he'd still take them out if they were fleeing. But, he really didn't fight on pride anymore. His character, which was originally based around "I want to prove I'm the best", changed, voluntarily; his pride was not worth killing people over.

This was a definitive moment in the campaign, and it happened early on (just before the Fighter PC lost both of his eyes in a single battle, on a spectacularly unlucky Hit Chart roll; he'd go on to gain blindsense, and be the greatest warrior in the party). The motivations and personalities of the mercs came into play before their first conflict (when the PCs lost), during the second conflict (when the Barbarian killed the leader), and afterwards (there was a third conflict that was stopped before anyone was wounded, and later interactions with the party).

The point, I guess for me, is that by knowing the personalities of the mercs, their motivations, their lives (to a tiny degree, like if they're married or have children), I know what they're willing to put on the line, and why. This can be told to the players, if they're interested. But, in my games, it'll always be there, whether or not the players know. Do the players care? Mine generally do. Knowing that Biff the Warrior's goal is to marry his sweetheart helps the players know Biff, who is a living, breathing character in the world.

Now, that's not to say that you need to know that to hire mercenaries; the players have hired mercs many times, and usually only know the captain and lieutenant's personalities to any real degree. But, my players do care about Biff's goals, in that they know who Biff is. And, my players care about NPCs; they love them, they hate them, and they feel everything in between (except, maybe, pity, for whatever reason, now that I think about it; they feel sympathy, but not pity, really).

So, you don't care about Tom Bombadil; I get that. To me, that's exploration of the setting for the sake of it (which I asked you about earlier, but didn't really get a confirmation). I also get you not caring about Biff the Warrior. But, this loops back around to how I opened this: "Play style, etc., etc." Because, my players care about Biff the Warrior (in this campaign, it's Dupuk the town guardsman, or Rakit the professional soldier, or Cager the scout). They could go either way on Tom Bombadil for the sake of Tom Bombadil; it's fine in "reasonable" amounts.

Basically, yeah, I get where you're coming from. I don't think you should advocate it for everyone, and I can't tell if you are, since you said "My entire point through this thread is to cut out the Tom Bombadil scenes from your campaigns." But, as a certain play style (and even a well-liked and not insignificant one), I totally get it. But, my group will continue to prod Biff the Warrior for more information, and even stop to Tom Bombadil from time to time. And they'll do it without prodding, and positively react to it when it's offered. It's just play style, obviously. As always, play what you like :)
 

It was Shackled City Adventure Path. Can't remember which module. It has been some years.

Ah, yes, I am pretty sure I know exactly the module you are talking about.

Why is the context so important? The player doesn't want to play out this scene. Not every scene. Not even other similar scenes. Just this one. Why does it matter why he doesn't want to play this out? He's the one in the spotlight, so it's not a spotlight issue. There are clear goals that the players care about right there. It's not like exploring the desert was the goal.

In my case the answer is simple: I can't learn anything otherwise. Understanding why X is so important to you that you are willing to cut short a scene teaches me nothing if the context of the game is left undefined. We'll say its the behavioral economist in me. It's important to me, as a DM, to understand why you are doing what you are doing precisely so I can try to avoid creating "Tom Bombadil" situations.
 

In other words, if the party wants to throw the One Ring into Mount Doom, and the party knows exactly where the Mount Doom is, and states that they aren't interested in anything but throwing the Ring into Mount Doom, why are we screwing around with Tom Bombadil?

Ahhh, I think I can answer that. Because the Lord of the Rings is not about throwing the Ring into Mount Doom. The anti-quest featuring the anti-hero (in that he lacks some of the features normally associated with heros, but notably not the ones that are are using lacking) is merely the setting of the story. So as long as the story is progressing in its main themes, it doesn't really matter if it is advancing on Mount Doom at all. In fact, the largest part of the story isn't about advancing on Mount Doom. Once the fellowship breaks, all the big awesome heroes go off on this minor sidequest to rescue a few minor friends of no real consequence and abandon the quest to destroy the ring. Most of the story is in some sense a digression from that point on. Even Moria is a complete digression. It's just this random obstacle thrown into the path of the Ring bearer. My wife happens to think that the chapters in Moria are the worst chapters of the book because they do almost nothing really to advance the story save provide an excuse to get rid of the parties safety net Gandalf. And Helm's Deep is completely unrelated to the major story. It's a side quest to a side quest by character's whose importance to the quest is at least apparantly greatly diminishing at this point because they've gone 300 miles in the wrong direction. The reader at this point has lost track of Frodo, and is led to assume that Frodo is going on while we are going without him completely unclear about when if ever the reader or Aragorn will return to the ring quest. In fact, when Tolkien went to adapt his text for the movies, he threw the entire Helm's Deep story arc out as being tangental.

I feel you are pretty much completely missing the book. You are skipping all the parts that Tolkien considered important and were all the real action takes place. Did you ever notice just how quick Tolkien resolves his combats? His fights are over in a few sentences. Pelennor Fields, the standard by which all fantasy battles are judged, is mostly over in about four pages of text. If you are skipping from fight scene to fight scene, you've like missed the whole book, and you are probably wondering, "That's it? What's all this stuff in here between now and the next cool fight scene." Or did you ever notice that all his climatic fight scenes are deliberately anti-climatic? In the Hobbit, a minor character kills the dragon in flashback. Then, Tolkien tells the story of the battle of the five armies from the vantage of a disinterested observer, who gets knocked unconscious just as the battle is getting interesting and has to have the story told to him in flashback. Then in the LotR, we totally don't get to see Gandalf fight the nine except from a vantage point similar to a soldier observing a distant artillery barage, and when Frodo confronts the Nine, he gets unconscious and we mostly miss the scene and have to have it related to us afterwards. Gandalf fights the Balrog - again off stage and again related by flashback. Then, later, we get to Ents assault on Orthanc and just as it begins, Tolkien cuts away from it and we don't get to 'see' it until Merry and Pippin relate it by flashback. Then at the battle of Pelennor Fields, Gandalf is about to throw down with the Witch King, when suddenly the Witch King turns and runs off, only to get killed by a girl and a hobbit stabbing him in the back. And I could go on and on in that theme. Tolkien is trying to communicate something. I'm not sure its getting through.

The Old Forest side trek serves several narrative purposes, but the easiest one to explain is that it is critical to communicating to the reader who Frodo is. Frodo's treatment in the text can be divided broadly in to three large sections. In Fellowship, Frodo is shown to be heroic in a classical sense particularly in his will and courage. This is the part of the story where the reader develops admiration for and concern for Frodo, and it is essential because Tolkien is going to pull the rug out from the reader later. In the second portion of the story, Frodo is presented to the reader primarily through Sam's eyes, and primarily through this relationship between Frodo and Smeagol/Gollum, and Sam is revealed at several points in this portion of the story to be a somewhat unreliable witness. Sam's assumptions about Frodo are incorrect, and critically Sam's assumptions are the same assumptions that the reader is now making. In the third part of the story, Frodo is a wreck. He has been physically, mentally, and spiritually crushed by the burden of the ring and is reduced to a truly pathetic and pitiable state seemingly unworthy of compassion by the normal standards of what makes a hero (. Unless the reader has developed a sincere admiration for Frodo, the tendency of the reader is to disdain him and instead give their admiration to Sam or even more often to the classical hero Aragorn. This however is on reflection a mistake, not just because both Sam and Aragorn reject that interpretation, but because Tolkien has already shown us Frodo's warrior heart in the first book.

So what happens to the text if you destroy Frodo's oppurtunities to have shining moments of awesome that stir the reader's heart toward him? You end up only with the crouching, cringing weakling with his hand shielding his eyes from the burning wheel. You essentially destroy the character, which is exactly what the movies do to Frodo.

What happens in the Old Forest trek? Well, it is Frodo that passes his saving throw and breaks the spell of Old Man Willow, and then who finds Tom Bombadil. Then again, it is Frodo that breaks the spell of the Barrow Wight, picks up the Barrow Wight's sword and hews off the vile creatures hand and then, wounded, cold, in the dark finds the strength to sing the lore song that summons Tom Bombadil and returns him and his friends from the chthonian underworld back into the light of the green world (that Tom embodies). This shows of strength of will and character are critical moments in devoloping Frodo as our protagonist. Of course, the movie doesn't stop its carnage and assault on Frodo there, but procedes to rob him of his glory in every single scene of the Fellowship. It's Arwen - not Frodo - who draws sword turns and stands down the assembled Nine - who have previously driven off Gandalf himself - saying, "Go back! Go back to the Land of Morder, and follow me no more! By Elbereth and Luthien the fair, you shall neither the Ring nor me!" It's futile - he can't stand against The Nine alone - but it is awesome. In the book, it's Frodo who drives off the cave troll by himself. In short, Frodo in the book gets to establish that he is awesome; Frodo of the movie spends the entire trilogy looking green and sick and weak and cowering until the moment he heroicly throws Gollum into the fire and restores the traditional Hollywood definition of awesome so that no one will have to think about what they just saw.

I think that Tolkien was desperately in need of an editor who would have cut about a third out of the LoTR. Yes, I know that's heretical, but, I do know that I skip pretty large swaths of the books when I read them and I couldn't even force myself to finish the Silmarillion.

When Tolkien edited his own work, he cut out all the fights, cut out most of the Aragorn story line and all of Helm's Deep etc, and more or less made the entire movie about a conversation between Frodo, Sam, and Gollum.

On the other hand, I've never liked 'door stop' books and like you don't read them any more. I can do completely without Eddings, Jordan, Martin, Brooks and the whole host of Tolkien immitators. I can't even manage to finish one of their books any more, and mostly no longer try. But, like Tolkien I agree that one of the major flaws of LotR is, it's too short.
 
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Celebrim said:
But, like Tolkien I agree that one of the major flaws of LotR is, it's too short.

I'm going to chalk that up to a taste thing. :D AFAIC, LotR is essentially a travelogue and vehicle for Tolkien to show off his poetry. All the stuff that is really interesting to me in the story is pretty much there accidentally. I enjoyed the Hobbit far, far more. :)

JC said:
Basically, yeah, I get where you're coming from. I don't think you should advocate it for everyone, and I can't tell if you are, since you said "My entire point through this thread is to cut out the Tom Bombadil scenes from your campaigns." But, as a certain play style (and even a well-liked and not insignificant one), I totally get it. But, my group will continue to prod Biff the Warrior for more information, and even stop to Tom Bombadil from time to time. And they'll do it without prodding, and positively react to it when it's offered. It's just play style, obviously. As always, play what you like

Ahh, see, now that's a bit different. If the players are prodding Biff for more information, then obviously they want to learn more about Biff. And that's totally groovy. Obviously the group wants to do this, or, at the very worst, no one in the group hates it enough to try to skip over it. Totally fair.

And, to be honest, most of the time I don't have a huge problem with it either.

I guess where I differ is that once in a while, as a DM and as a player, I have zero problem with one of the players saying, "Y'know what? This sucks. Can we just move on?" Totally would not bother me. Although, perhaps couched in a little more friendly language might be helpful. :p But, the basic gist is, "Can we just get going?" To which, I have pretty much no problem.
 

Ahh, see, now that's a bit different. If the players are prodding Biff for more information, then obviously they want to learn more about Biff. And that's totally groovy. Obviously the group wants to do this, or, at the very worst, no one in the group hates it enough to try to skip over it. Totally fair.

And, to be honest, most of the time I don't have a huge problem with it either.

I guess where I differ is that once in a while, as a DM and as a player, I have zero problem with one of the players saying, "Y'know what? This sucks. Can we just move on?" Totally would not bother me. Although, perhaps couched in a little more friendly language might be helpful. :p But, the basic gist is, "Can we just get going?" To which, I have pretty much no problem.
I don't really have a problem with this, either. I think the agreement diverges in how to deal with this problem. But yeah, your post here is "groovy" to me :) As always, play what you like :)
 

That is, my players were once defeated by a small group of mercenaries (they lost a 4 on 3 fight, stacked against them). They survived, and when they came into conflict with the same group again (on more even terms), they jumped at the chance to fight them. All of the mercenaries had names, and they fought them on the street in front of one of their homes. One of the PCs, a barbarian, dueled the guy (the leader, who had dropped the Barbarian and Fighter in the first fight) in front of his house. First round, Barbarian goes first, charges, crits, and kills him.

The players were happy. The other mercenaries were a little defensive, and definitely less aggressive, but there was still a lot of tension between the party and the mercs. But, all of this was momentary. The wife of the man who just died screamed from the doorway, and ran out to her husbands corpse. Another merc's wife (the only other wife of the mercs) tried to console her. The tension immediately drained out of both groups. Brock, the Barbarian PC, apologized, albeit feebly, and the widow was ushered inside by the other wife.

Brock went through a massive change in character concept.
That sounds like a good episode.

The point, I guess for me, is that by knowing the personalities of the mercs, their motivations, their lives (to a tiny degree, like if they're married or have children), I know what they're willing to put on the line, and why.
In the less prep-oriented style of the sort I prefer, none of this would be worked out in advance. Rather, if the moment seemed right for it, I would introduce the widow complication spontaneously.
 

That sounds like a good episode.
Thanks, it was (for my group, at least). It set up a gentler Barbarian, and he would eventually become a Cleric of Pelor focused on healing and preserving life (though this took about 11 levels). I doubt that would have happened without this particular scene.
In the less prep-oriented style of the sort I prefer, none of this would be worked out in advance. Rather, if the moment seemed right for it, I would introduce the widow complication spontaneously.
I basically do the same thing, in that I don't prep any situation. I now roll dice for a lot of stuff and take inspiration from it, but I've definitely decided, rather arbitrarily, the equivalent of "this guy has a wife" before, on the fly, when I thought it'd make for a good game experience. In my experience as a GM, it works just as well, from the player side of things. As a GM, I like rolling for a lot of stuff on the fly, but I'm basically a completely improv GM, so I like having a little bit of random aid to help me out.

Thanks for the reply. As always, play what you like :)
 

I'm going to chalk that up to a taste thing. :D

Could be. I'm just saying that what you consider worth throwing out, isn't necessarily what others consider worth throwing out. I've read LotR about 18 times now. I can remember back to a time when my engagement with the text was the same as you describe - maybe the second reading or there abouts. I pretty much thought bad all the parts you think bad, and like you loved Moria and Helm's Deep and well pretty much all of Aragorn's story. I too skipped text back then. But I didn't really understand the story. I thought it was cool, no doubt, but I didn't think the story was beautiful. Now, when I read the text, my engagement is almost exactly the opposite. The parts of the story I thought slow are now the ones I find to be the best parts, and the parts I thought cool, I now realize take up almost none of the text and are unimportant to the story and moreover this particular movement in how I see the story is one the author designed and intended. It, like almost nothing in the text, is not there by accident. I'm convinced there is not a less accidental peice of fiction in the whole of the 20th century.

The Hobbit is much the same thing, just roughly 1/6th as long and consequently with less story in it. The Hobbit is the story of an unlikely friendship between a rustic Hobbit with ridiculous manners, and a proud and dignified Dwarf King - and how that friendship transforms each of them. Everything else in the story is a vehicle for that. That's why the Dragon's death - the ostencible goal of the quest - is told in flashback, and why the story keeps going after the dragon is dead almost as if it hasn't happened. That's why the reader misses the Battle of the Five Armies. Tolkien is trying to tell the reader that those aren't the climaxes of the story. Tolkien certainly approves of killing dragons and valiant defences of the lives of free peoples, but he doesn't think that life is about that. The whole story exists as a setup for the two friend's reconciliation, Thorin forgiving Bilbo, and the timely and yet tragicly untimely final full understanding of each other.

When you try to change either The Hobbit or the Lord of the Rings to make them into stories about the glories of war and violence and might making right - if you have Frodo throw Gollum into the fire in the final confrontation - then you do violence to the books and make war upon them because ultimately, you hate them and everything they have to say. You are completely ignoring the young officer, sitting in a trench sunk in the mud with his men around him, undergoing an artillery barrage, who imagined a green space and wrote down, without fully knowing what it meant, "In a hole in the ground, there lived a Hobbit."

Anyway, enough Tolkien.

Now that I have some context on the adventure, I have to say that as a DM I would have wished that your Centipede trick would work without a hitch, and probably would have looked for some excuse to allow it to work even though mechanically it was a total mess. As I said in the beginning, I thought it added to the adventure, and now that I know what that adventure was I believe that even more. In fact, had I been running the adventure, I would hope that I had actually added such a thing to the text and contract the journey - shortening both the distance and the expected time consumed in travelling. I'm not at all a fan of that Adventure Path, and not really a fan of that entry in it particularly. Incidently, there is no city in the text, and you can be forgiven for not remembering why you wanted to get somewhere, because the text is really really weak on what the PC's motivations are supposed to be and has several assumptions about player behavior that are weak as well as a couple of potential glaring holes in the plot. I suppose a many parties can be lead around without complaint on that particular railroad, but I know I wouldn't be one of them. The twist, such as it is, is by now greatly overused. So while this might be a matter of taste, on that particular module I completely agree with your taste. It's padded with filller, lacks substance, doesn't provide enough oppurtunities for player choice, is far far more interesting of a scenario for an evil party, and has generally uninspired encounter design.

Interestingly, the text explicitly rewards metagaming. If you abandon the plot and do what is obvious based on genera (head to the most interesting feature in the landscape), it just works and you can skip pretty much the whole module and finish it in probably about 2-3 hours. That's fine except that doesn't work for an entry in an adventure path at all, since AP's depend implicitly and explicitly on the party mining sufficient resources out of each stage to be ready for the next - one of the reasons I'm rarely happy with published adventure paths. Anyway, the point of this whole post is this: there has been a lot of talk about how you and I sit in separate camps in terms of what adventures we like and that its all a matter of taste and I for one have never been convinced that is true. I'm fully sympathetic to you wanting to skip over the overland travel in this particular case. It's poorly done and if you adhere strictly to text and the party doesn't do something to truncate it, it's tredious and uninteresting in the extreme. I'd like to think that the designer intends you to truncate the journey (he mentions the use of teleport several times), and as best as I can tell from your story the DM allowed you to truncate the journey - albiet only by throwing out the rules which is I think a less than ideal solution (although in this case as I said, I'm sympathetic to the desire to do it).

Had you actually had the power to do what you say (which sadly, by the rules I don't believe you do), and summon a centipede to carry the party, then my rulings on it would be: a) You can do the first stage journey in about 5-6 hours b) because the terrain is as smooth as the skin of a decaying corpse, no ride checks are required outside of combat because there is nothing that would provoke them c) there would be on average 2 random encounters with the possibility in both cases that based on the initial encounter distance (there are no ambush predators in the wandering encounter table), both would be avoidable. Ideally, the whole tedious journey would be over in less than 30 minutes of real time. You can decide whether you think that unjust.

In point of fact though, I would have probably rewritten the module to make the centipede trick unneccessary though by having your guide arrange or provide mounts of some sort (giant carrion beattles with howdahs or fiendish giant vultures for example) and assumed a much briefer travel time. I would have also endeavored to make the setting a bit more interesting and provide stronger hooks for good aligned PCs and contingencies for PC's going off the rails. I also probably would have replaced or enhanced the useless pitiful unevocative wandering encounters with a few staged scenes, ideally ones that had options in addition to or instead of combat. As written, I give the module a C+, granting that the writer might well have done all those things too but in the format that has to fit in a block of Dungeon magazine, it's hard to write those things out in a way that is coherent to every reader. Modules inherently have to be written more railroadish than they can be ran, because they have to work for novice DM's and parties as well as experienced ones.
 
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In my 4e game, the existence of a fallen minotaur empire has been a recurring motif - minotaur ruins, minotaur statues, mintotaur tombs, etc. This also relates to the backstory of the dwarf PC, because the dwarves, after gaining their freedom from the giants, were tutored by the minotaurs. This is important in the game although it has not been an immediate object of exploration in play.

My litmus test is what would happen if I pulled it or changed it. If we removed it entirely, the dwarf backstory gets pulled. So it's used in that regard. If I change it from Minotaur to Ettins, would anything of substance change? If so, it is unimportant that these are minotaurs.

If I was playing a game with a Sultan, I would certainly expect the area to contain deserts and palm trees rather than snowfields and oak fore

Would you expect that water is cheap and easy to come by, and not an issue to consider if travelling through the area? I would expect that this will not be the case, because this is a desert. In game ramification of the setting is what makes the setting real.

The intraparty roleplay was in a context, and framed against story elements other than the PCs - feuds, loyalties, hopes, enemies etc. It was contextually embedded.

Then the party is interacting with the setting - it is not simply a backdrop.

I don't think this is Hussar's view of it.

I don't think Hussar is asserting the grell was a major campaign issue. I think he is advocating that the PC's invested importance in vengeance against the Grell. The two are not the same thing. With that player-invested importance, I think the GM can reasonably play on that importance (link the grell to the overall plot; make the grell a recurring villain; and yes, invest importance and game time in the tools used to bring the grell down). I think he could also decide that the grell isn't really all that important, so let's just provide faceless cardboard mercs and get on with it.

Now, could he reasonably go one step further, and indicate that this GrellQuest just isn't working for him, so can we just cut scene vengeance against the grell? Maybe he's the one that's bored to tears. Does he get equal rights with the players to decide he doesn't want to play out a specific scene?

No disagreement with that! This is exactly how the desert and the hiring should have been handled, it seems to me.

If it is minutia, that is how it should be handled. If it is not minutia, and numerous examples of why it may not be minutia have been presented, then this is not how it should be handled. If taking 10 on ride checks gets everyone through the desert, then the skill checks are minutia. If the worst case result is "you fell down and have sand in your boots and we have to stop so you can dust yourself off and get back on the centipede", this is also minutia. If three huge trapdoor spiders snap up from concealed locations to assault the centipede, then needing a 9+Ride check to avoid falling off, and being tied to the centipede means you can't join the attack, it is no longer minutia.

No. The ones who died fighting hobgolbins died fighting, and made a difference to the resolution - they both delivered damage and took it.

I can write that off as minutia just as easily. 12 extra hobgoblins vs 6 NPC followers can be resolved as easily as “each round, 2 hobgoblins and 1 NPC are laid low. They are not the story focus, so scene cut them and move on”.

But not everyone enjoys the same things. For some players, exploring the GM's setting is enjoyable in its own right. (On the current "new world for 5e?" thread, one poster said that his/her main enjoyment in an RPG is exploring the gameworld.) For others, they enjoy different things, like formulating and pursing PC goals. They want something more player driven.

So place one player of each stripe at the table. Do we skip all setting exploration and all PC planning sessions, because each will be boring for one player? Should one of the two leave so we don’t have this conflict? Or does each player compromise for the other’s enjoyment, and we have both kinds of scene in the game?

Introducing complications is a key GM role, in my preferred approach to play. The idea is to introduce complications that riff off the players,

Like “your Plane Shift left you 500 miles out – that complicates matters” or “your hiring is complicated by a large number of applicants, some of whom may be more or less suitable”.

push them hard, respond to their cues

Like evaluating their plan to mitigate the difficulties of desert travel with a giant centipede or their continuing to dialogue with the potential hires one on one rather than just yell “ALL OF YOU SHUT UP – OK, you, you, you, you, you and you – hired. The rest of you – GO HOME”?

keep the game moving.

I think Hussar’s issue was where the game was moving, at least as much as whether the game was moving.

On my preferred approach, it's sufficient evidence that I've done a bad job, and failed to keep the game moving, when there are 90 minute sequences that the players are complaining about!

The only player we know is complaining is Hussar. For all I know, there’s a DM and half a dozen players out there somewhere who tell the tale of “That jerk player who wanted to waste time hiring spearcarriers rather than just taking care of business ourselves.”


Though I don't use random generation in the way @Jacob Marleydescribed, the examples he gives - like closed gates or a city under siege - are closer to the sorts of complications I would use. They introduce tension and challenge into the situation the players' care about, rather than try to shift the focus of the game to something else that the players haven't signalled any interest in.

Both of those, I agree, are great complications. But they also delay the players’ access to the city, and thus their ability to do whatever it was they were so fired up to do in the city. As such, I think a player who was totally focused on those activities would probably be just as unhappy finding themselves unable to get past the gates as finding themselves slogging through the desert. In fact, I could see someone getting shirty because the GM just made up these locked gates and besieging forces because we refused to play out his desert excursion scenario. The gates would be open wide, if they existed at all, had we slogged through his boring desert scenes.

Well, yes, skipped entirely because I, the player in the spotlight, was totally uninterested in the scene. And, no, it's not that hard to drag out. The DM starts by initiating conversations and then keeps the conversation going. The player, not allowed to push the eject button on the scene, since that is seen as bad play and would get the player ejected from some games, plays along. And along. And along...

“I stand up and whistle loudly and shrilly. If that fails, to get the attention of all the potential recruits, I yell ‘LISTEN UP IF YOU WANT TO GET PAID!!’ Do I have their attention now? Good. Starting from the left, I point at random to every second guy. ‘You, you, you, you, you and you – pack your gear up – you are hired and we head out in 10 minutes. The rest of you, thanks for coming out but we’ve filled our hiring quota. BYE!”

You now have six hirelings with no idea of who they are, with limited or no time spent in the hiring process. Done. And, if you unfortunately selected a few sub-optimal candidates and dismissed Sir Stephen the Spear Saint, well that’s the price you pay for being in a hurry when you hire.

In hindsight, he probably should have just killed the prisoner in the first place. And, because of this scene, we never took prisoners again, because we knew that taking prisoners with this DM was pointless. IOW, the DM's actions have long term consequences. Players are typically smart enough to be able to read DM's and know that certain actions just aren't going to go anywhere and they stop trying those actions.

Which has been precisely my point all the way along. The DM drags out a scene, refuses to let the scene go and the players react by never trying that again.

OK, let’s summarize. Because one scene with a prisoner was unsatisfactory to the players, they will never, ever take a prisoner again, because if they do, they will just play out that same unsatisfactory scene. Hold that thought for a moment.


I think the problem here is you're still trying to draw larger conclusions from what's happened. The player skips talking to this NPC, so the player will skip talking to all NPC's. The player skips this scene, so he'll skip every scene. That's not it at all. It's, the player skipped this one scene, for whatever reason, but the player is also typically engaged, so it's not a problem.

OK, let’s summarize this. Just because you want to skip this one scene of NPC interaction, that should not be taken as a sign that you will want to skip talking to all NPC’s. This one scene should be taken as just that – only one scene – and in no way an indication of how future scenes will play out.

So let’s recap: If the GM makes one scene with a prisoner unsatisfactory, all scenes with prisoners will be unsatisfactory, so never go there again. But if a player makes one scene with NPC interaction unsatisfactory, that’s not in any way indicative that the player would make similar scenes in the future unsatisfactory.

You know what? It seems like lot of your discussion from your first post on this thread can be distilled down to “assume the players will not be dicks, but assume all GM’s will be dicks”. Why is that?

I'm sorry, I don't see how those two follow. The spearmen's only function is to stab the grell with their pointy sticks. That's their purpose. That's what they're there for. Why do I need fully fleshed out NPC's with backgrounds and motivations for that? If I was hiring henchmen, with the expectation that they would be with the group for an extended period of time, then fine. That's different. But, these guys were just a posse.

How many times do you see, in a movie, the sheriff come in, gather a posse and then spend ninety minutes on exposition on every member of the posse?

I see the NPC’s be cardboard back figures about as often as they have negligible impact on resolution of the issues in the movie.

But the rematch, in this instance was not contrived. We knew where the grell was living. That was its lair. It had no real reason for leaving - after all it just had a nice tasty snack and chased away the invaders. Could it have left? Sure. Be totally anticlimactic but it could have.

It was completely uninjured in your attack and had no reason to believe (it has human intelligence, I believe) that someone might come back seeking vengeance? And that assumes it had no goal other than to sit here at a choke point until it dies!

I ask this, because if you answered this earlier, I seemed to have missed it in the mass of posts.

How did you *know* there's nothing relevant to your overall goals in the desert? We presume you're going to the city for some reason. How do you know ahead of time that the GM didn't put anything relevant to those reasons in the desert?

We don't honestly. But, considering we DO want to go to the city, and all our goals are at the city, why would we assume that there is something we need at those goals to be found in the desert?

For my taste, this style of play is far too linear. We are at A, and are going to B. We have to follow the DM's trail of breadcrumbs on the way to B because, if we don't, we won't have important things when we get to B.

But, from an in character POV, there is absolutely no reason to not go straight to B. Again, if I'm traveling from Chicago to Las Vegas, why would I think to go wandering about the Painted Desert looking for a horse with no name? Why would I not just go straight to Las Vegas?

If there was something relevant to our overall goals in the desert, it is pretty incumbent on the DM to provide some clues to that before hand and let us choose whether or not its important. Simply presuming that the players are going to hex crawl every single scene just because it might be important is not a style of game I prefer.

In my view, the reasoning is similar to why I don't like trap dungeons. Having traps in a dungeon slows down play so much. Despite the fact that you only find traps a small percentage of the time, you have to treat each situation as if it is, in fact, a trap. So, you send the scout ahead, search for traps, hope you roll well enough to find them, on and on and on. And play slows to a glacial crawl.

Not a style of game I like anymore.


Another “player knowledge” versus “character knowledge” moment. In my world, the PC’s may bemoan this stupid desert in the way, but the players trust the GM enough to allow the possibility the desert encounters will be fun and interesting. Maybe directly relevant to the city, or maybe not and the city goes on the back burner for a while.

Basically, yeah, I get where you're coming from. I don't think you should advocate it for everyone, and I can't tell if you are, since you said "My entire point through this thread is to cut out the Tom Bombadil scenes from your campaigns." But, as a certain play style (and even a well-liked and not insignificant one), I totally get it. But, my group will continue to prod Biff the Warrior for more information, and even stop to Tom Bombadil from time to time. And they'll do it without prodding, and positively react to it when it's offered. It's just play style, obviously. As always, play what you like

Perhaps the point might better be “either cut the Tom Bombadil scenes or tell me you won’t so I can find another group to game with”.
 

Into the Woods

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