You're doing what? Surprising the DM

Absolutely nothing. I've left games I wasn't enjoying and I've kicked players from my games that were disruptive or wanted a game style I wasn't prepared to run.

Previously, some posters expressed the position that kicking a player from the group was an over-reaction, but it seems sensible to me.

Well, I would say that kicking someone out of the game for not wanting to play one scene would be an over reaction. But, that's just me. If it was a recurring issue, then fine. But the first time?
[MENTION=6681948]N'raac[/MENTION]

Let me ask you this.

I am the player and I want to hire six 1st level warriors. Let's skip over the recruitment process, it's not germane. I have 10 guys in front of me now. I say to you, the DM, "I look over the ten guys, talk to them a bit and pick the 6 best."

Would that be a problem for you? Would I still be subject to a random chances?

And, if I actually did play out every single interview, would I still have a chance of getting the bottom of the barrel. After all, people lie, and it's entirely possible that they beat my Sense Motive check.

So, if I do play it out, how am I ahead? And, if I'm not ahead, why spend the table time to play it out when I don't want to?
 

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This may be true, but seems apropos of nothing in this thread. If anything, I regad rd it as videogamey to force the players to resolve the desert challenge, or the hiring of the mercenaries, regardless of their interests or the existing story momentum. It's a distinctive feature of a tabletop game that it can deliver story now.

*just shakes head*

Why?

I think Pemerton is hitting it on the head. In most CRPG's, you are forced to play through every scene in order to get to the next scene. Even in more open ended games, you still need to mine the unrelated scenes in order to be successful in later scenes.

This, to me, is one of the big advantages of tabletop over CRPG's, I don't have to play through the crap that I don't want to play through. No grinding for levels, that sort of thing. It's exactly the reason why I have zero interest in MMORPG's. Too much time faffing about and not enough time doing stuff that I want to do. If I have to spend several hours cutting down trees just to make my character strong enough to reliably kill rats (thank you Ultima Online), then I have no interest in the game.

As was said, I have no problems with complications AT THE GOAL. If the grell brings in reinforcements? Great!!! More fun for all. If there is a siege at the city? Fantastic!! At least we're doing something directly related to the goal. Although, to be perfectly honest, it would seem a bit contrived that we arrive just in time for a siege, but, meh, I've got a pretty healthy sense of disbelief, so, I'll live with it. At least we initiated the engagement of the scene.

But, we have no engagement with bandits in the desert or bandits in the forest. None. Sure, you can post hoc add in some relevance after the fact, but, meh, why bother? It's not like I'm going to suddenly say, "OHhhh, that's why you forced us to play out several hours of desert travel!" and it justifies those several hours of frustration. No, instead it's going to be several hours of frustration followed by a WTF moment when your totally contrived bit of plot key falls into our laps.

And, back to [MENTION=4937]Celebrim[/MENTION], it would be very, very helpful in these conversations if you didn't try to extrapolate the way you play to other people. Your campaign is chock a block with details that do not apply to anyone else's campaign. I mean, all you have to do is look at virtually every single published 3rd edition city and you will find a magic shop of some sort. Every single time. So, it's not a big stretch, IMO, that being able to buy magic items, something that is expressly permitted in 3e, would be a big deal in most 3e games. You say that the people you play with don't like it. Fair enough. But, let's not forget a fair degree of confirmation bias. The people you play with likely share your play preferences to some degree.
 

Well, I would say that kicking someone out of the game for not wanting to play one scene would be an over reaction. But, that's just me. If it was a recurring issue, then fine. But the first time?

[MENTION=6681948]N'raac[/MENTION]

Let me ask you this.

I am the player and I want to hire six 1st level warriors. Let's skip over the recruitment process, it's not germane. I have 10 guys in front of me now. I say to you, the DM, "I look over the ten guys, talk to them a bit and pick the 6 best."

Would that be a problem for you? Would I still be subject to a random chances?

And, if I actually did play out every single interview, would I still have a chance of getting the bottom of the barrel. After all, people lie, and it's entirely possible that they beat my Sense Motive check.

So, if I do play it out, how am I ahead? And, if I'm not ahead, why spend the table time to play it out when I don't want to?

Define 'best'. Most skilled? Most talented? Most loyal? Best equipped? Cheapest? Some composite of those qualities? Does it preclude race, gender, religious belief, age range, or legal status? How does the DM know what you consider best?

Let's say you tell the DM to give you the six best and he gives you the six best warriors. Later on something happens -- the party is stopped because one of the member is a wanted criminal, an escaped serf, running from an arranged marriage, running from the local Thieves' guild, etc. or if it becomes apparent that one or more members have a diametric alignment to the group and the player no longer trusts the warriors. Do you fell wronged? Should any or all of those categories have counted against the 'best'?

If the player participates then the player can provide whatever due diligence he feels necessary and appropriate. He can restrict potential effect he doesn't want to occur and prioritise competing attributes as he sees fit. If the player passes on the privilege, he should understand the DM is not in a position to offer the same prioritization and you'll get six chosen that the DM thinks you'd choose as best.

IME, the scene is generally offered to allow the players to have a say in the choice since there can be ramifications later and players can get irked if consequences appear where player choice was absent but reasonable. You shouldn't be forced to play it out, but you should be willing to accept any consequence of your deferred choices.
 

[MENTION=4937]Celebrim[/MENTION] A later thought

Celebrim, you've gone to great lengths to point to the AD&D DMG about how hiring hirelings should go. Yet, your game does not follow the DMG at all. Hirelings are 0 level Men at Arms, but, apparently, these don't exist in your game world. So, which is it? Should we be discussing D&D or Celebrim D&D?

After all, if you're going to quote rules, shouldn't you also be following those rules? And, if you're not, why would you argue with someone who was?
 

Why?

I think Pemerton is hitting it on the head. In most CRPG's, you are forced to play through every scene in order to get to the next scene. Even in more open ended games, you still need to mine the unrelated scenes in order to be successful in later scenes.

This, to me, is one of the big advantages of tabletop over CRPG's, I don't have to play through the crap that I don't want to play through. No grinding for levels, that sort of thing. It's exactly the reason why I have zero interest in MMORPG's. Too much time faffing about and not enough time doing stuff that I want to do. If I have to spend several hours cutting down trees just to make my character strong enough to reliably kill rats (thank you Ultima Online), then I have no interest in the game.

As was said, I have no problems with complications AT THE GOAL. If the grell brings in reinforcements? Great!!! More fun for all. If there is a siege at the city? Fantastic!! At least we're doing something directly related to the goal. Although, to be perfectly honest, it would seem a bit contrived that we arrive just in time for a siege, but, meh, I've got a pretty healthy sense of disbelief, so, I'll live with it. At least we initiated the engagement of the scene.

But, we have no engagement with bandits in the desert or bandits in the forest. None. Sure, you can post hoc add in some relevance after the fact, but, meh, why bother? It's not like I'm going to suddenly say, "OHhhh, that's why you forced us to play out several hours of desert travel!" and it justifies those several hours of frustration. No, instead it's going to be several hours of frustration followed by a WTF moment when your totally contrived bit of plot key falls into our laps.

And, back to [MENTION=4937]Celebrim[/MENTION], it would be very, very helpful in these conversations if you didn't try to extrapolate the way you play to other people. Your campaign is chock a block with details that do not apply to anyone else's campaign. I mean, all you have to do is look at virtually every single published 3rd edition city and you will find a magic shop of some sort. Every single time. So, it's not a big stretch, IMO, that being able to buy magic items, something that is expressly permitted in 3e, would be a big deal in most 3e games. You say that the people you play with don't like it. Fair enough. But, let's not forget a fair degree of confirmation bias. The people you play with likely share your play preferences to some degree.

Because the desert scene is an expected and appropriate complication of the PC's attempt to reach the city. The PCs and players knew they'd have a 5-500 mile journey after the plane shift it's the rules for the spell. you want to cross the desert as a cut scene? Provide a resource that explicitly gives you that ability or hope the DM decides that this complication is irrelevant and can be hand waved. If the DM decides not to make that call and the PCs do not offer such a resource, you get to play through the desert. Go figure.

If you provide a resource that may speed the travel but not negate it, the DM will have to judge whether it is sufficient to achieve a hand wave (or even your intent -- like I said a long time ago summoning a mount would signal to me that you want to stay in the desert longer as a player). There are a lot of reasons to not bypass the complication the DM needs to weigh against a player or table's desire to skip ahead. Is the group prepared for the environment and the dangers therein? Is the travel likely to deplete consumable resources? Are there items of note that at least one PC will be tempted by? Are there further complications unknown to the group that the group will discover (spells don't recover, hit point recovery is slowed, hit points are ablated every day) as they travel but long before they reach the destination?
 

Define 'best'. Most skilled? Most talented? Most loyal? Best equipped? Cheapest? Some composite of those qualities? Does it preclude race, gender, religious belief, age range, or legal status? How does the DM know what you consider best?

Let's say you tell the DM to give you the six best and he gives you the six best warriors. Later on something happens -- the party is stopped because one of the member is a wanted criminal, an escaped serf, running from an arranged marriage, running from the local Thieves' guild, etc. or if it becomes apparent that one or more members have a diametric alignment to the group and the player no longer trusts the warriors. Do you fell wronged? Should any or all of those categories have counted against the 'best'?

If the player participates then the player can provide whatever due diligence he feels necessary and appropriate. He can restrict potential effect he doesn't want to occur and prioritise competing attributes as he sees fit. If the player passes on the privilege, he should understand the DM is not in a position to offer the same prioritization and you'll get six chosen that the DM thinks you'd choose as best.

IME, the scene is generally offered to allow the players to have a say in the choice since there can be ramifications later and players can get irked if consequences appear where player choice was absent but reasonable. You shouldn't be forced to play it out, but you should be willing to accept any consequence of your deferred choices.

Bingo!

Yup, the DM screwing over the players. If your definition of "best" includes wanted criminals and characters who will kill us in our sleep? Yeah, I'm pretty sure my definition of best wouldn't include those things. And, fortunately, I play with DM's whom I trust will also not have that definition of "best". I would quit games for this sort of thing.

It's no different than any other Aha-gotcha DM who falls back and says, "Well, you didn't actually say that you were putting on winter gear before you headed into the blizzard, so, I guess you are now all suffereing exposure."
 

Bingo!

Yup, the DM screwing over the players. If your definition of "best" includes wanted criminals and characters who will kill us in our sleep? Yeah, I'm pretty sure my definition of best wouldn't include those things. And, fortunately, I play with DM's whom I trust will also not have that definition of "best". I would quit games for this sort of thing.

It's no different than any other Aha-gotcha DM who falls back and says, "Well, you didn't actually say that you were putting on winter gear before you headed into the blizzard, so, I guess you are now all suffereing exposure."

No. Applicants who show up for dangerous poorly paid assignments can and will span a spectrum of ability, circumstance, and desire. Wanted criminals included -- especially if the group doesn't appear heavily aligned with local law; "the best way to hide out is not be here" .

Does the world contort to remove these categories for the PCs? No. Is any particular applicant likely to have any of the qualities I've listed? No, but there is a chance. Are any six chosen likely to include a single person of those qualities? No, but there is a chance.

If the PCs want to reduce the chance further they can use their resources and wits to do so or they can go "those six look good, let's move' and live with the result.

BTW, you still haven't defined 'best'.
 


First, because I don't think anyone has ever argued that a scene should be played out "regardless of player interests and story momentum" except those building strawmen so that they can amuse themselves torching positions held by no one. I think there is pretty much universal agreement that if the scene serves no purpose, it shouldn't be run. Likewise, there is pretty much universal agreement that things that are boring shouldn't be a part of your game. If you think that the disagreement is over that despite the thread being nearly 500 posts deep at this point, then there really isn't much point arguing with you.

Likewise, if you don't think that the position of those who say that at times they'd play through the desert or make the recruitment of NPCs to be more challenging, complicated, or involved, is that they are trying to deliver story now, then there isn't much point arguing with you. If you don't get it by now, you really aren't going to. You can keep on believing that you are a special snow flake and everyone else is playing out cutting down 750 willow trees and making camp fires to generate the XP to level up and mutter something about "to each their own" as if you were being really understanding here.

I've already stated what I would have done in the particular situation. If you still want to toss out slanders about me forcing you to play out "hours" of desert travel for no purpose despite having clear evidence to the contrary, I can't really stop you. You can believe whatever you want to believe. I still don't have enough context to say what I would have done in the Grell case, but I have I think provided plenty of examples about why it could be relevant to play out the NPC's depending on the circumstance and further I've provided an easy example of how anyone could with me as DM get themselves back to the Grell in five minutes of play regardless if that was there preference. And reading between the lines, I think it ought to be clear that there are some circumstances were recruiting a posse to fight the Grell would take 5 minutes and produce no real complications.

As for me describing the details of my campaign, therer weren't attempting primarily (or really even at all) to "extrapolate the way you play to other people". I was attempting to show that you can't make assumptions about "how easy is it to recruit 6 1st level warriors" from table to table. It's exactly as hard to do that as the DM thinks it should be, and its kinda incumbant on the player to roll with the setting assumptions if he wants to fit in at the table. If this particular world for some reason has a Barsoom like culture where panthans are just waiting around to be recruited in every plaza, then I'd expect it to be easy to find mercenaries. If the world was 11th century France, I would expect it to be very difficult unless you were something like the Duke of Burgundy. I was also attempting to show that the details of how difficult it is to buy mercenaries involve the creation of story. My sort of details are, for lack of a better word, 'writerly'. I try to run games that are novelizable more or less directly from the events in play. To not put too fine of a point on it, the reason I wouldn't do mercenaries your way is it would make for a lousy story in the telling. Now it might be a false assumption that this is a good form for making RPG stories and we could argue over that and I might even sympathize to some extent, and of course it might be a matter of taste whether you want your RPG to play like a novel reads. But don't try to tell me that your games are prioritizing story and mine clearly aren't unless you can show me that the story of your game makes for good literature. And don't try to tell me that your quite different way is the one true way to a good story or that those tricks you are using are some sort of esoteric knowledge or that an RPG story device because it can be a good story telling technique is always a good story telling technique. Or you can try to tell me, just don't expect me to agree about it.
 

If the PCs want to reduce the chance further they can use their resources and wits to do so or they can go "those six look good, let's move' and live with the result.

Agreed.

Do you expect to win a combat just because you say you want to, or do you expect to have to engage in the tactical exercise and take some risks with your character in order to beat the enemies the GM puts there? If the GM was in the business of handing out success for no effort or risk, there wouldn't be much of a game to begin with. The GM is there to provide challenges and role-playing opportunities, but at some level you're supposed to earn the rewards.

You want great success, you should be willing to engage in the process of achieving the success. If you want to hand-wave things, then the results will be at best middle-of-the-road.
 

[MENTION=4937]Celebrim[/MENTION] A later thought

Celebrim, you've gone to great lengths to point to the AD&D DMG about how hiring hirelings should go. Yet, your game does not follow the DMG at all. Hirelings are 0 level Men at Arms, but, apparently, these don't exist in your game world. So, which is it? Should we be discussing D&D or Celebrim D&D?

We should always be talking about the rules that are operative at a given table. Particularly in the 1e era, these were almost always different. Even in the 3e era, these are often different. I didn't cite the 1e DMG as rules, since I'm obviously not playing 1e AD&D. I cited it for two purposes. First to discuss the genesis of my rules. And second to note that it was unlikely I was the only one belonging to the same cultural paradigm.

As a point of fact though, if you were talking to me in the early '90's, the mercenaries would have been 0 level fighters straight out of the DMG. All my assumptions about level demographics would have corresponded to those of Gygax as described in the DMG. However, even then I would have told you that those weren't rules but merely guidelines, and I would have directed you to the preface of the book and tried to explain the difference between rules (the action resolution system) and guidelines (someones suggstions for the way things should usually work if you want to maximize fun).

Obviously, zero level fighters don't exist in my game world because its 3e based and 0th level is not now a standard paradigm. Well, ok, technically they do exist because its 3.0e based but 0th level characters are only used for apprentices. So, you might find a 9 year old 0th level fighter, but that is also an interpretation of the 3e rules that is probably not standard. (This is me actually establishing backwards compatibility with the old 1e Grayhawk idea of 'apprentice levels', see the Grayhawk hardcover or the rules for the 1e Cavalier.)

In 3e RAW according to the standard guidelines, backwards compatibility with the notion of the 0th level fighter and of the humanoid monster with HD rather than levels was provided with the idea of the 'warrior'. That allowed people who were playing under the monster HD paradigm and the 0th level fighter paradigm to have an easy thing to understand and grab on to to continue their way of playing the game. But, as I have been trying to explain, my way of playing the game was evolving even back in the 90's. In particular, I'd begun to drop the idea that goblins, hobgoblins, etc. were best described in terms of monster HD and had instead began describing them in a way that was much more 3rd edition like - by giving them classes and levels. So goblins were no longer 1-1 HD monsters. They were 0th level fighters with low con. And as such, thier leaders weren't 1HD monsters, but 1st level fighters. Goblins in fact had become a PC race in my game. As such, when I moved my game and gameworld from a more 1e paradigm to a more 3e paradigm, I didn't really see a lot of need for warriors. If a Goblin 'Shram' (that is, a member of the warrior caste) had been established as a 1st level fighter, I didn't see a reason to make them a 1st level warrior. Moreover, there was a natural progression between a 0th level fighter and a 1st level fighter. There wasn't a progression between a 1st level warrior and a 1st level fighter. It didn't make sense to me that anyone would take levels in warrior by choice. I could see that you might gain levels in warrior because of a lack of training, but not why a professional would lack that training or experience. So, I generally just ignored the warrior class.

I'm not sure where you are going with this. You seem to be trying to play some sort of 'gotcha' game. I've never played at a table that played RAW. At some level it becomes very difficult to even say what the RAW is. For example, is Complete Adventurer part of the RAW by default or excluded by default? I bet you'll find tables that disagree on that. Others will even include particular Dragon articles as part of their rules yet believe that they are playing by RAW. Does it count if you merely extend the rules or only if you ammend them, and at what point does an extension of the rules become effectively an ammendment? And, are things like level demographics and the treasure gained in a particular encounter actual rules or merely guidelines?

After all, if you're going to quote rules, shouldn't you also be following those rules? And, if you're not, why would you argue with someone who was?

Again, I'm not sure what you are trying to say here. When I quote something like:

"Employment must be a matter of offer and acceptance, and each player character must do his own bargaining...The likelihood of encountering any given type of mercenary is strictly up to you as DM...Expert hirelings are generally not available for periods of less than one or more months...They recognize hazardous duty, and the cost per day is the same as per month. The supply of such men-at-arms willing to work day to day is strictly limited, so if the PCs lose them adventuring, more will not be likely to be found."

I don't even feel like I am quoting rules. I'm quoting what I feel Mike Carr is describing as, "plenty of suggestions on all aspects of Dungeon Mastering" and what Gygax calls "a framework around which which individual DMs construct thier respective milieux" I'm trying to describe how my world was formed and why. Likewise, I don't see how I'm arguing over a rules matter at all.
 
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