As I said upthread, because it was the anchor of a whole lot of intraparty roleplay and player-driven stuff (histories, backstories, relationships, prophecy interpretation).
Let me go out on a limb and suggest that these setting elements did not start out as "the anchor of a whole lot of intraparty roleplay and player-driven stuff", but that you actually had to play through some games where the setting presented itself before you could follow up on those aspects which became "the anchor of a whole lot of intraparty roleplay and player-driven stuff", and perhaps even play through some elements which did not become part of that anchor. Had you simply dismissed intro scenes out of hand, I suspect you would not have had the makings of "the anchor of a whole lot of intraparty roleplay and player-driven stuff".
Which is quite unlike the desert in Hussar's game, which was not the anchor of, or the goal of, anything player-driven.
The need to cross the desert, as noted upthread, stems directly from the desire to travel to City B. If I want to visit, say, the Temple in City B, then having to cross the desert between there and here is as relevant a complication as arriving at the city gates to discover that, for whatever reason, I cannot be granted immediate entry to visit the temple.
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.
I would suggest crossing the desert between you and the city is directly related to engaging in any activity which requires you be in that city, and by choosing to travel, you initiated the engagement of the scene as well. And I note that you would also find it somewhat contrived that there is a seige. It does not seem at all contrived that there would be a desert, presuming maps of the area were available before you decided on the travel.
You seem to think that this involves contradiction. What I think it does is highlight nicely the contrast between a complication that draws the players in ("What we want is in City B. City B is under siege. How are we going to get in?" and compications that fail to draw the players in ("What we want is in City B. In order to get there, we're going to have to spend a session or more faffing around in this unrelated desert.")
No, instead we'll have to spend a session or more faffing around dealing with this unrelated siege. So much better!
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.
Exactly.
That was roughly the fiat I had in mind, although there has been no indication that it is mandatory that the NPCs accept payment (I'm sure Hussar would have been happy for them to work for free!), nor that they introduce no downstream complications (I don't think Hussar has expressed a view on that one way or the other).
An alternate fiat would be that there are no warriors seeking a day or less work risking their lives battling some supernatural beast. Or that it is illegal to build a mercenary force with no licensure. Sorry I misinterpreted your "GM fiat" for anything but "the GM allowing me whatever I find convenient".
No. I'm saying that my game has interactions with NPCs that are more compelling than the hiring of mercenaries: interactions that drive the game forward in ways that are engaging to the players.
So you cannot envision the possibility there could be some level of engagement interacting with well written mercenaries. I found the Myth Adventures book where the protagonists gather a force to defend against an army had very engaging mercenary characters myself. The Magnificent Seven and the Dirty Dozen provide other examples. Or we can just hire half a dozen cardboard cutouts who add nothing to the game. Now, which one would be more engaging?
To my mind, any GM who thinks it is worth spending 90 minutes of game time interacting with NPCs whose opinions and life stories have no connection to anything of signficance to the players and their concerns in the game is not a GM under whom I want to play. To me, it implies one of two things: either the GM has no better material; or the GM is completely incapable of making judgements about what is interesting and engaging and what is not.
I think the onus is on the GM to make that interaction have meaning, and be connected to something of significance to the players, and I would much rather game at a table where the NPC's have their own unique personalities and are memorable than one who provides Generic Spearmen #1 through #6.
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?
I would concur - with the caveat that, like everything, it depends on a lot of factors. If the player comes across as demanding that this scene he thinks may not be interesting be cut before it even begins, and we've been gaming with him for two whole hours, that seems a lot more likely to result in an invitation to depart than if he is polite in his request, engages in the scene before condemning it and/or has already demonstrated he is otherwise a decent fit for the group.
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?
As is pointed out later, that leaves me to assess which ones you think are the best, so I guess I'd simply ask you for a Sense Motive check and we'll see who Bluffs you. To be clear, the character has the Sense Motive skill, so the roll should, IMP, be made regardless of the play-out of interaction.
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?
The two potential advantages I see to playing it out? First, you get the opportunity to decide for yourself which factors you discover weigh heaviest in your decision. Second, if the GM is going to spend the time on it, I would hope the NPC's have personalities that will make them engaging enough that the distraction from tactical combat is an enjoyable gaming diversion, and not a grind we have to endure in order to be permitted to have another battle. I do prefer a game where investigation, NPC interaction, etc. is there for reasons other than filling time and drawing a link between combat scenes.
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.
Is it better that I "force you to play out several hours of" trying to get past the gates, or trying to get an NPC to direct you to where you want to go in the city? No one who supports playing these scenes out is arguing that there should be hours of game play meandering aimlessly and being bored - only you and Pemerton seem to think the GM has a vested interest in boring you to tears.
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?
All of which requires trusting the GM to present an interesting encounter or series of encounters rather than a slog through the sand, a measure of trust [MENTION=22779]Hussar[/MENTION] seems unable to build up. Yet we should all trust that he would require a cut scene only when it is in the clear best interests of all at the table, and only very rarely, despite the rather common nature of the scenes he so desperately wants to skip.
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.
So you hang up a sign saying "Wanted: brave stalwart heroes to come and help us kill a creature for revenge - departure in three hours" and you expect that you will get a bunch of brave, reliable and loyal stalwarts with no one in the bunch that may have a skeleton in the closet? Newsflash: you are hiring people to take money for going out to kill something that has done them no harm. The likelihood of getting a crew of Paladins with a spare afternoon seems remarkably remote. Or, to choose another word bandied about a lot here, "contrived".
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."
I would suggest you sound like the kind of player who "of course" had winter gear packed away for just such an emergency, and has simply neglected to transcribe it when updating that character sheet last.
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" .
BTW, you still haven't defined 'best'.
I think he mentioned being quite irked that the first applicant was a Dwarf, so I guess there is a racial determinant. Why a Dwarf was unsuitable never came up, IIRC. But what's more important, someone who seems very capable with that spear, or someone who seems very calm and rational? I'd expect it won't be an easy decision if I'm going to play through extensive interviews with each applicant, and we might very well differ as to who we would choose.