I think the key thing to note here is that Celebrim and Nagol (and likely others) prefer a simulationist style where everything is set up and can't just be handwaved while Hussar and Permerton (and likely others) see the game as being there to be fun first and foremost, even if a sense of verisimilitude is lost by breaking the simulation to get on with more interesting things.
My only disagreement with the way you put it is that I don't agree that a non-simulationist approach has to threaten verisimilitude. Verisimilitude can be preserved via consistent and judicious free narration. That's part of the rationale for summoning the huge centipede to cross the desert - it provides the veneer of verismilitude for free narrating an easy crossing.
Well, it was a D&D game, so that mechanical framework doesn't quite apply. However, my character was a fighter and a caravan guard as his background. I figured that should give him a fair bit of insight into the hiring process.
Nice. Once again, plenty of veneer of verisimilitude for a free narration of succesful hiring!
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.
Only if your measure of
relevance is ingame geography.
If you measure of relevance is
stuff that the players are invested in, then a siege of the city in which their destination temple is located strikes me as quite a bit more relevant than the surrounding desert.
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
That relation is purely
procedural - I have to cross the desert to get to the city. Without more, it is not an emotional or thematic relationship.
An alternate fiat would be that there are no warriors seeking a day or less work risking their lives battling some supernatural beast.
Sure. Part of good GMing, in the absence of resolution mechanics like BW's Circles, is making a sensible choice of which way to go with this sort of stuff.
So you cannot envision the possibility there could be some level of engagement interacting with well written mercenaries.
I can envisage the possibility. But not for me. And not for Hussar either, given that he has actually lived through the experience and returned with his testimony!
Or we can just hire half a dozen cardboard cutouts who add nothing to the game. Now, which one would be more engaging?
The cardboard cutouts, if that means we can cut more quickly to the stuff I care about!
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.
I don't know the books you're referring to. The Seven Samurai, though, read through RPG lenses, isn't about recruitment of NPC mercenaries. The samurai are the PCs, the peasants are NPC patrons.
In any event, I don't play RPGs to experience the GM's narration of his/her gripping stories and NPC personalities, nor do I have that sort of goal in mind when I GM. (This is another version of [MENTION=22779]Hussar[/MENTION]'s "fanfic" comments upthread.)
only you and Pemerton seem to think the GM has a vested interest in boring you to tears.
I don't think the GM has a vested interest in boring anyone to tears. As I indicated in a post upthread, I think there is a certain approach to GMing, and to RPG play, that emphasises GM narration and the players "immersing" in that experience - like your refrence above to "welll written mercenaries" - which I personally have little interest in. A GM who wants to run that sort of game is going to bore me to tears, yes.
You keep trying to treat 'killing the Grell' as your goal. It makes it seem like you are playing 'Orc and Pie' and killing the Orc is your goal. What is your goal actually here? Why did you fight the Grell in the first place? I mean, I know you've turned this into a personal vendeta because there are dead PC's, but before that happened what were you trying to do? Without knowing things like that I can't tell you how I'd try to tie the recruiting of mercenaries to your goals. And frankly, if the players don't have something more intersting to offer in terms of goals than 'we want to kill the grell', I'm going to get bored in a hurry.
This way of looking at the situation is very foreign to me. If it's the players' goal to kill the grell, by way of vengeance, then
that's their goal. If I as GM want to link that in some way to a bigger picture, or some other - perhaps more profound - player gaoal, then the onus is on me to do that without getting in the way of the players. And frankly there are dozens of ways to do that, some involving the mercenaries, some not, but none of which involves free narration in 90-minute detail of the hiring process.
[MENTION=37609]Jameson[/MENTION] Courage and I are far from identical in playstyle, but look at his description upthread of his "mercenary's widow" complication: he didn't divert play for 90 minutes onto stuff the players weren't engaged with and weren't interested in. He introduced the complication as an immediate and integrated component of resolving the actions that the players had declared for their PCs; and then followed the players' leads in developing it. That's the sort of GMing that I admire and enjoy and try to learn from.
I'm a player, and DM, who presumes that this level of minutia is a given and I simply don't even reference it. If you are going out into a winter scene, of course you have winter clothes, even if it's not on your character sheet, unless there is a reason why you don't that is established in play. For example, you are teleported naked into the snow would be a good reason why you don't have any winter clothes.
<snip>
Say the DM is going to chuck in this kind of complication 10% of the time. Totally arbitrary number, just work with me here.
The problem is, the players cannot ever know when that 10% will come up, so, they have to treat EVERY situation as that 10%.
<snip>
Which grinds the game to a screaming halt as every possible loop-hole must be plugged. Every scene must be played out to a complete conclusion. It doesn't matter that 90% of the scenes are exactly what's written on the box and it didn't actually need to be played out. The players cannot ever presume that.
Excellent analysis, and fits my experience 100%. The sort of consquences you describe are inherent in Rolemaster as a system - it makes it very hard to handle pacing other than via exhaustive mechanical resolution of any action that might have ingame causal significance - which is one of the reasons why my dissatsifaction with it grew over many years of GMing it.
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.
Newsflash: In my 4e game I also don't make the player of the archer track his ammunition. Life's too short!