Perhaps my "pre-planning" and coordination to that end is more than normal and likely a bit extraneous. Some folks are obsessive "world-builders". I guess I might be bit of an obsessive "PC content calibrator". Its probably because I've been burned on dissonance with respect to that too many times for my liking in my 25 years of GMing. I seem to be pretty obsessive about being "armed with information" whenever I engage on something so I guess that would fit the bill.
I'm one of the "world-builders" right now, but I end up improvising basically all of every session.
That's right on permerton's game. Thanks for the correction.
No problem. As always, play what you like
What makes you think that I would not accept failure? Is there anything I've written to give that impression? Failure is fun. I have zero problem with failure. I would likely have problem with failure during a completely irrelevant scene where I have zero buy-in. But, that's not because of the failure, that's because that scene is boring.
Your post said "But, why are you forcing me into play that I don't want? Why are you adding complications when there are already things to do in the game?... Why add in a bunch of extraneous stuff when it's not needed, and, if the players have their way, will never actually come up in play?"
You didn't really qualify it the way you just did. So I replied to what you wrote.
So, basically, players at your table are obligated to accept any and all complications you generate as the DM and, if they don't like it, leave. Again, that's a perfectly fair way to run the game. At least you're honest and upfront enough about that to admit it. Thanks for that. Others in this thread have tried to put it back on me for not wanting to play that way and have tried to weasel out of these claims.
Take ownership of your game. Well done you sir.
Well, yes. I'm running the game; I get to say what happens, and you get to say what you do in response to it. Now, I could "abuse" that and go all railroady and super heavy-handed and maliciously antagonistic, but I don't. I don't need to, and it's not my style, and it's not fun for me. But, yes, if you sit at my table, you follow my rules. If you say "I'll tell him this,", and I say "well, what do you say?", then it means you tell me what you say, not sum it up again.
But, there's a reason for that. I let people sum up stuff all the time. If I'm not right now, it's because this NPC is likely to interrupt you (maybe he's offended, or something), interject with something new, get interrupted, or the like. But, you, as a player, don't know that. However, it's important you start playing out this particular conversation, even if you don't know why, not just sum up like we did the last time.
There's reasons for the way I do things, and it's resulted in games that engage every single player I've had, and I've had compliments from all of them. And, as GM, I'll empathize if you want to move something along, and I'll likely help speed through it. I just won't do it at what I think is the expense of the game, and I get final say on what I think that is, as GM.
But yeah, that's not everyone's cup of tea, and I get that. It's cool to play differently, with different table expectations and different social contracts.
And that's not what I meant. What I meant was, if a non-zero percentage of situations will have complications, then the players are forced to treat every situation as having complications. If the players have no control over whether those complications are actually relevant to their goals, and are obligated to play out those complications because the DM will kick them out of the group if they don't, then I would say that they are pretty heavily forced.
Only if they literally obsess over never letting a complication come up. If they have to obsessively bypass any and all complications, they can go for it. It's not what most functioning adults do in real life, but they can play their characters that way as long as it doesn't hurt party cohesion, and it doesn't bore me.
But yeah, you can "avoid" complications. Use my example: barbarian killed someone in a duel based on pride, and the guy had a wife. The barbarian could've shrugged, and moved on. Complication over. Instead, he engaged it, and tried to apologize (feebly), and interacted with her off-and-on throughout the campaign. That wasn't necessary either, but it became pretty interesting later on in-game, when years had passed, and they'd had a long-lasting friendship.
But, no matter how that barbarian responds -either walking away coldly or trying to apologize to the widow- it tells us something interesting about his character. This is a "complication" that isn't going to hurt the party, it's just an interesting complication that we can explore if we want to.
Other complications are a lot more forced -say, any random encounter. But, I like those, too, as they can tell us stuff about characters (Bronn killing the other mercenary), set up stuff for later (Bronn championing Tyrion), or tell us stuff about the setting that we can use later on (hill tribes are dangerous).
And that's fair. I play a much more focused game.
Also fair.
Then why is every single example in this thread countered with a laundry list of complications? Why has not a single person even simply accepted that you can hire hirelings without complications? N'raac has specifically stated that doing so would be boring, for one.
I thought it has been said? And that you could even do it with a check? It's just also been said that you can't always do so. That there might be complications.
In Celebrim's game, the setting means that it's hard to do. That won't bug me any more than following the rules for magic or attacks. It's just as much a part of the game, both with built-in limitations and assumptions. If I sat at that table, I'd know to expect that. It might be looser at my table, but I've had PCs start a civil war before, and raise an army from the peasants. I'm not going to block you if you have the capability to. If you want six men to fight, and the setting allows for it, and you have the ability, go for it.
Yeah, the fact that you bring in Game of Thrones as an example of game play is pretty telling to be honest. You want a GoT style experience. To me, that would be a giant snoozefest and I am simply not interested. This is a style of game that does not interest me in any way, shape or form anymore.
Style difference, certainly, but your advice certainly rings as not universally applicable, then.
Not that it's a bad thing. But, not my thing certainly. So, yeah, my advice to DM's would stand. You want to have a bonding experience between two PC's? Let them do it. Don't try to force it by tossing in some random bandits.
You don't
need to force it, though. It can just happen afterwards. The two knight PCs in my game got squires after they were knighted, and as events unfolded, they came to like them in really interesting ways. And, those relationships were shaped by events. The events matter, but they could've been anything. For example, the squires were in a skirmish with them when they attacked some cultists, and their actions and reactions (to getting hit, or spells cast at them) led the players to think about them a certain way. If it was an attack on the road, it'd likely be different. Or if it was another knight insulting them. Or if it was a sage complimenting them.
It doesn't really matter what I throw at them, that bonding experience (or disgust, or admiration, or whatever) will happen based on events. I like seeing what develops, because each situation is quite different in how it resolves, how people act and react, etc. And it's interesting to see how relationships unfold.
I don't need to
force it. I just want to
see it. And skipping the desert skips that, and that's why I don't like it. But, yes, it's a play style difference. It's not wrong to skip it, or to play through it. And I think it's bad advice to say either way it somehow "right". But, that's me. Play what you like, and all that.
Are things you have no knowledge of relevant to you right now N'raac? Really? How? How can you possibly know that they are relevant to you?
If I have no knowledge that one of my very close friends that I live with and game with has some sort of disease, and that he's planning on selling his stuff and moving very soon, but I don't know that, is that somehow not relevant to me? What about a spouse considering a job offer they haven't shared yet? Someone who is planning on proposing to his significant other?
Things can be unknown and have a lot of relevance to me (whole "invasion of privacy thing" in there, I'm sure). It's kind of necessary to "the twist", and stuff, in fiction.
Umm, no?
What's wrong with improvisation? Improvisation is fine. But, the point that keeps getting ignored is that the nomads are NOT RELEVANT TO THE PLAYERS UNTIL AFTER they are interacted with. There is no buy-in from the players. The players have no reason to interact with the nomads whatsoever, other than being obligated to do so by the DM.
No, I didn't ignore that. I just said that it's fine, for my group (and apparently others), for us to find out how something was relevant later. This is not related to any GM ever obligating you to do anything. This is a completely different issue.
And I've also noted -and I am now noting again- that it's cool if you need it to be relevant now. But it's also fine to not know why it's relevant, to some groups.
Side note: the caps aren't helping, but they are amusing. If you want to entertain me, keep it up. If you want to convince me, well, probably best to tone it down.
The siege is directly relevant to the player goals. They have many very easily understood reasons for interacting with the siege in a variety of ways.
Right. This goes to the "you want to know how's it relevant right now" part. It hurts with reveals, twists, etc., but it's a fine way to play. Not universal, obviously, but not in any way "wrong" or "bad" or anything.
All of the reasons for interacting with the nomads are post-hoc justifcations.
What? People explicitly wrote earlier how they might be necessary to dealing with some part of The City Across The Desert, and you called it railroading. Now, it's post-hoc? So, if they are involved, it's bad, no matter what? That doesn't sound right, but that's what I think I'm getting.
I know you said you want to know why they're relevant to the party right now, so couldn't that be done even if it was post-hoc? Why is that bad? This is why I said it looks like you said it's only okay if it's planned. Apparently post-hoc justifications are bad?
So, basically the players get to stumble around in the dark, waiting for the DM to hand down from on high the reasons why they are interacting with something that has no relation to their stated goals.
Yeah, I know, it's like you don't like this style, and have framed it in a bad light, or something. So, people that like mystery games are doing it wrong, because they don't know how something new might tie in yet, or if it does? Or, people that like interacting with things, and then having that interaction pay off later, they're doing it wrong, too?
This is what I'm having trouble with, Hussar. I don't get the logic; it escapes me. I don't mean that as a slam or anything, and I get the "want it to have relevance right now" bit, I just don't get the "people who don't play this way are playing wrong" implications, here. You don't like it; that's cool. Why is it bad for others?
Mainly because I have zero problems with the DM adding complications. That's fine. My issue is with the DM adding irrelevant complications to the game and losing focus. That's why I have no problem with the City Siege complication. It's directly related to our stated goals. Even though it might be 100% improv, I still don't care. It's relevant. Fantastic.
...
But the desert was never the goal. Our goal had nothing to do with the desert.
This might be a hair-pulling moment for you, so sorry if it is, but... what's the difference between the desert stopping you from getting into the city as soon as you'd like to, and the siege? I mean, I know there are a lot of differences, but if both are impeding your goal of "get into the city", then what's the thing you're objecting to? This is me asking, honestly, to attempt to understand. I think the answer to this might be the mental breakthrough I need to get where you're coming from.
Hiring the mercenaries was never our goal. It was simply the means to the goal. None of the mercenaries complications had anything to do with our goal. It's not like one of the merc's had a big hate on for the grell. No one in this thread even considered bringing that up as a complication. No, the more likely complication was someone who was going to kill us in our sleep.
Well, that might be an interesting complication. One of the NPCs in the military that the players have had transferred to their unit multiple times is a woman who hates orcs (one of the main antagonistic forces so far this campaign), and who violently hates anyone who has harmed a child. They quite like her, but she's a little volatile around those beings, and so they only keep her around in that sort of situation when they feel it's worth taking that risk (she murdered a helpless person who had killed children, albeit while they were literally about to walk said person to be executed).
That can make for an interesting complication, from my experience. Same would go for hating the grell.
So, you might see why I think that the DM's in this thread are a little more antagonistic than they might think of themselves.
I think we'll attribute why you might think that to different reasons. You've said you wished that people in this thread that get on your case for implying others are "bad GMs" would get on the case of people who have said "worse of you", or the like. In that spirit, I'd like to express that I'd like to see you start acknowledging all of the good things people have said could / do happen to the PCs, instead of blowing up only the bad ones that they bring up as possibilities. Just a wish, though. As always, play what you like
