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You're doing what? Surprising the DM

Hussar

Legend
Sure, it s a play style. But it's not simulation: it's the GM responding to player cues and the GM not undercutting player choices with force. Negating a consequence that is entirely within control of the player does a couple of detrimental things in my view:

1) It negates player choice. If one or more of the players likes this type of struggle and has chosen appropriately for those desires, the application of GM force negates their choice to engage the game this way. This is particularly problematic when only a single player is asking for the pass. Table dynamics being what they are, someone who wants to do something will often remain silent if someone else is vocal about how he doesn't want to do it.

Only important if you feel that it's fine to have fun while the guy sitting next to you hates the game. If that's the way you want to play, no problem. I do not.

2) It skews choice value. If the players know that X can and will be hand waved away then there is (almost) no reason for the player to choose resources that handle that situation rather than taking the wave. This ends up making non-hand waved choice relatively more valuable and makes the PCs more rich in resources in other aspects of the game. This in turn makes the PCs more capable in situations the table doesn't advance pass and in more extreme cases make the PCs breeze through situations designed to challenge more balanced designs.

Only a problem if you presume that players will abuse this option. The only reason to hand wave the situation is because someone at the table hates it. It's not, "I will always hate going into the desert", it's "I hate the road blocking that you are doing, can we skip it". The next desert scenario - exploring the desert - is perfectly fine. Again, not a problem.

3) It negates previous player choices. This was stated above. The party is facing the consequence of previous choice. I expect the advantages from their choices have appeared; here is a visible indicator of what they surrendered to get those other resources.

Only true if the DM chooses the consequence that is most punishing to the players. There are many, many consequences of any action. Choosing one that is fairly easily bypassed is no less valid than choosing the one that soaks up hours of table time.

4) It rewards poor planning. If X is a known consequence and the players decide to do it without mitigation, they should live with those results.

Poor planning by who? By the players or by the DM for trying to force a scenario that one of the players hates? Again, this is a style of sim play that I don't do. I simply don't care. Skipping ahead to the stuff that everyone at the table enjoys is far, far more important than tracking the realities of the scene. To me.

As soon as the GM mentions the esert, the players can become proactive - asking questions about it (do they have relevant knowledge skills? Ranger favoured territory? character background?), casting scrying spells (if they have them), sending scouts (if they have them), making plans for their PCs'. Substitute "nomads" for "siege" or "desert", and the same applies.

Why? Why would the players become proactive about the desert? They DON'T WANT TO INTERACT WITH THE DESERT. OTOH, they want to interact with the city. Can you really not see the difference here?

If that is the way the GM chooses to run things. Maybe they have magical supply lines, so there is no shortage of goods for purchase. JC has postulated a siege where the city is not being damaged; the city might also have magical protections. The siege will colour the encounters in the city to the extent the GM wishes, and no more.

Yup, the DM has to actively work to make the siege irrelevant. But the desert is irrelevant by the application of one spell. And you don't mind if I make the desert irrelevant by casting Teleport. So, just how important is the desert?

Does it really kill all the fun of the game for a player to be bored once in a while? Especially if what bores them greatly engages one or more of the other players? Again, I come back to how bored is the player, and how often does this happen? If, on very rare occasions, a number of players are disengaged, speed the scene along and get to something more interesting. However, if one player is commonly bored by the campaign events, then maybe that player is a poor fit for this campaign.



Emphasis added. There seems to be an assumption of some posters that players have a hive mind. If most/all the players are bored, there is a problem with the game being run. If one player is bored by aspects of the game that interest the others, the game seems no longer to be the problem.

I don't know about your game, but, if one of my players came away from a session frustrated and bored, I'd certainly consider that a failure on my part as a DM. You are right, the game isn't the problem. It's a single scene. You think that it's perfectly fine for a player to not enjoy the game and should shut up and sit back while the scene plays out, so long as someone at the table is enjoying the scene. I do not. If any of my players are bored enough to actually voice a complaint and try to bypass the scene, that's good enough for me. Because I know that my players will only actually speak up when it's gotten to a certain point. They will certainly give things a chance. But, on the rare occasion when someone steps up and says, "Let's skip this", I have zero problems with it.

I think it makes the game better when players aren't forced to eat their broccoli out of some sort of misplaced sense of obligation to the table.
 

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Hussar

Legend
Let’s assume another scenario, just to illustrate the “bad GM” conundrum. We have four players, and four PC’s, a wizard, a fighter, a cleric and a rogue. They were tossed together by chance and are just getting to know one another. Their first scenario saw them encounter a transport device that can cross the planes, and they are returning to their home from the wrapup of their first story arc, when Wizard makes a terrible roll and the conveyance is tossed across the planes.

Far from being home, the GM describes a wilderness outside, and in the distance on a plateau, what seems to be a city, with some kind of lighthouse tower. The players set to discussion. Each frames what they want to do in the context of their character’s personality and background. Wizard is very excited – he wants to explore that city. Fighter and Cleric both find this a distraction – they have responsibilities back home and wish to waste no further time with this cross-planar nonsense. Yes, it takes the conveyance several hours to recharge, but we can cool our heels and wait. The rogue thinks it could be fun to explore the city, but doesn’t want to make life tough for the other two, so abstains from voting.

Wizard makes a knowledge check and points out that this device can cross temporal planes, so we can arrive home just after we left, however long we take here. So let’s explore that city, guys! Fighter and Cleric are having nothing to do with it. So fine, Wizard agrees to try to get them back, and rolls a stunning Knowledge check which the GM indicates is a perfect success for him. After the recharge period (nothing happens sitting in the conveyance, so it’s a few handwaved hours), Wizard fires up the conveyance, which jerks and bobbles, and groans steadily louder, until he shuts it down.

What happened? Wizard pokes around, makes another skill check, then announces that, in that last bouncy trip, it wasn’t just us that got jostled – a part of the conveyance is broken. It’s easily repaired, but a key material is now gone, and we can’t leave without it. Good news, though, his knowledge check indicates a suitable replacement material would also be consumed by that magical lighthouse, so there should be lots in that city. He doesn’t seem too disappointed – he wanted to explore the city anyway!

Stupid powertripping GM forcing the Fighter and Cleric to explore his city with his contrived mechanical breakdown? Great GM ensuring the Wizard (and, to a lesser extent, Rogue) gets what he expressed an interest in, albeit with his contrived mechanical breakdown? Well…

FOR ME: Interested in comments before you read the spoiler, and then any impact the added spoiler info has.

Before reading the spoiler:

DM is a douchebag railroader. The players have made their choices pretty clear - the group wants nothing to do with this scenario and wants to go back AND has the means to do so. Oh look, the widget we need to repair the transport just happens to be in this randomly chosen plane that we accidentally landed on. Not a kind of game I want to play in.

Impartial referee GM. He was prepared for either eventuality, and the scene was primarily, in his mind, to let the characters role play and find out more about one another while the GM just sat back and watched.

But the Wizard asked (by note/off stage) whether he could figure out how to sabotage the conveyance in a manner they could likely fix with materials from the city – maybe that lighthouse. Then he made that stunning Knowledge check which, as the GM indicated, was a perfect check for him – not for the other players.

GM gets to sit through several sessions of equal parts of wilderness and city exploration and being criticize/bitched at by two of the players for railroading the party into exploring his irrelevant other planar wilderness and city. Until Wizard role plays a pang of conscience when a PC is in great danger, and confesses his actions to the other PC’s, thanks to a player pang of conscience watching the GM get crapped on because of his in character role play.

Apologies to the script writer from whom I stole and modified this setup. I suspect a few people might recognize it.[/QUOTE]

After reading the spoiler:

Total douchebag player. Here's a player who absolutely put his fun in front of everyone else's. He KNEW that other players wanted nothing to do with this, but didn't care and went ahead and did whatever it was he wanted to do, despite any other consideration.

It's no different than the guy who decides to randomly kill people just because. The wizard player doesn't give a crap about anyone else's fun at the table, and, since the two players are upset enough about the situation to bitch about it, it's pretty clear that they REALLY didn't want to do this.

I mean, heck, why not do both? Transport home, do the things that the cleric and fighter need to do, and then come back? How did the wizard player feel about the things that needed to be done back home? Were the things back home going to take signficant table time? As in several sessions worth of time, which is what he just sentenced the other players to by forcing his preferences on the rest of the group?
 

Hussar

Legend
OK

With no action yet taken by anyone, the Wizard's player wants to play out exploration of the distant city. The Fighter's player wants to shunt sraight back to home base. The Rogue and Cleric player are happy with either approach - game on!

So, applying your approach, chaochou, what happens next? Where does the game proceed?

Just a little more information. Does anyone here actually actively HATE one of the options. Is one of the options going to lead to a player (or two) bitching about the game and probably not having a whole lot of fun for the next ten or fifteen hours of table time?

Because, that's the option that I don't want to do.
 

pemerton

Legend
As soon as the GM mentions the desert, the players can become proactive - asking questions about it (do they have relevant knowledge skills? Ranger favoured territory? character background?), casting scrying spells (if they have them), sending scouts (if they have them), making plans for their PCs'.
Sure, but these don't bear on the players' goal of engaging the city.

But they can somehow force a besieging army to do their bidding. Again, we are back to you being willing to allow the PC's to exercise their creativity to leverage the siege
Huh? To leverage the siege (i) doesn't require getting the army to the the PCs' bidding - the players can sneak in under cover of bombardment, for instance, regardless of the will of the besiegers, and (ii) doesn't require the GM's permission except via general mechanisms of adjudication.

Does it really kill all the fun of the game for a player to be bored once in a while?
I certainly do my best to avoid it!

It negates player choice. If one or more of the players likes this type of struggle and has chosen appropriately for those desires, the application of GM force negates their choice to engage the game this way.

<snip>

It skews choice value. If the players know that X can and will be hand waved away then there is (almost) no reason for the player to choose resources that handle that situation rather than taking the wave.

<snip>

It rewards poor planning.
Poor planning I'll put to one side, as that is a hallmark of procedural or skilled play which, for some tables at least, is not such a big deal.

A related consideration to this is the way a system can make planning matter. For instance, in my 4e game planning is often relevant for establishing the ability to get bonuses during tactical resolution (eg when hunting a purple worm, carrying lime (? a sack of some basic substance) to reduce acid damage if swallowed) but is less often relevant to stratgegic/operational matters, which are far more likely to be handwaved (eg one of the first items I placed in the game was a Basket of Everlasting Provisions, to create a veneer of plausibility around handwaving food and drink).

But on the skewing of choice value and invalidation of choices, these won't matter if no players make the relevant choices and this is clear at the table. For instance, at my table players don't make mny choices (in PC build etc) that are related to strategic travel because they know that I, as GM, won't bring those choices into play. Conversely, my love of undead and demons is well known and they often make choices that will help them confront undead and demons.

That sort of skewing of choices isn't a problem. It helps the table make sure that the PC builds and player resources are focused on mutual matters of interest.

But in this specific instance of play - the bit where the wizard and GM collude to keep everyone in this place - what input in this 'collaborative effort' did the Rogue, Cleric and Fighter players have?

When this example reaches the crunch, there's no sharing in sight.

<snip>

Rogue, Cleric and Fighter just get to say meekly what their characters want. None of them, as written, are empowered to change what's happening. All the indications are that to do so would require the GMs permission. Then the GM is faced with the question you put to the reader. Who do I side with here?
Nice analysis.

My 4e game is certainly more traditional than what you've described in your post, but when it comes to major game-framing decisions (like where do we go to, what sorts of adventures are we about to have?) they do collaborate. Even on much more modest things, we go for open rather than secret so that everyone can join in the joke.

And on that particular point, [MENTION=6681948]N'raac[/MENTION], either the players can enjoy the mystery of the the wizard player exerting scene-framing authority, or that authority can be shared, but (contra to what I took you to imply) they can't have both at the same time.

The wizard's wants, the cleric wants, the fighter wants... this is just 'huh?'. Are you saying this is this due to:

a) a fundamental playstyle difference?
b) player-authored goals for the characters?

If it's (b) why would I need to be involved?
In my game, if the players are playing out some debate that is grounded in conflicting player-authored PC goals then that discussion will involve a mixture of in-character and out-of-character discussion. In-character stuff will appeal to considerations like what is at stake in the fiction. Out-of-character stuff will appeal to considerations like how much play time something will take, or how different things might interact with the levelling dynamic of 4e D&D.

I will get involved, not in trying to adjudicate but by kibitzing, and reminding players of infiction matters that are relevant to their particular PC - basically trying to keep fictional stakes in their minds to discourage too much easy or expedient compromise. The role of agent-provocateur.

That was one session. A "mini-adventure". I'm pretty sure a lot of this applies to Hussar's and pemerton's thoughts but I'll let them comment on that
My main comment is that I enjoyed seeing the notorious gorge episode finally written up in its full glory.

Otherwise, that looks similar to something I could imagine running. It wasn't clear to me how much of the geographical/backstory knowledge that the players had (i) was narrated by them (perhaps BW-Wise style) as opposed to (ii) narrated to them by the GM in response to successful knowledge checks, or perhaps free narration.

I ask questions: "Where are you? What does this place look like? Who do you know here? Who here wants your head on a pole? Where's the nearest place to here? Who lives there? Why did they kill your brother? Why did the machine go wrong? What do you need to fix it?"

My friends will create crazy stuff based on their desire to make this fun and character goals, dream up new relationships to make this place interesting to them, talk through what would be fun for them as players (even if it means pain for their characters). I mediate as necessary in that discussion.

<snip>

But they don't need my permission to do anything, or to know anything. If something is not automatic they can engage the mechanics to do it or know it.
In my game I (as GM) have more control over backstory than what you describe here. Rather than the sort of strong collaboration you describe, player engagement (which is obviously not the same as player authority) is achieved via clear and strong reveals, so that the playes can see (in general terms at least - their may be more specific mysteries) how the situation in the fiction connects to their own goals and preferences (as revealed via PC build, preferences epxressly and impliedly revealed in play, etc).

But your bit about permission is interesting. In my game, I follow the HeroWars/Quest, MHRP-style "credibility test" approach for permissions - if it fits within the logic of the game and genre, then it can be attempted, and the mechanics tell you if you succeed or fail. (Often it may be automatic and thus established via free-roleplaying.)

Credibility testing is adjudicated by me as GM with input from other players. I would describe my (GM) role as first among equals.

I want to relate this back to the desert/siege issue in this way: without more, the players in my game can leverage the siege as a resource for engaging the city (eg by describing an action like sneaking into the city while a bombardment is underway). Whereas, in my game, the desert can't without more be leveraged to engage the city because (in the absence of super-powerful magic) there is no credible way that trudging the desert sands changes or links to anything in the city.

I'd like to ask you to expand on this.

<snip>

It seems like the rule is there to move the story along unless something is at stake. This seems like it could apply to a very basic, hot and sandy desert that saps your strength, if that threatens something you value.

But, regardless of that, I don't see where it says anything about breaking the rules outright (the centipede carrying them across the desert). If nothing is at stake, it does seem to say "they make it" without any problem, but not that the PCs can break the rules and summon powers they don't have
Here is Luke Crane's elucidation of "say yes" from the Adventure Burner (pp 248-49):

The Say Yes rule is difficult to adjudicate, yet it's one of the most vital elements of the system. It grants the GM authorial power to cut right to the important stuff and skip the extraneous or tiresome action.

In a recent campaign, our characters were crossing a narrow span over a chasm. . . One of the players, Rich, described his character hopping up onto the railing and capering along. Should Pete [the GM] have called for a [skill/stat check] for Rich's character to keep his balance? No. Never. Why? Certainly "in real life" there's a chance of falling, but in the story, it just didn't matter. Rich was roleplaying. He was embellishing, interacting with Pete's description. Rich made the scene better.

And what would the [check] have accomplished? He would have succeeded . . . [or] he would have fallen and we would have had to save him. It would have turned out like a false note in a bad action movie. . .

Thus, Pete could Say Yes to the action. Rich wanted his character to look cool crossing the briged. Great! Move on.

Later, those same characters needed to cross a narrow ledge to gain entry to a lost tomb. Pete described wind whipping along the cliff walls. We would have to make [checks] to cross and get in. This was a totally legit tes. The tomb was the goal of a long quest. Would we get in unscathed? Or would this cost us? . . . If we failed, we'd lose those precious resources!

In another recent game, our previous session ened with . . . a pact with a revanent to laed the group across endless plains. At the beginning of the next session, I had to resist every bad GM impulse. . . I wanted to dig right into that journey and make it real with dice rolls. But it would have been too much and unnecessary - and breaking the intent of the deal . . . made in the previous session. Thus I simply described the arduous journey and cut right to the good stuff - the group of travellers on the banks fo the river that borders the Land of the Dead. Though I did not explicitly Say Yes, the idea is the same.

Don't Be a Wet Blanket, Mr GM
Don't call for a test just to see a characer fail.

If a player . . . describes something simple and cool for his character, don't call for punitive [checks]. Ask yourself, "Is anything really at stake here?" A good measure . . . is whether or not they actively challenge or build into a challenge for a Belief or Instinct. If not, just roleplay through it.​

This seems pretty on-point to me! [MENTION=22779]Hussar[/MENTION] and I are both advocating a "say yes" approach. The function of the huge centipede is to establish credibility (using the HW/Q language - MHRP has a similar idea too), or in Luke Crane's terms to permit the things to be treated in terms of embellishing roleplaying without any PC limits having to be violated.
 

Nagol

Unimportant
<snip>

Poor planning I'll put to one side, as that is a hallmark of procedural or skilled play which, for some tables at least, is not such a big deal.

A related consideration to this is the way a system can make planning matter. For instance, in my 4e game planning is often relevant for establishing the ability to get bonuses during tactical resolution (eg when hunting a purple worm, carrying lime (? a sack of some basic substance) to reduce acid damage if swallowed) but is less often relevant to stratgegic/operational matters, which are far more likely to be handwaved (eg one of the first items I placed in the game was a Basket of Everlasting Provisions, to create a veneer of plausibility around handwaving food and drink).

But on the skewing of choice value and invalidation of choices, these won't matter if no players make the relevant choices and this is clear at the table. For instance, at my table players don't make mny choices (in PC build etc) that are related to strategic travel because they know that I, as GM, won't bring those choices into play. Conversely, my love of undead and demons is well known and they often make choices that will help them confront undead and demons.

That sort of skewing of choices isn't a problem. It helps the table make sure that the PC builds and player resources are focused on mutual matters of interest.

<snip>

So in other words, you use house rules to skew the whole game. Cool. Hussar never indicated such rules were in play in the examples. I submit his expectations for play should not include their use.,
 

pemerton

Legend
So in other words, you use house rules to skew the whole game.
Huh? What house rules am I using? The whole point of 4e as written is to support non-exploration-oriented scene-focused play (hence Wyatt's famous DMG comment about hand-waving the encounter with the gate guards).

Even in 3E, I don't remember any clear rules statement that everything that could be done via action resolution rules must be so done. (Contrast AD&D, which - for instance, in Gygax's discussion of time in the campaign - comes much closer to having such rules.)
 

My main comment is that I enjoyed seeing the notorious gorge episode finally written up in its full glory.

Otherwise, that looks similar to something I could imagine running.

To be sure. I think one of the takeaways from this conversation is that if you detached me from my seat as GM and put you or chaochau in my place, my players wouldn't even notice the difference. Conversely, if you sat Celebrim or N'racc in my place it would be readily apparent. Even in the same system, there are some technique and creative agenda differences that would make for a different playing experience. For clarity, I'm referring to my standard D&D game. I'll note that 2 of my 3 players are also big advocates of Classic Traveler so heavy sim games are not out of their "sweet spot." I suspect both of them would very much enjoy Celebrim's and N'racc's serial, setting-exploration, procedural, process-sim sandbox game. It would just be different from my game.


It wasn't clear to me how much of the geographical/backstory knowledge that the players had (i) was narrated by them (perhaps BW-Wise style) as opposed to (ii) narrated to them by the GM in response to successful knowledge checks, or perhaps free narration.

Quite a bit. I consider my job to present low-resolution, zoomed-out setting color in Transition Scenes and ask the players focused questions and then hand the narrative authority over to them (and resolve anything that may need to be mechanically resolved). On Action Scenes, I consider my responsibility to present genre-relevant, thematically and tactically challenging adversity that puts them right into the action. That was pretty much my contribution in that session.

Me: Take the Druid player's cues from her formalized background and fill in some low-resolution details in the Scenes that set-up the session that I scribed above. I established the low-resolution, zoomed-out info on the geographical information of the forest/trail, the badlands and the snake-mens' temple. I also establish fail-forward pressures throughout as they lose their check and thus lose authorship rights. I framed the scene opener with the (i) hyena pack stalking the Rogue's horse, and later created (ii) the horses comparatively tiring compared to the lizard mounts, (iii) the gorge, (iv) the sinkhole.

Players:

- The Druid formalizes background and sets up Distinction/Belief equivalents that cue what thematic material she wants invoked. She also has full authority to treat her History (the last failed check) as a BW Wise. It is high-resolution, zoomed-in content establishment. If she succeeds their, she has full authorship rights to impose what she finds and how it resolves itself on the narrative. She narrated the horse injury conflict and her healing materials into existence (we don't do high-resolution equipment accounting). Her successes were hers to narrate; the primal spirits of the earth against the hyenas and the horses recovery.

- The Bladesinger created all of the background information in the Badlands Transition Scene; the debriefing with the Trail-Warden regarding the navigation to the temple via the mountains in the background and the navigation back via the stars. He basically fully facilitated the Transition Scene. He also had full authority to attempt to meet a Hard + DC to extend his Arcane Gate and trading resources to do so. He requested 2 successes if he pulled it off; I gladly granted it. He would have had full narration rights on the Gorge complication if he would have succeeded. From what I can recall, he was going to narrate it as them sprinting across a narrow land-bridge spanning a gorge, setting up the Druid to sabotage it with a Stone Shape Ritual.

- The Rogue's primary contribution in this department was narrating his Acrobatics and Thievery. However, the contribution of Thievery here was a big part of his shtick. His background is as a shipwright/engineer and he has a power "A Tool for Everything" that lets him basically pull a Macgyver whenever he wishes; in this case, he created a resource akin to a police "spike-strip" that disables vehicles. His was basically a camouflaged mat that he could roll out that would serve as a field of caltrops. This was fully ad-libbed by him and he does this regularly.


The underdark scene (post-sinkhole) to get the idol back from the "feral mole-men" was framed by me but there was plenty of back-and forth in narrative authority throughout. This was effectively a fully ad-hocced "dungeon by way of Skill Challenge" that emerged through play. At the end, due to their success, I allowed them to get the drop on the nest battle scene and also allowed them to co-create the terrain features and hazards with me for the L + 5 boss battle.

In my game I (as GM) have more control over backstory than what you describe here. Rather than the sort of strong collaboration you describe, player engagement (which is obviously not the same as player authority) is achieved via clear and strong reveals, so that the playes can see (in general terms at least - their may be more specific mysteries) how the situation in the fiction connects to their own goals and preferences (as revealed via PC build, preferences epxressly and impliedly revealed in play, etc).

I think I might be somewhere inside the pemerton > chaochau continuum.

But your bit about permission is interesting. In my game, I follow the HeroWars/Quest, MHRP-style "credibility test" approach for permissions - if it fits within the logic of the game and genre, then it can be attempted, and the mechanics tell you if you succeed or fail. (Often it may be automatic and thus established via free-roleplaying.)

Credibility testing is adjudicated by me as GM with input from other players. I would describe my (GM) role as first among equals.

This is pretty much precisely where I come out on this.
 

pemerton

Legend
I think one of the takeaways from this conversation is that if you detached me from my seat as GM and put you or chaochau in my place, my players wouldn't even notice the difference.

<snip>

I think I might be somewhere inside the pemerton > chaochau continuum.
I'm definitely more trad than [MENTION=99817]chaochou[/MENTION], and I think probably a bit more trad than you. But this thread is one of those that comes along from time to time and reminds me I'm apparently not as trad as I sometimes lapese into thinking I am!
 

Hussar

Legend
Going back to N'raac's example of the fighter/cleric/wizard/thief conundrum. Here's my four ways that the DM screwed up:

1. Two of the PC's have clear goals and two of the PC's don't. That, right there, is probably the biggest failure and should have been nipped in the bud at character generation. I've heard it called the Group Template and it's a very good idea. The group should always have a clear reason for being together. Different goals might compete for time, but they should never pull the group in opposite directions. The wizard has no reason for returning home, so, he doesn't want to. The other two players have clear reasons for going home - they have goals they want to further. This situation should never have been allowed to rise in the first place.

2. The DM spends "several" sessions on this. Are you kidding me? Two of the players have flat out stated, in no uncertain terms, that they do not want to do this. And now they have to spend several sessions doing what they don't want to do? Wow. That's just very poor DMing. This should have been cut to half a session at most, if it was allowed at all.

3. It wasn't mentioned in the example, but, I doubt there was any way the other players could have caught the wizard's lie. I doubt there was even so much as a bluff check rolled in secret against the rest of the party's Take 10 Sense Motive (or Passive Insight depending on edition). The wizard player floated the idea to the DM and the DM ran with it. That's the DM taking sides. Definite no-no. Of course, the DM is probably choosing to side with the wizard because he has this nice adventure all laid out because he presumed that the players would want to explore. When the wizard gives him a nice juicy way to make sure that that work doesn't go to waste, he jumps on it.

4. No mention was made of alternatives. Why didn't the DM, knowing that the group didn't want to do this, pull the wizard player aside and suggest that they come back after they go home? That way, the wizard player and the DM can spend some time getting the other players on board with the scenario. Maybe drop some information about things - let the players make informed choices. Instead, the DM simply assumed that a castle in the distance was enough of a hook for the group.

So, yeah, this is not the game I want to play. This is exactly why I get "shirty" with DM's. I mean, if I'm the fighter or the cleric player, I'm now being forced to endure several hours of play that I have zero interest in that is actually frustrating me from doing what I actually am interested in doing. For what? What is the benefit here? The wizard player's only investment is that he's interested in the castle. It's not furthering any of his goals. It's just his curiousity. And it's actively impeding me from furthering my goals. So, N'raac, are you telling me that I should just sit back and shut up in this situation? That it's okay that I have to play for ten or fifteen HOURS of being disengaged and bored?
 

JamesonCourage

Adventurer
Yup, the DM has to actively work to make the siege irrelevant. But the desert is irrelevant by the application of one spell. And you don't mind if I make the desert irrelevant by casting Teleport. So, just how important is the desert?
The same spell would bypass the siege. Neither is important unless you make them important.
I don't know about your game, but, if one of my players came away from a session frustrated and bored, I'd certainly consider that a failure on my part as a DM. You are right, the game isn't the problem. It's a single scene. You think that it's perfectly fine for a player to not enjoy the game and should shut up and sit back while the scene plays out, so long as someone at the table is enjoying the scene. I do not. If any of my players are bored enough to actually voice a complaint and try to bypass the scene, that's good enough for me. Because I know that my players will only actually speak up when it's gotten to a certain point. They will certainly give things a chance. But, on the rare occasion when someone steps up and says, "Let's skip this", I have zero problems with it.

I think it makes the game better when players aren't forced to eat their broccoli out of some sort of misplaced sense of obligation to the table.
I think it's less black and white than that. I know that for some players, skipping some scenes would absolutely ruin the rest of the night for them. It's a lot more grey, to me, than I think it is to you. As always, play what you like :)

Here is Luke Crane's elucidation of "say yes" from the Adventure Burner (pp 248-49):
The Say Yes rule is difficult to adjudicate, yet it's one of the most vital elements of the system. It grants the GM authorial power to cut right to the important stuff and skip the extraneous or tiresome action.

In a recent campaign, our characters were crossing a narrow span over a chasm. . . One of the players, Rich, described his character hopping up onto the railing and capering along. Should Pete [the GM] have called for a [skill/stat check] for Rich's character to keep his balance? No. Never. Why? Certainly "in real life" there's a chance of falling, but in the story, it just didn't matter. Rich was roleplaying. He was embellishing, interacting with Pete's description. Rich made the scene better.

And what would the [check] have accomplished? He would have succeeded . . . [or] he would have fallen and we would have had to save him. It would have turned out like a false note in a bad action movie. . .

Thus, Pete could Say Yes to the action. Rich wanted his character to look cool crossing the briged. Great! Move on.

Later, those same characters needed to cross a narrow ledge to gain entry to a lost tomb. Pete described wind whipping along the cliff walls. We would have to make [checks] to cross and get in. This was a totally legit tes. The tomb was the goal of a long quest. Would we get in unscathed? Or would this cost us? . . . If we failed, we'd lose those precious resources!

In another recent game, our previous session ened with . . . a pact with a revanent to laed the group across endless plains. At the beginning of the next session, I had to resist every bad GM impulse. . . I wanted to dig right into that journey and make it real with dice rolls. But it would have been too much and unnecessary - and breaking the intent of the deal . . . made in the previous session. Thus I simply described the arduous journey and cut right to the good stuff - the group of travellers on the banks fo the river that borders the Land of the Dead. Though I did not explicitly Say Yes, the idea is the same.

Don't Be a Wet Blanket, Mr GM
Don't call for a test just to see a characer fail.

If a player . . . describes something simple and cool for his character, don't call for punitive [checks]. Ask yourself, "Is anything really at stake here?" A good measure . . . is whether or not they actively challenge or build into a challenge for a Belief or Instinct. If not, just roleplay through it.​
Okay, reading it over, I have a couple comments. One, if someone falls and you have to save them, it looks like a bad action movie. But, if the guy just looks walking across, then he just looks like a lame Legolas. We can both phrase this in derogatory terms. Though, of course, if he falls and dies, then it's not really like most movie scenes anymore, unless it's a comment on "how dangerous things are" or "the folly of arrogance" or something. But, of course, I don't mind him balancing here, so long as he's skilled enough.

The later test and loss of resources thing doesn't resonate with me, since losing those resources could be just as relevant on their first trip. But, we don't know yet. But, even though it doesn't resonate with me, I think I get it.

The trip where he let them across the treacherous lands without rolling sounds like skipping to the nomad encounter to me.

The "Wet Blanket" thing I have mixed feelings on. I don't call for checks just to see what happens if my PCs fail. I call for checks to see if they fail, so that we can deal with those consequences, since we find them interesting. The "just to see what they fail" is either mischaracterizing my play style, dismissive of it, or not applicable to it.

On the other hand, the "is anything at stake here?" question is a good one. One of my players is making a new character (he recently died avenging his squire), and he asked me "can I have one of my Relationships (mechanical relationship from my RPG) be a giant from the hills?" We haven't dealt with them at all yet this campaign, but I thought "does this violate the setting? No? Then sure." And I told him yes. So I think that bit is good advice.
This seems pretty on-point to me! @Hussar and I are both advocating a "say yes" approach. The function of the huge centipede is to establish credibility (using the HW/Q language - MHRP has a similar idea too), or in Luke's terms to permit the things to be treated in terms of embellishing roleplaying without any PC limits having to be violated.
The centipede is still hazy to me from Luke's advice. His balance is not breaking the rules, as long as that person is capable of balancing. But, regardless, he fairly explicitly advises to skip the desert if it's not interesting, so the centipede to me is a fairly inconsequential point anyways. I don't think Luke Crane would say "sure, your Fighter can fly there, as long as he doesn't do that when we use the rules" unless the group was explicitly on board with that. The centipede is the same, in my view.

You gave me a little bit of insight by providing Luke's further explanation, but not really in your reply to me. But, still, I found your post helpful, so thank you for that. As always, play what you like :)
 

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