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You're doing what? Surprising the DM

Hussar

Legend
JC said:
The same spell would bypass the siege. Neither is important unless you make them important.

Yup it would. But now you're inside a city under siege. Now, presuming that the siege has some effect on the city, since, if it didn't and it was life as usual inside the city, why is the city under siege in the first place - that effect is still going to be felt throughout the scenario. Time pressure, possible danger from falling siege stones, shortages, every person in the city who finds out that you can teleport out is going to treat you VERY differently, that sort of thing.

Yes, you could make the siege irrelevant, but, you actually have to work to do that. You have to deliberately make the siege not relevant. The desert, OTOH, has no relevance once we're in the city. Why would it? The desert around Las Vegas in no way impacts my ability to gamble in the casino. You would actually have to add stuff to the desert to make it relevant.

Plus, no one cares if we make the desert irrelevant by teleporting into the city. That tells me just how important the desert actually is. It's not important at all. No one cares, not one single person in this thread has raised the slightest complaint about the group skipping the desert if they have the rules sanctioned means to do so. IOW, it's not the desert that's actually relevant. It's the resources of the characters. After all, if it was skipping scenes that was the problem, then teleport would be problematic as well.

So, since it's perfectly acceptable to skip the desert if I have the in-game resources to do so, what is it about the desert that actually matters? I would argue that the desert actually doesn't matter. It's the perception that the players are getting something for nothing. Look at N'raac's objections above - things about player resources and whatnot. That's the issue here. The whole, "Oh, you're skipping a possible fun scene" is a total red herring. It doesn't matter. If I played a wizard and teleported to the city, you'd be perfectly happy and no fuss, even though, functionally, there is no difference between using a spell and hand waving the travel. The end result is identical. But, because I didn't play through the process, that's the core of the problem.
 

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pemerton

Legend
I would argue that the desert actually doesn't matter. It's the perception that the players are getting something for nothing. Look at N'raac's objections above - things about player resources and whatnot. That's the issue here.
I agree that this is at least a big part of the issue. It's personally one that I don't get: because the lead magic-using player built a binder rather than a wizard, we're all (morally? in some other sense?) obliged to sit here and play out this episode that no one is particularly invested in, and that we'd all be happy to skip if only someone had teleport ready to hand? Makes no sense to me.
 

pemerton

Legend
he fairly explicitly advises to skip the desert if it's not interesting, so the centipede to me is a fairly inconsequential point anyways.
It helps with preserving a shared sense of the verisimilitude of the setting, by creating the pretext, within the fiction, for the desert crossing being largely a non-event.
 

JamesonCourage

Adventurer
Yup it would. But now you're inside a city under siege. Now, presuming that the siege has some effect on the city, since, if it didn't and it was life as usual inside the city, why is the city under siege in the first place - that effect is still going to be felt throughout the scenario. Time pressure, possible danger from falling siege stones, shortages, every person in the city who finds out that you can teleport out is going to treat you VERY differently, that sort of thing.
So, as long as you force the siege on the players, no matter what, it has an effect, yes. I suppose the same could be done with the desert: giant frickin' sandstorm, including in the city.
Yes, you could make the siege irrelevant, but, you actually have to work to do that. You have to deliberately make the siege not relevant. The desert, OTOH, has no relevance once we're in the city. Why would it? The desert around Las Vegas in no way impacts my ability to gamble in the casino. You would actually have to add stuff to the desert to make it relevant.
Well, even a siege isn't "relevant", it just affects how you interact with your goal. Like a pit trap in a dungeon on your way to the black knight (less resources against the black knight).

The thing is, we can make the desert relevant in the same way, even without the nomads. Like I said, giant sandstorm. There, now it's affecting the trip, and the city inside the town.
Plus, no one cares if we make the desert irrelevant by teleporting into the city. That tells me just how important the desert actually is. It's not important at all. No one cares, not one single person in this thread has raised the slightest complaint about the group skipping the desert if they have the rules sanctioned means to do so. IOW, it's not the desert that's actually relevant. It's the resources of the characters. After all, if it was skipping scenes that was the problem, then teleport would be problematic as well.
I'm the kind of GM that wouldn't care if the PCs went the opposite direction of the city, provided they had reasoning to do so. So, that means that the city isn't relevant, right? I mean, I don't object to them turning around and walking away and making something else relevant. Or, heck, even teleporting there, and skipping stuff along the way.

No, to me, your "skipping scenes" is problematic in that you're probably denying other players in my game fun, and you're doing so for (so far) incomprehensible logic (I only get "it's boring", not the "why" of it). When I've asked if you want to skip it because you don't want to "explore just for the setting's sake" you've said that's not it. When I asked if it was "just backdrop", I've been unanswered. I've been told that the "relevance" is the key, and (seemingly) if it affects how you interact with your goal. But, the desert isn't that (no matter what, unless it's contrived), and the siege is always that (unless you work, which is bad?).

I'm struggling along, here.
So, since it's perfectly acceptable to skip the desert if I have the in-game resources to do so, what is it about the desert that actually matters? I would argue that the desert actually doesn't matter. It's the perception that the players are getting something for nothing. Look at N'raac's objections above - things about player resources and whatnot. That's the issue here. The whole, "Oh, you're skipping a possible fun scene" is a total red herring. It doesn't matter. If I played a wizard and teleported to the city, you'd be perfectly happy and no fuss, even though, functionally, there is no difference between using a spell and hand waving the travel. The end result is identical. But, because I didn't play through the process, that's the core of the problem.
Playing through the process is the core of the problem for some posters.

And, for me, moving the opposite direction of the city is fine, so by that logic, the city is irrelevant.

No, it seems like we're having a breakdown in communication, because as many times as it's pointed out that you wanting to skip a scene "because it's irrelevant" depends entirely on context, it seems like we keep getting disagreement from you followed by rhetorical sidesteps. And that's just not helping us understand where you're coming from. As always, play what you like :)
It helps with preserving a shared sense of the verisimilitude of the setting, by creating the pretext, within the fiction, for the desert crossing being largely a non-event.
I think it'd destroy my sense of verisimilitude when he can't do it the same way later, but we can get into a whole "my sense of verisimilitude" debate and not resolve it, since it's so subjective. As always, play what you like :)
 
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JamesonCourage

Adventurer
I agree that this is at least a big part of the issue. It's personally one that I don't get: because the lead magic-using player built a binder rather than a wizard, we're all (morally? in some other sense?) obliged to sit here and play out this episode that no one is particularly invested in, and that we'd all be happy to skip if only someone had teleport ready to hand? Makes no sense to me.
This isn't even a main issue to me. Umbran has voiced the "living with consequences" stance, but a few of us aren't saying "play boring stuff because you didn't have [Resource X]," we're saying "play interesting stuff because you didn't have [Resource X]" and it sounds like we're being told "it's impossible" or "it's too contrived" or the like. And that's really throwing this conversation off. As always, play what you like :)
 

Nagol

Unimportant
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.)

Here is your house rule:
For instance, at my table players don't make mny[sic] 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

You've house-ruled out strategic travel as a player consideration.

Now there are two ways you could have done this: explicitly with a formal declaration to the group or implicitly through player experience.

I'm much more in favour of the explicit declaration since there is less chance a player will run afoul of/ get his toes stepped on by the rule change.
 

N'raac

First Post
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.

When we ask how often scenes get skipped, it’s extremely rare, only perhaps once in a campaign, maybe per player. And it’s “just one of thousands of scenes”. But when we suggest that playing out that one scene, of thousands, is perhaps not the big deal you make it out to be, mandating, in your own words, “going nuclear”, then we have a player absolutely hating the game. The whole game? One evening (a scene lasts the whole evening and there are thousands, so assuming a weekly game, a campaign lasts 40 years to have 2,000 scenes)? One hour (assuming 4 hour sessions, that brings us down to “only” a 10 year campaign)?

How long is a scene, how long is a campaign and what proportion of scenes get skipped?
 

N'raac

First Post
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.

Ah, so rather than removing player choice on how to play the game with their character, we remove choice in the design of that character. Maybe I want to play a wandering wizard who is driven by insatiable curiosity and the desire to explore. You want to play a fighter whose life revolves around his career in the Royal Guard. We have incompatible desires for the very nature of the campaign. Those DEFINITELY need to be resolved.

So we decide, perhaps, that we will set a campaign around the city, where your Royal Guard will fit well. I need to make a different character for this campaign, so I do. But that also means that, at some future date, I am still looking to play that wizard, so that may be a campaign including world travel and considerable exploration. And the expectation in that game is that your character have a suitable desire to participate in those scenes, does it not?

Or we need to find different groups if there is no room for compromise. But I find I get along with those I game with, so I would rather compromise on occasion than find a brand new group.

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.

Does that mean we will also cut the play of interest to the other player because it is of no interest to the fighter? Interacting with the hirelings is of no interest to you an GrellQuest is of no interest to me, so let’s just skip them both.

The typical answer, assuming that it is the nature of play (Fighter enjoys NPC interaction in the city; Wizard enjoys exploratory scenes), is to have time dedicated to both. But now both players “hate the game” half the time, don’t they?

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.

We will give the wizard a high Bluff roll, and a Spell of Inscrutability adding to his Bluff rolls, so he succeeds in his bluff. He’s a Mysterious Stranger, so he directs a lot of resources towards that aspect of his character.

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.

The GM did not care whether the players explored the city in the distance. But the player has become very invested in it, and he does not want to be delayed from that action by a bunch of NPC interaction back in town. Sound at all familiar?

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?

So it’s OK for you to ruin the Wizard player’s fun. His goal IS curiosity. That’s what he wants to play. And YOU are subjecting HIM to several hours of play that he has zero interest in that is actually frustrating him from doing what he actually is interested in doing. I thought you would be unhappy if any player were subjected to this frustration, not just if you were.
 

N'raac

First Post
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.

Instead, we get to guess which scene any given player may randomly hate. “We want to go to the city.” “You need to travel through the desert to get there.” That seems a petty common sequence, so predicting one of the players will “hate it” so much they will “go nuclear” and need to skip that “one scene in thousands” seems pretty unlikely.

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.

Maybe it’s great planning by most of the players because they want to play out long distance travel as a challenge, and an opportunity to interact with the game world. As such, they specifically shy away from Teleport and Overland Flight spells. Then along comes some guy with a centipede summoning schtick who wants to ruin everyone else’s fun by handwaving all the travel scenes because he’s only interested in the destination and hates playing out the journey.

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?

We were told they CAN take proactive action to address the siege and they CANNOT take proactive action to address the desert. That “fact” was presented as the reason they want to interact with the siege and do not want to interact with the desert, despite the fact that both are obstacles delaying or impeding their ability to interact with the city. I do not find that logic correct – they can be proactive regarding siege or desert, so the stated reason for favouring one over the other is invalid.

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?

Both can be relevant or irrelevant. In a previous post, I set out how the exact same complications you attribute to the siege can be attributed to the desert. These would make a person who could Teleport just as valuable in the absence of the siege. You ignored those comments.

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.

Once again, I call shenanigans. You tell us the players will always give the scene a chance, but you decided to skip the desert immediately, without giving it a chance. You also wanted the GM to specifically skip any attention to the hirelings’ backstories or personalities, not give it a chance.

Yup it would. But now you're inside a city under siege. Now, presuming that the siege has some effect on the city, since, if it didn't and it was life as usual inside the city, why is the city under siege in the first place - that effect is still going to be felt throughout the scenario. Time pressure, possible danger from falling siege stones, shortages, every person in the city who finds out that you can teleport out is going to treat you VERY differently, that sort of thing.

The fact you are in a city in the middle of the desert should also mean that life is different from cities in other areas. Time pressure? You are assuming the siege will be resolved soon, and not in the city’s favour. Other possibilities exist. Danger from sandstorms, desert nomads (who lay sieges), desert creatures, shortages because supply lines are dicy, every person in the city who finds out that you can teleport out or even create water is going to treat you VERY differently, that sort of thing.

Yes, you could make the siege irrelevant, but, you actually have to work to do that. You have to deliberately make the siege not relevant. The desert, OTOH, has no relevance once we're in the city. Why would it? The desert around Las Vegas in no way impacts my ability to gamble in the casino. You would actually have to add stuff to the desert to make it relevant.

The siege does not impact your ability to gamble either, or it need not. We can make the desert or the siege relevant or irrelevant with limited effort.

Plus, no one cares if we make the desert irrelevant by teleporting into the city. That tells me just how important the desert actually is. It's not important at all. No one cares, not one single person in this thread has raised the slightest complaint about the group skipping the desert if they have the rules sanctioned means to do so. IOW, it's not the desert that's actually relevant. It's the resources of the characters. After all, if it was skipping scenes that was the problem, then teleport would be problematic as well.

As has been repeatedly pointed out, you can also skip the siege by teleporting past it. So, again, how are they different? BTW, Teleport has a limited range - 100 miles per level. More than enough to get past the siege; probably the desert as well since you need to be at least 9th level. It has limited capacity – caster plus one person per 3 levels. How many in your party (including mounts, animal companions, etc.)? And it has that NASTY failure possibility, but we’ll just handwave that too, right, just like we handwave the Plane Shift automatic distance issue.

So, since it's perfectly acceptable to skip the desert if I have the in-game resources to do so, what is it about the desert that actually matters? I would argue that the desert actually doesn't matter.

Then neither does the siege. And a competent GM would consider your resources, wouldn’t he? If the siege or desert is important, then bypassing it presumably will not resolve its importance. Unless the purpose of either is for the Wizard to show his stuff by easily passing by the Deadly Desert or the Siege of the City.

JC provides further discussion of how the desert can be relevant and the siege irrelevant.

I'm the kind of GM that wouldn't care if the PCs went the opposite direction of the city, provided they had reasoning to do so. So, that means that the city isn't relevant, right? I mean, I don't object to them turning around and walking away and making something else relevant. Or, heck, even teleporting there, and skipping stuff along the way.

Really, our goal – what we want to play out – is the blessing from the Pope. The desert, the siege, the city, his secretary - these are just impediments to us playing out the ONE SCENE we are interested in. So handwave them, and put us in our audience with the Pope so he can get on with the blessing.

No, to me, your "skipping scenes" is problematic in that you're probably denying other players in my game fun, and you're doing so for (so far) incomprehensible logic (I only get "it's boring", not the "why" of it). When I've asked if you want to skip it because you don't want to "explore just for the setting's sake" you've said that's not it. When I asked if it was "just backdrop", I've been unanswered. I've been told that the "relevance" is the key, and (seemingly) if it affects how you interact with your goal. But, the desert isn't that (no matter what, unless it's contrived), and the siege is always that (unless you work, which is bad?).

Further, there seems to be the assumption that there are only two possibilities. Either we are playing out the ONE SCENE you are actually interested in at this time (GrellKill; City) or you are bored to tears/hate the entire game. I find a continuum rather than a binary “perfect” or “completely unacceptable” choice.

This isn't even a main issue to me. Umbran has voiced the "living with consequences" stance, but a few of us aren't saying "play boring stuff because you didn't have [Resource X]," we're saying "play interesting stuff because you didn't have [Resource X]" and it sounds like we're being told "it's impossible" or "it's too contrived" or the like. And that's really throwing this conversation off. As always, play what you like

What we seem to be told, IMO, is that Hussar has selected one thing – just one – which is interesting to him. Anything else will bore him to tears. So we have to play out his one scene or he will get shirty. I doubt that’s how he plays (evidence: he has a group he plays with), or the impression he is trying to convey, but it’s the message I find he is sending.

You've house-ruled out strategic travel as a player consideration.

Now there are two ways you could have done this: explicitly with a formal declaration to the group or implicitly through player experience.

I'm much more in favour of the explicit declaration since there is less chance a player will run afoul of/ get his toes stepped on by the rule change.

As an aside, I’m reminded of the GM who plays out all NPC interaction, determining success and failure based solely on his interpretation of the persuasiveness and guile demonstrated by the players, then wonders why the players always dump CHA and never take interaction skills.
 

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 made me chuckle in the context of my current game. I'm running Diaspora, which is 'hard' sci-fi. There is no FTL travel except via certain waypoints, realistic journey times based on Gs of thrust, no way of communication faster than the speed of light (if you're a light year away from somewhere your message takes a year to arrive), no anti-gravity, no teleporters, no 'shields' on ships, almost no beam weaponry. Spaceships are generally no more sophisticated - and no less fragile - than the space shuttle and space stations are more like Mir than Deep Space Nine.

But 'space opera' sci-fi genre conventions are so strong that someone can slip back into Star Trek or Star Wars or Firefly assumptions without anyone even noticing. So I have more of a job watching out for genre conventions in this game simply because it's so easy for it to be missed.
 

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