But, you cannot get to the goal without entering the city. The city is part of the goal. It's not a terrible stretch to think that there just must be a few things that the players can pro-actively interact with in a city. You keep trying to paint the city like the desert - but that's not really a fair comparison. The desert has absolutely NOTHING the players can pro-actively interact with. Until you add in things like nomads or desert storms, the desert has nothing for the players.
What does the city have
that is inherently interesting for the players with nothing added by the GM? Until the GM adds in locations and NPC's it has nothing. The GM can proceed with:
Excited Players (EP): We go to an inn!!!
Flat Monotone GM (FMG): You find an inn.
EP: What's the name of the inn??? Look on the sign!!!
FMG: The sign is faded with age and just looks like a board.
EP: Go inside!!!
FMG: You are inside the Inn.
EP: Is there an inkeeper???
FMG: Yes. He will rent you rooms for 3 sliver pieces.
EP: Talk to the Innkeeper - ask him if he can direct us to the Church of the Holy McGuffin.
FMG: The innkeeper grunts, and says "three blocks east".
And so on. Just monotones, dull NPC's and boring locations. Pretty much what you expected of the desert.
A city, OTOH, does have tons of elements inherent to it for the players and their PC's. So, can we at least agree that the city where the goal is is relevant to the players?
It is as relevant or irrelevant as we choose to make it. Just like the desert. Just like the siege. I would hope the GM would make the areas we will spend time in relevant and interesting, and fast forward us past any irrelevant or uninteresting areas. I'm not sure why that is so difficult to comprehend.
Now, if the city is relevant to the players because the goal is located within the city, isn't the fact that the city is under siege ALSO relevant to the players, by simple fact that the player's goals lie within the city?
The fact that the city is under siege is ALSO relevant to the players , just as much as the simple fact that the player's goals lie within the city which is under siege lies within a desert renders the desert ALSO relevant to the players.
Even if we skip the siege through teleport, we can still interact with it from within the city. Granted, if I'm playing N'raac's game and we go to talk to the siege leaders, we will be automatically killed (kinda how I've been pointing out throughout this thread that some DM's will automatically choose the worst possible interpretation), but, even without that, there's things like disease and whatnot inside the city, caused by the siege.
In my game, the likelihood you would be automatically killed if you attempt to interact with the siege is equal to the likelihood that I will force you to play out all the bnoring mundane aspects of the trip through the desert. You assume the worst of the desert and the best of the siege and the city. Why? What prevents the assumption that the GM will work to make all encounters interesting and entertaining, rather than the presumption one will be a dull, boring waste of everbody's time?
But at least one of the players has emphatically stated that the desert absolutely IS a pain in the arse. It is not a situation I was hoping to engage, nor was it an interesting complication. It did not promise anything resembling an interesting session. Or, at least an interesting session to me.
Based on WHAT? Again, the character has yet to set foot in the desert, and the player simply dismisses it as dull and uninteresting because, as near as I can tell, it was not what you had in mind. I don't believe you were hoping to engage in the siege, not having known it was there, yet for some reason we assume the same GM who will make the desert a dull, frustrating roadblock will make the siege a dynamic, interesting scene of interaction. Why is that more likely than both being vibrant and entertaining, or both being PITA roadblocks?
I'm not sure if there's enough to go on here, but, I do agree with the basic point. Say the Heirloom Quest campaign is all about this heirloom and the hijinks surrounding it. Getting the heirloom doesn't really matter, since the campaign is about who has the heirloom and what do they do with it. At least, that's how the campaign was pitched. Now we get to spend the next four sessions in a dungeon crawl. It's a bait and switch. The campaign that I signed up for was not Dungeon Crawling, it was With This Heirloom I Rule (or something to that effect) The Kingdom and all that that entails.
There you go, Pemerton. Hussar is not interested in your VecnaCrawl. Fast forward to Hussar standing over Vecna's re-dead body, holding the heirloom to the sky and howling in triumph!
But, throughout all this, it's the DM doing everything. It's the DM providing fantastic scenarios. It's the DM designing the fun. Some people don't play games where the DM runs things to that degree.
So the city and the siege were your design, then? That's the first I have heard of that!
One last thought. How about a compromise?
I'm playing at your table. Whatever the scenario is, I'm not interested in it for whatever reason. The rest of the group is interested however, and they have over ruled me skipping over it. Ok, fair enough. Can I take a break from the table for a while?
Would it be possible for me to say something like, "Ok, look, I have no interest in that tower. I just don't. My fighter wants to go back home to deal with the stuff that we've been talking about and this bit is not hooking me at all. Can we just NPC my fighter for the duration, I'll go do some other stuff, and give me a call when you're ready to take the party home"?
Is it acceptable for a player to choose to not play, not for the whole campaign, but, just in the part that he or she has flat out said they don't want to do?
The last time I brought this up, several posters flat out told me that such a player would be ejected from the game. I'm wondering if the obligation to play through whatever the DM has brought to the table really extends that far.
I'd say this depends largely on frequency. A player might just as easily not show up because he's ill, tired or what have you. Missing a game hardly seems like the end of the world. Hwever, I'm not sure I get the "give me a call" business. If the tomb is searched after an hour, I would not commit to putting the game on hold while you make your way back, or end the game early because you now want to participate again, or stop play when some creature in the Tomb turns out to have the heirloom. I might very well reschedule a game because I know something very relevant to the player/character is likely to arise, but I'm not going to tell ou the Big Reveal is part of the near-term scenario.
I'm not sure whether that's a positive or negative answer from your perspective.
That's be fine at my table. Players can't make it for all sorts of reasons and their PCs revert to NPC status. If they're in the middle of a situation, they remain active as part of the group and the player has to accept the result for good or ill. If they are in a "safe" location, the character finds something to do away from the group for a while and goes quiet.
It only becomes a problem if the absenteeism rises above about 50% of the sessions missed. At that point, regardless of the reasons for absences, I talk to the player about swapping him out for a person on the waiting list.
Same here. Nagol, am I correct that the session continues without the player, or would you be prepared to stop play on reaching the end of whatever the player didn't want to play out so the player can come back and not miss the parts he may have been more interested in?
I wouldn't have any problem with that. But, given that I only game with friends, I find it almost impossible that anyone of them would ever do that. Of course the group of friends I game with now already divides experience and treasure between all the characters whether or not their player (or even the character) was present. We also let others run our PC when we can't attend (if someone wants to) and it is understood that your PC may die without you there and you don't get to complain about it.
Regardless, I would find it pretty strange for someone to stop in the middle of the game and just say I don't want to do this and I'm going home. I just can't imagine, short of having some sort of personal events that are distracting from the game regardless of scenario, any event that would be so boring that I couldn't deal with it for a session. Regardless of what's going on at the table I am still interacting with my friends - and that's the real fun of RPGs to me. I also really don't understand not letting things play out for a at least a little while before telling the DM - hey this just isn't doing it for me today, is there anything we can do to move things along.
Same here, I think, an I pose the same question I pose to Nagol above.