But, you cannot get to the goal without entering the city.
True. Or crossing the desert. Both can get in the way along the way to the goal, or stay out of the way.
The city is part of the goal.
Oh. Sounds like your goal changed. Then the siege is probably going to be more relevant. And the desert encounter should probably be tied to the city if it's to be relevant to you.
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.
But you have to add the siege before the players can interact with it... it's the same in that respect... isn't it...?
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?
"The city" is a bit too broad for me to say "yes" universally (it depends on context). You do need to enter the city to get to the goal, yes. But you also need to cross the desert. Beyond that, neither seems inherently more tied to the goal.
But, yes, I'll say that there's a lot more stuff you can probably proactively do in the city. Whether or not it's relevant to your goal in the city is another matter.
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?
Depends on the siege (see my quarantine siege example). But probably, yes. That's why I brought up relevant desert encounters (the sandstorm, the nomads / refugees / mercenaries, etc.).
Even if we skip the siege through teleport, we can still interact with it from within the city.
Same with the sandstorm.
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.
Very possible. Or damage caused by the sandstorm, or making people go inside and empty the streets, etc. That's the desert being relevant.
Which was my point. See
my post for it all laid out (the one I think pemerton skipped). The siege can certainly be relevant, and probably is, yes. But my point is that the desert might be, and that my skipping it "because it's not relevant", you're judging it before you even know if it
is relevant. And I was saying how that isn't a good way to judge things.
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.
So, yeah, I do think it is very bad DMing to bait and switch campaigns.
So, do you think pemerton's preference as GM to complicate things by making it be a dungeon makes him a bad DM? I don't think he is one, I just think that it's probably a play style preference. But, in pemerton's, there's also no bait and switch, I think (his players want "relevant" complications). The thing, now, is to determine what is "relevant".
Because, for some of us, the DM is not the sole provider of entertainment at the table. But, in the desert, there is absolutely nothing for anyone to do until such time as the DM provides it. In the city, there's lots to do. As an added bonus, there's a siege at the city as well.
Right, true. Most of that city is probably irrelevant to your goals unless you make it relevant, which is admittedly harder to do for the players with the desert than the city. That is, the players can go get supplies, try to find people to hire, etc. rather easily, while in the featureless and not-yet-described desert, it'd be harder to proactively do things.
One last thought. How about a compromise?
I'd prefer understanding your position, but I'll settle for 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?
Probably not, but depending on just how emotionally pressing it is for you to take a break, then yes.
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"?
I'd have no problem with the Fighter not going, unless it was out of character for him. This might bring up how well he fits into the party, and I have a rule about requiring party cohesion. But, my players have their characters split up all the time, and they have also had people bow out of specific things from time to time, and I have no problem with that being an exception (and actually quite like it).
As for you as a player bowing out... again, probably not okay with you taking off, unless you're really emotionally stressed over it. If you're getting really visibly irritated or frustrated, then yeah, I'd be okay with it. If it's mild boredom, then no, I'd say you'd need to stick around. I'll get to that below.
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?
This is a different question, in that it's more broad. If it's out of boredom, then no, it's not okay. If it's out of some charged emotions, or because they find the content strikes a nerve too close to home, or whatever, then yeah, man. Sure. If the emotions are too bad and this type of thing is a rare event, we can even skip it. We're all friends here. But, if it's out of boredom? Not so much. More on that below.
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 wouldn't eject you from the game, but I would make you play through it. Again, I might very well speed things along, now, but I'm not going to skip it (four other people want to play through it).
But, on to my reasoning for this. The simple answer is, really, that I want you to stay and interact, and I don't want to pause my game so that you can be filled in later. I don't like pausing my game for that, as it can kill the feel of whole scenes, slow momentum, let emotions cool, or whatever. And, I'd probably hope (and half expect) that you kick in some stuff while you're around the place that bores you (which, again, I'd likely speed up). Even out-of-game, kicking in suggestions to other players. That's fine. I'd hope for some level of engagement, but it wouldn't be mandatory unless you needed to act or react.
But, that's my table. I don't want to slow it down for your boredom, and, based on my experience, my players don't get that disengaged. They'll pipe in. They'll act, if they're around. So, I'd half expect that to be the case. But, no, there's going to be no phone games at my table, no ducking out until you're less bored. If the table isn't a good fit, and you're bored, you can leave, and I'm okay with it. It has never happened to me, but I'm okay with that, since people are different, and like different things. As always, play what you like
