There are a few ways a game can begin without the players having to "flounder around waiting for the GM to frame the scenes that signal the connection of what is happening to the players' goals" (my words from upthread).
Another is the approach I used in my 4e game - I told each player to be build into their PC a reason to be ready to fight goblins. (This is also a little like @Hussar's group template.) So the players know that, in the first instance at least, they are heading into a fight with goblins.
This incorporates you imposing a goal on my character, being battle with goblins. I thought we were investing the players with power, not constraining their choices.
A third approach is the BW one, in which backstory - including PC relationships - is built collaboratively between players and GM, and in which the players also have mechanical resources (Circles, Wises) that permit them to introduce new backstory elements. On this approach, when play actually starts the fictional positioning of the PCs is rich enough that the players can declare actions for their PC from the outset, obliging the GM to respond by playing NPCs, narrating additional backtory etc (@chaochou has described his use of this sort of approach in detail upthread).
Here again, if other players can impose backstory elements on me that I did not want, what has happened to my power as a player?
Not at all. In fact, I've made it pretty clear that if the GM framed the PCs into some sort of releavnt context - eg as they arrive in the desert via Plane Shift they see a dustcloud in the distance and a long line of human figures (the much hypothesised refugees!) - then that would be fine, although some contexts are more compelling than others.
N’raac said:Seems to me that the players state that the PC’s enter the desert, seeking to get to the other side. The GM provides the consequences of that action, be it “after a hot and sweaty two weeks on centipedeback, you see a city in the distance” or “after an hour’s travel, you see a group of people ahead” or “a gigantic bug-like creature burrows from the ground ahead and chitters menacingly”.
The latter two are not that engaging to me, assuming that I (like Hussar) am invested in my PC's goal in the city. Because the latter two do not, as you present them, speak to my goal. They are purely obstacles that, in terms of my interest in the fiction, will soak up time at the table but add nothing more.
And yet the middle one is intended to be that group of refugees from the city which were fine above. However, if the desert encounters are viewed as timewasting roadblocks to be avoided, we hide when we see the dustcloud or otherwise refuse to engage the refugees.
My objection is to the PCs being framed into a wasteland, and the players being expected to play through a desert exploration until the GM gets round to framing something relevant. If you don't particularly care for exploratory play (which I don't) then all that wandering around is doing nothing but soak up time at the table - especially if it brings the resolution of needless mechanical minutiae with it.
If the GM simply assumes the players start walking, rather than asking what they choose to do, Hussar is denied the option of summoning that Centipede mount. Again, where did that player choice go?
I have yet to see anyone suggest we play out the PC’s “wandering about aimlessly”, as opposed to travelling to the city, nor have I seen it suggested we make the players address “needless minutia”. What I am seeing is the player assumption that anything in the desert is a needless timewaster that cannot be “terribly relevant”. While I don’t deny that is possible, I believe it is fact, not opinion, that it is also possible for relevant encounters to occur during the journey through the desert, even if we discard the possibility of an encounter not of obvious and immediate relevance to whatever the goal was in the city having any possible merit, such as fun.
A lot of obstacles and opposition in modules is filler. It's there to take up time, to provide a reason for the niche skills of one type of character, or to make the experience seem "real." . . . unless it's something your players will really get a kick out of, just go ahead and invoke the Say Yes or Roll Dice rule. Give maybe a sentence describing how the characters overcame the obstacle and move on.
You may not wish to play this way - if so, more strength to your arm! But it's a completely viable way of running an RPG. It may look like the players get 'something for nothing", but the key to this sort of play is there is always more conflict to be had. By skipping to the situations in which the players are invested you don't reduce the challenges the PCs must overcome - you just ensure that they all have the sort of thematic/story heft and relevance that the players are hoping for. (This is an important element of "all awesome, all the time.")
I think players spending character resources on a “niche skill” is signaling an investment in situations where that skill will be useful. If one character has been designed as a specialist in NPC interaction, I think that player is treated unfairly if NPC interaction is consistently handwaved to make someone else happy.
Well, a GM who insists on resolving things mechanically which could be handwaved, or who won't permit the desert to be quicky free narrated, is imposing his/her will on a different person in the game.
If, at any time, we have a disagreement over whether a given scene should be played out or handwaved, then someone will not be happy. I don’t believe the whiniest player at the table should consistently be given his/her way. If anything, I lean the other way to avoid rewarding such behaviour. Leaving that bias aside, the quiet player who doesn’t want any player conflict should not always give up what they want from the game to keep the whining down.
In your example of the time travel machine, the player who conspires with the GM to ensure that the PCs end up on his desired quest is imposing his will on a different person in the game. Whenever two participants want a different outcome within the fiction, one at least will have to accomodate his/her desires to another's will. That's a general feature of RPGing, and not in general objectionable.
Then why is it objectionable to suggest that it should not require acquiescing to a single player’s wishes in respect to how the desert crossing is handled?
STR 17 (huge centipede) > 260 lb heavy load x4 for Huge size. So it depends how big the party is, and how laden wth gear.
Do both those penalties apply, though? The creature fills 3x3 squares - it's not entirely clear how wide it is, but presumably 5' or more. With hairs etc. Is it ill-suited? The GM can call this either way, in my view.
Just a side not, but the centipede should probably be able to carry them. It's X6 since it has at least 4 legs, so up to about 1,560 lb. in a heavy load. Of course, the summoning duration, Ride checks, etc. are still potentially obstacles by the rules, still. If you're handwaving those, I'm guessing you're handwaving carrying capacity. As always, play what you like
You try sitting on something fairly slick, 5’ wide and lightly curved as it motors through the desert. I think it is not unreasonable to conclude it is not suitable as a mount. Pemerton, you seem to agree. So if the GM can indeed call this either way, and does not call it in my favour, I submit that does not make him a bad GM for refusing to acquiesce to my wishes.
As to carrying capacity, let’s remember that part of [MENTION=22779]Hussar[/MENTION]’s argument was that this thing barrels through the desert at top speed. If it is carrying more than its light load limit, it moves slower. A heavy load reduces that Run speed he centipede was to maintain. That takes us down to 520 pounds as a light load, 1,040 medium and 1,560 heavy. An average half orc weighs 150 lb + [2d6 x 2d12] so 241 lb, with no gear. A Dwarf averages 165 lb and an elf about 110. Half elf 145, human 175. Smaller creatures find a horse unsuitable as a mount and need a pony – a 5’ wide centipede seems problematic. So that’s 165 – 170 lb on average x 5 characters (4 PC’s plus that plane shifting NPC) is well over 800 lb without any gear. Maybe it can carry the group, but it’s not moving at top speed.
Furthermore, the "stay in the saddle" check ony applies in limited circumstances. Suppose the PCs fall out of the saddle once or twice in such circumstances - they take neglibile damage which the cleric heals. No doubt some groups enjoy playing this stuff out, but I can't agree that it is beyond the pale of free narration.
Those limited circumstances include the animal rearing, but you would not extrapolate that to climbing a near-vertical slope (one of Hussar’s examples of how it can speed travel)? Even if we ignore the potential for combat, I suspect damage from leaving the saddle 50’ up a cliff face may not be trivial.
[MENTION=22779]Hussar[/MENTION] has been just as vocal that he does not wish to interact with NPC’s not of immediate relevance to his goals.I haven't described an encounter. I referred to story elements - Kas and the niece. I can introduce them into my game if I think that will be fun without requiring the players to start exploring something they're not interested in (like a a desert).
Again, no one is suggesting we must play out travel procedures. We are, or at least I am, suggesting [MENTION=22779]Hussar[/MENTION]’s outright dismissal that there could be any possible encounter in the desert which could possibly have any relevance or value to the game is premature and inappropriate. My opinion in that regard remains unchanged.
If a player said “**yawn**, looks like a boring travelogue – anyone mind if I go home and you call me when we get somewhere interesting”, then my desire to have that player return would certainly be diminished. Would it mean “sure and don’t come back” is the only answer? Not necessarily, but I’d better have seen some merits in the player, or he’s likely to get the message we’re “still crossing the desert” for quite a while.