All I can say is that they are perfectly straightforward to me. And seem pretty clear to a number of other posters as well.
Which is strange, since your stuff seems to not fit with his views, as far as I can tell. Like the "impossible" vs "essential" take on his "can't", for example.
What makes me take the city to be relevant to the players? Because the players are expressing their eagerness to get to the city. They are coming up with plans about how they will inflitrate the city. They are speculating about whom they might meet in the city, and what they might do when they meet them.
When did any of this happen? Hussar expressed interest in his PC's goals, not "let's mess around with the city." He wants progress towards those goals. He did not mention, as far as I know, ways to infiltrate the city, or mention speculating about whom they may meet in the city, or what they'd do if they met them. These were just added by you.
Barring these additions, how do you know? If all they say is they're heading to the city because they want to get to the PCs' goal, how are you getting to "it's okay to use a siege but not a desert encounter"?
They are saying things like "If we summon a huge arthropod then we can barrel through this desrt right fast and get to the real action in the city!"
Well, to his goals. They happen to be inside a city, but they also happen to be in a desert.
Huh? I'm not talking about a police interview or a cross-examination. I'm talking about working out what the players are entuhsed about, and what they want to pass over, by a combination of their words, their facial expressions, their deployment of player resources, etc.
Okay, this makes sense to me. This seems normal. Unfortunately, we don't have this to work on in the example. We just have what Hussar said his goal was. I think this means that I'm only working with this, and you're adding these other tells (that are yet unstated) to the hypothetical.
If a player says to the other players "Let's summon a huge centipede so we can get through this desert and on to the city," I don't need to worry about the nuances of the player's choice of words. I know that the players' goal is the city.
Even if they only say "city", but they implicitly mean "to deal with our goals inside the city"? This is why I asked about wording. The player could have absolutely no interest in the city, but still say that they're heading there, since that's the next logical step in getting closer to their goal. Or, they could say "we travel through the desert to the city." In which case, they've now mentioned the desert. But, Hussar seems to want to get to his goal inside the city; why are we wasting time with a desert encounter
or a siege encounter? That's not what he seemed excited about.
Second, Hussar may not know this, but he may know his own preferences, and hence know that, whatever is in the desert, it is something that he doesn't care to spend play time on.
Okay, but can I ask why he wouldn't enjoy it? Is it a mood thing? "I'm not in the mood for a desert encounter, no matter how much I normally like the type of encounter it is?" Is it predictable? This piece of knowledge seems like it should be known to some degree if you're running a game for a player that does this.
I am using "explore" in the sense of "interact with as some element of the shared fiction for more than a few minutes of colour narration".
I'm not. But good to know what you mean, at least. That'll help communication. So, thank you.
I mentined upthread circumstances in which a good GM might cut straight to the temple. But given that Hussar has made it clear that he wants to get to the city, I might take that as a useful baseline.
To deal with his goal. It's not to wander around the city. The city seems like "setting" as described by Hussar; it's just the part of the game where "plot" takes place, and he wants to deal with plot.
I and Hussar have pointed out, multiple times, that the siege - as a piece of the fiction narrated by the GM - is in and of itself a resource that players might use to engage the city and realise their goal there. Do you deny this? Do you not understand how this is so?
I think we object to the universal nature of the statement, but, more importantly, we think that the desert encounter can be a resource that the players might use to engage with their goal, or help realize it.
This is also the answer to the second point - the siege is a player resource. It is a piece of the fiction that the players can leverage. A desert does not have that character. Nomads might, but as I've asked both you and Jameson Courage - if you know your players want to get to the city, why would you both trying to get them excited about some nomads instead? Why not follow their lead? What is to be gained by pushing against them?
I've answered this multiple times. I get only engaging with interesting stuff to players. My game is player-driven. So, no problems so far.
What I am trying to figure out is Hussar's preferences for getting to the city and universally ruling all desert encounters one way, but the siege in another way. I want his reasoning on this part, because that logic will make running a game for this of much easier.
The GM doesn't have to make the siege relevant to the players' goals. The players can do that. That's (mostly) the point!
The same for the desert encounter! I've said you can walk past the desert encounter. Or you can talk to the refugees, or nomads, or mercenaries, or potentially buy gear or supplies, hire mercenaries, prepare spells in advance because of knowledge gained, arrange for the nomads to guide you through a faster route, get blessings from the temple refugees, etc. The players can leverage the encounter if they want to, but they don't have to.
The siege is situation; and a good city is situation too. That's partially why "city adventures" have always been called out as a special category of adventure since the dawn of the hobby. A city is situation because it contains NPCs with goals opposed to those of the players and the PCs, which the players can engage in a range of different ways, and very proactively.
Again, the desert encounter could be framed this way. Why is it different?
The siege is not "between us and the city". From the point of view of game play the siege is part of the city - perhaps the most interesting part. It's part of what makes the city not just setting but a situation for the players to engage.
But, the city isn't the goal itself. Something inside the city is. It is not the siege; it is a roadblock. It is literally in the way of the city, which is setting. Even if it is a "situation", Hussar explicitly wants to work on furthering his goals, not dealing with complications along the way. You have not convinced me that the siege is somehow different from a relevant desert encounter.
And assuming that the temple is a building in the city, the siege is intimately connected to the temple, and from the point of view of play is a complication at the temple. Of course, as I mentioned above and upthread, if the temple is a dungeon beneath the city and the players are revved up for dungeon crawling, then the siege would be an irrelevant distraction much like the desert.
Right, this is the "relevant to the goals" part. The part you told me wasn't about "proximity" in a geographical sense, but in a story sense. The thing is, the desert encounter can be exactly as relevant to the story, but it's somehow different, and I'm now seeing a reasonable explanation for that yet.
Same for the desert encounter, etc
No.
Yes.
The desert encounter doesn't change the character of your entry into the city.
Unless, of course, it does.
It is not part of the city-as-situation.
Since Hussar's statements about setting lead me to believe he's not interesting in this city-as-situation, what does that matter?
Running into the city under the cover of great rocks hurled by siege engines - that's city-as-situation, leveraging the siege a resource that changes the character of the PCs' entry into the city.
Meeting some nomads in the desert might foreshadow something at the city. On its own, though, it doesn't change the character of the PCs' entry into the city.
Enough with the "only foreshadowing" thing. I've gone over that four times or more this conversation, and once within the last page. I think I'm bailing from this part of the conversation; Hussar's "are you reading what I wrote" post is striking much closer to ironic than anything now.
I've already stated you might be able to do this. But why would you bother? What, as GM, are you trying to prove? - that you know the players preferences better than they do themselves?
No, I'm trying to find out why they have these preferences, so that I can handle running the game in a way that keeps them from wanting to skip as few scenes as possible. I don't doubt they have these preferences, but I'm curious what the difference is, and I'm not seeing it. I mean, I see possibilities (geographical proximity to the goal), but you've told me that's not it, and in the interest of honest communication, I'm not going to say that I think you're wrong on your own preferences, here. I'm just not seeing another answer yet.
Another way to look at is time in play. How much time does it take, as a GM , to convey to the players that the city they're arriving at is under siege? A minute of narration? Straight away the players can see that things at their destination are complicated, and start making plans to deal with that. Ie they can start playing.
Depending on the type of siege, yeah. It could be done very fast. Even faster than one minute, potentially; maybe even one sentence, if you wanted to hit them with a bang before expanding quickly.
How long does it take, as a GM, to convey to the players that the nomades in the desert are connected to the city? More than a minute, it seems to me.
It'd take me less than a minute (for sure, no questions) to describe the scene of the nomads / refugees / mercenaries. Of course, if they engaged, then they'd find out more, but they'd be playing. The refugees explicitly look like city folk, though, holding a handful of belongings that aren't well-packed, and have the symbol of the church you're heading towards. It should be evident enough that something is up and it can easily be related to your goals. Any expansion comes from
play and not from my simply conveying it to the players.
What do the players have to do before they can even get to the point of linking the nomads to their goal in the city? Get more information from the GM, spend more time interacting with this encounter that doesn't carry its relevance on its sleeve. In Hussar's terminology, they have to wait for the GM to drop more breadcrumbs.
I think it can very much wear its relevance on its sleeve.
What is this adding to the game? All I can see is a type of "being there" verisimilitude - which Hussar has expressly signalled a lack of interest in.
Whereas I don't see this as what it's adding, necessarily. My group would like the "being there" type of verisimilitude, but that's not the angle I'm approaching this conversation from. I've been approaching it trying to understand, from Hussar's expressed play style, how his logic works, and I'm still here, trying to understand its logic.
You're asking me how I can tell what my players, who are real flesh-and-blood people at my table, who have PCs with builds and backstories and a history in the campaign, want? Whether I have to cross-examine them on their choice of language to tell what will or won't engage them?
That's very strange to me.
Isn't it? More on this in a minute.
I can tell because a whole range of evidence - known standing dispositions, plus things said, plus things done, plus sparkles in the eye (or lack thereof) - signals it.
Okay! So, even though you didn't explicitly answer the "is it just wording" question, I think you've answered well enough. If it's not just wording (it's all these things, plus more... character build, stated preferences, etc.), how can you tell, from Hussar's statement that he wants to go to the city, that he'd like a siege? Especially when he's explicitly said he doesn't like complications along the way, and you know by "way" he means his PC's goal in the city. This is what I'm trying to ask you.
As for the temple/city distinction (which as @
Hussar has pointed out doesn't relate to anything he actually said, but has been introduced by you)
Hussar just said (post 1,106, page 102): "I'm not sure why N'raac wants to focus on the specific example, and not the presented hypothetical of starting in a desert and having a known goal."
If we're sticking to the hypothetical of the desert, then the temple has been part of it for many, many pages. You can discard it, but I ask -as Hussar did- why?
I've already indicated upthread what sorts of considerations might be relevant. You tell me more about your temple - eg is it a government building within the city, or a secret dungeon beneath the city, or something else again - and also tell me more about your hypothetical players' goals, and I'll be happy to tell you in more detail how I might handle it.
This whole thing depends on more than that, though! We'd need the personality of all the players, their goals, their character builds, their preferences of how they play their character, what kind of campaigns they enjoy (or say they do), etc. That's the thing. People are filling in blanks with what they want, and then saying "you don't get it?"
Well, I'm good. I don't get it, but things keep getting shifted a little too much for me. I haven't made much headway, but I did enjoy [MENTION=99817]chaochou[/MENTION] when he popped in from time to time. As far as the rest of this thread, I'll jump back in on other issues, but I'm done with the seemingly nonsensical reasoning that I've acquired after this many pages. Hussar, pemerton, feel free to get the last word or two in. It's the least I can offer after a thread this long. As always, play what you like
