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You're doing what? Surprising the DM

And, note, while online it's easy to get trapped into extremes, I'm certainly not advocating any player vetoing each and every scene that they aren't bought into. There definitely has to be some degree of give and take. I'm going to summon [MENTION=2067]Kamikaze Midget[/MENTION] to see if what I'm saying next is fair, since he was witness to all of this.

In our current Dark Sun campaign (I'm a player), we have just wrapped up a rather large number of plotlines and have kind of hit a lull in the action. We haven't quite gotten to the point where we're ready to tackle the next big step and no one has really pushed for a new direction. In other words, we're a bit between things. Not a big deal. We've had a session or two of bringing some new players up to speed, looking back at what we accomplished and tying up a few odds and sods.

While this was going on, one of our NPC's got kidnapped by a rival faction in Tyr. Now, at the time, we had very little buy in for this. It was dropped in out of the blue. But, I didn't veto it and didn't complain about it at all. Thinking about it, I can see three reasons why:

1. We didn't actually have any goals at the moment. It's not like this was taking time away from anything important.

2. The DM has been getting beaten up by real life stuff and hasn't had a huge amount of time to spend on the game.

3. No one in the group has really pushed for anything, so, the DM is a bit at a loss as to what direction we want to go.

So, he bombs this in. Is it the greatest gaming ever? No. Is it terrible? No. It's fun, it's a nice diversion and it also, at the end of things, wraps up that NPC very nicely.

Did I "get shirty"? Nope. Not at all. Now, had we been in the middle of something else, and the NPC got kidnapped, I think I'd be a lot more likely to complain. Mostly because it was taking away from what we actually wanted to do. Whether or not it was actually tied to what we wanted to do wouldn't really matter to me, since we had so little buy in for this kidnapping. The rival faction was introduced at the time of the kidnapping. It wasn't like this was some long standing, ongoing plotline.

But, in any case, I certainly don't think players should freak out as soon as things are moving away from what they want to be doing. Sometimes it's fine. But, by the same token, I don't think DM's should freak out when a player tells them that they'd rather not do X.
 

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Whereas, to me, interest has nothing to do with it. It's not about the scenarios being interesting or not. It's about having buy in from the players beforehand. Or, to put it another way, the only way a scenario will be interesting, for me, is if it has buy in.

The last seems to better sum it up. If you are not interested, then the scenario is not interesting to you.

And, note, while online it's easy to get trapped into extremes, I'm certainly not advocating any player vetoing each and every scene that they aren't bought into. There definitely has to be some degree of give and take. I'm going to summon @Kamikaze Midget to see if what I'm saying next is fair, since he was witness to all of this.[/quote[

But, in any case, I certainly don't think players should freak out as soon as things are moving away from what they want to be doing. Sometimes it's fine. But, by the same token, I don't think DM's should freak out when a player tells them that they'd rather not do X.

I think the GM and the players also need some ability to predict the flow of the game. If I have to worry aboout a player randomly (to me, at least) deciding that some aspect of the game is an issue for them, so "skip it"is the only option, that's one more issue to deal with as the game progresses. Multiply that by all the players in a group and it can be problematic.

As I believe I said very early in the thread, we only see the one or two examples provided, not what proportion of the game this might make up. We can only extrapolate from "this seems like a pretty common and standard event you are demanding be skipped" and from much other discussion that indicates "the only acceptable resolution is that the skip it request be immediately and unquestioningly honoured" to conclude "it seems this would be pretty common" and "this permits any one player to assert unilateral, arbitrary control over the game".

My random thoughts of curiosity - when you headed back to the city to hire mercenaries to help fight the Grell, would a siege of the city have been acceptable (that immediate "hire merc's" goal being in the city) or a roadblock? It's certainly a complication to hiring merc's - I would expect able bodied warriors for hire to be in short supply inside a city under siege, and adding 6 more people makes Teleport less likely to be a viable means of departure (assuming you had access to a teleport).

- is a "siege" of the city in the desert by the desert nomads, who don't just mass up and suround the city, but instead attempt to deter, harrass or kill anyone travelling to or from the city (a siege being very much a blockade, so avoiding retaliation is a goal of the besiegers), or does that lack of geographic proximity and/or the fact that the PCs/players do not immediately know this is why the nomads are bothering them make this an unacceptable complication?

As we discuss the initial situation, I question whether the original issue isn't coloured by your general distaste for the adventure path model, the lack of warning as to what would happen next (or ability to influence it), etc. than simply by the prospect of travel through the desert.

BTW, I'm not sure I buy into your "you can have Teleport for 3 months toil in Gehenna or walk through the desert" choice. Is it also OK if that's 3 years toil? 30 years toil? If there are dangers in that toil that either get played out or we roll to see what, if any, harm comes to the characters? How about "you can travel through the desert or each lose three levels/each lose your right arm/each need a DC 23 FORT/REF/WILL save per time period of toil (say three dificult saves each) or suffer permanent ability loss/etc."? Or should the cost be trivial (at least to the players - I find it hard to envision a 'real' group of hardy adventurers agreeing to 3 months' toil in a hellpit for a teleport scroll)?
 

The last seems to better sum it up. If you are not interested, then the scenario is not interesting to you.

You keep using the word interested, and I'm leery about that. Invested is a much better word. If I am not invested in the scenario, then it is generally not very interesting to me.

I think the GM and the players also need some ability to predict the flow of the game. If I have to worry aboout a player randomly (to me, at least) deciding that some aspect of the game is an issue for them, so "skip it"is the only option, that's one more issue to deal with as the game progresses. Multiply that by all the players in a group and it can be problematic.

Two things. First off, it's not random. I've explained why it isn't random. Calling it random isn't really going to help here. Secondly, if you present 5 scenarios and one of your five players vetos the scenarios each time, you have MUCH larger problems at that table than a veto power. You've got a table where you have failed to engage the players five times in a row. ((Note, by "you", I don't mean you specifically N'raac, but the general "you"). The DM has presented 5 scenarios with zero buy in from at least one player. The DM in this case is so out of touch with the group that the veto is simply demonstrating how bad this DM is, rather than showing anything else.

If players are vetoing scenes frequently, then this is a pretty clear sign to the DM that something needs to change. Forcing the players to play through these scenes is not fixing the underlying problem.

As I believe I said very early in the thread, we only see the one or two examples provided, not what proportion of the game this might make up. We can only extrapolate from "this seems like a pretty common and standard event you are demanding be skipped" and from much other discussion that indicates "the only acceptable resolution is that the skip it request be immediately and unquestioningly honoured" to conclude "it seems this would be pretty common" and "this permits any one player to assert unilateral, arbitrary control over the game".

I honestly have no idea why you think this would be common. I've flat out stated that it isn't. I cannot think of any other way of stating it. It is neither common, nor taken lightly. Again, if it is common, then it's a pretty clear sign that the DM is failing to engage the group.

My random thoughts of curiosity - when you headed back to the city to hire mercenaries to help fight the Grell, would a siege of the city have been acceptable (that immediate "hire merc's" goal being in the city) or a roadblock? It's certainly a complication to hiring merc's - I would expect able bodied warriors for hire to be in short supply inside a city under siege, and adding 6 more people makes Teleport less likely to be a viable means of departure (assuming you had access to a teleport).

Note, you are mixing a few examples up there. There was no teleport in the grell example, for one thing. Would a siege be acceptable? Well, it does seem pretty out of the blue and it certainly looks like the DM is roadblocking - "I don't want them to hire troopies, so, quick, let's add a siege that sucks up all the available troops in the city." Not knowing any more information, and if the siege was added after the troops were requested, yeah, I'd probably call shenanigans on the DM. This is pretty obvious road blocking.

- is a "siege" of the city in the desert by the desert nomads, who don't just mass up and suround the city, but instead attempt to deter, harrass or kill anyone travelling to or from the city (a siege being very much a blockade, so avoiding retaliation is a goal of the besiegers), or does that lack of geographic proximity and/or the fact that the PCs/players do not immediately know this is why the nomads are bothering them make this an unacceptable complication?

Why would you bother? This is roadblocking by definition. The whole purpose of the nomad blockade is to harass or kill the party and prevent them from entering the city. I'd object to this simply on the grounds that the only purpose of this scene is roadblocking. Geography doesn't enter into it at all. You've taken away all the bits that the players can actually use and only kept the stuff that frustrates the PC's.

As we discuss the initial situation, I question whether the original issue isn't coloured by your general distaste for the adventure path model, the lack of warning as to what would happen next (or ability to influence it), etc. than simply by the prospect of travel through the desert.

I have no idea where this comes from. I like adventure paths. I've run one and played in two others. I have no problem with AP's. Actually, if you count the World's Largest Dungeon, I'd say I've run at least two AP's in 3e alone. Ran a fair chunk of Dragonlance way back when. Did the GDQ series as well. So, no, AP play doesn't bother me.

BTW, I'm not sure I buy into your "you can have Teleport for 3 months toil in Gehenna or walk through the desert" choice. Is it also OK if that's 3 years toil? 30 years toil? If there are dangers in that toil that either get played out or we roll to see what, if any, harm comes to the characters? How about "you can travel through the desert or each lose three levels/each lose your right arm/each need a DC 23 FORT/REF/WILL save per time period of toil (say three dificult saves each) or suffer permanent ability loss/etc."? Or should the cost be trivial (at least to the players - I find it hard to envision a 'real' group of hardy adventurers agreeing to 3 months' toil in a hellpit for a teleport scroll)?

Well, if the cost of one option is far, far greater than the benefits, then that's railroading right there. Sure, you have the option, but, the option is so bad that no one in their right mind is going to do it. I mean, how long is the desert crossing going to take? This would be one of the questions that could be asked.

Note, in my example, the party gets to get a lot more detail before making decisions and will make the decision that they actually buy into. Maybe toiling in Gehena is preferable. I dunno. Doesn't really matter. Maybe the toil is safer than the desert but, eats up more time. The Gm would determine the offers and counter offers and whatnot during play. I was mostly spitballing off the top of my head, so, if three months is too unreasonable, then maybe three weeks. Don't get too tied up in the details.
 

Not that I'm sure I want to get (re)involved in any of this.:)

I haven't read all of this humungous thread (sorry), but from the last few pages, if you want more insight into this sort of thing there is a book I can recommend. It's called "Story", is by Robert McKee and relates most obviously to scriptwriting, but it contains an account of how a story is built that I find useful for roleplaying games, regardless. It distils down roughly like this:

Take a character - any character - and give them a goal. More than a goal, really - a "dramatic need". It could be anything - we have generated pretty good stories starting with the need "have a cigarette".

The character - if they are rational - will start out acting to meet their need by the simplest and most straightforward route possible (e.g. look in her handbag for a packet of cigs). The storyteller just needs to make fulfilment by this means impossible (all she finds is an empty packet).<snippage>

In an RPG sense this consists of the characters being given a dramatic need (this is the players' job) and there being reasons why the ways they try to sate that need won't work (this is the GM's job). Eventually, either the PCs get what they need or Story happens.

The process of creating complications/obstructions that you mention above is actually one of the reasons I have difficulty buying into the whole Conflict/Task Resolution as something fundamentally different than a matter of scale in resolving those difficulties. Yet at the same time, I think its a vital concept to understand for good GMing (at least of more modern or "story"-oriented gamers).
 

You keep using the word interested, and I'm leery about that. Invested is a much better word. If I am not invested in the scenario, then it is generally not very interesting to me.

I think we're dealing with semantics here - it seems pretty clear from your comments that a prerequisite for you to be interested is that you have a pre-existing investment. That doesn't preclude the existence of an uninteresting complication to something your are invested in, but it does preclude a interesting complication to a situation you are not invested in.

Two things. First off, it's not random. I've explained why it isn't random. Calling it random isn't really going to help here.

It's not random as you perceive it. JC has articulated it much better than I have, but if the GM cannot clearly perceive why certain complications are, and are not, perceived as relevant/engaging/interesting, then the GM has no way of determining which complications you will, or will not, be prepared to engage with in-game. Statements that "I might be very interested in that sometimes but not other times", or "Well, it was OK in this instance even though I might have balked if the exact same thing happened on a different day" are not helpful in predicting what encounters might engage you, and which might enrage you. It seems to come down, much more than you want to believe, to "how you are feeling on any given day".

Secondly, if you present 5 scenarios and one of your five players vetos the scenarios each time, you have MUCH larger problems at that table than a veto power. You've got a table where you have failed to engage the players five times in a row. ((Note, by "you", I don't mean you specifically N'raac, but the general "you"). The DM has presented 5 scenarios with zero buy in from at least one player. The DM in this case is so out of touch with the group that the veto is simply demonstrating how bad this DM is, rather than showing anything else.

I agree this indicates a serious problem. I do not agree that the only plausible explanation is a bad GM. It may be a bad player (say, one who consistently rejects anything but the precise scenario and results he envisions), but that would mean the same player vetos the succession of scenarios. It may be an incompatible play group, due to diverging layer styles (and we must have 6 different styles in my example, one that rejects each of the five situations, while the GM's style would presumably accept all of them). Or it could be a perfect storm - these 5 scenarios, in succession, rejected out of hand with the rest of the campaign preceding an fllowing being smooth (just the fact anything DOES follow indicates some group cohesion).

If players are vetoing scenes frequently, then this is a pretty clear sign to the DM that something needs to change. Forcing the players to play through these scenes is not fixing the underlying problem.

You have frequently questioned the apropriateness of a player saying "just set the game out, Mr. GM", so why is the GM the only person for whom this is a pretty clear sign that something needs to change? Maybe what needs to change is a player, for example if one player is consistently shouting down scenes the rest of the group is either OK with, or even actively wants to play out. Maybe what needs to change is a level of respect for the enjoyment of others at the table - a steady diet of "my way or the highway" is often best answered with "highway's all yours, then - don't let the door hit you on the way out". Maybe we're looking at GM burnout, and someone else has to step up and volunteer to run something for a while.

I honestly have no idea why you think this would be common. I've flat out stated that it isn't. I cannot think of any other way of stating it.

To me, at least, your statements are not consistent with the real life examples you have presented. Both seem like reasonably common in-game occurences, and both make you come across, at least as I read it, as pretty rigid and demanding. The GM either acquiesces, with no discussion or complication, or you are going to "get shirty".

Note, you are mixing a few examples up there. There was no teleport in the grell example, for one thing.

No there was not, but you have said repeatedly that anything a Teleport could bypass should be allowed to be bypassed whether or not the in game resources exist to do so. That means I have to consider what a teleport could bypass in pretty much every example, doesn't it?

Would a siege be acceptable? Well, it does seem pretty out of the blue and it certainly looks like the DM is roadblocking - "I don't want them to hire troopies, so, quick, let's add a siege that sucks up all the available troops in the city." Not knowing any more information, and if the siege was added after the troops were requested, yeah, I'd probably call shenanigans on the DM. This is pretty obvious road blocking.

On the one hand, I do not disagree that this is a reasonable interpretation. On the other, however, I do not agree it is a less reasonable interpretation of the siege around the city in the desert, of which you are quite accepting.

Why would you bother? This is roadblocking by definition. The whole purpose of the nomad blockade is to harass or kill the party and prevent them from entering the city. I'd object to this simply on the grounds that the only purpose of this scene is roadblocking. Geography doesn't enter into it at all. You've taken away all the bits that the players can actually use and only kept the stuff that frustrates the PC's.

I disagree that this siege is any less capable of being leveraged (or being structured to permit such leverage) than the siege surrounding the city walls. Both could be complete roadblocks - I think we have established that for the city siege (Slaad florists and army ants, or just a complete commitment to maintain the siege and not accmmodate any PC negotiations) and for the nomad siege (the last, at a minimum). But this nomad siege would seem to have similar, if not identical, issues arise as the "surrounded by a ring of troops" siege. The city will have shortages of goods. The PCs might be able to negotiate with the nomads to a variety of effects, for example an all- out attack which will raze the city, under cover of which the PC's slip out with the Whatever It Is leaving all others to believe it was lost or destroyed in the rampage. Or they might be able to negotiate with the city leaders to help them with their siege problem (troops or nomads) in exchange for accommodating their achievement of their own objectives. I see very little, if anything, that the PC's can do with the siege surrounding the city gates that could not be parallelled with the nomad siege, including roadblocking either one to use them as nothing more than an impediment to accessing the city as well as more engaging in-game interactions.

I have no idea where this comes from. I like adventure paths. I've run one and played in two others. I have no problem with AP's. Actually, if you count the World's Largest Dungeon, I'd say I've run at least two AP's in 3e alone. Ran a fair chunk of Dragonlance way back when. Did the GDQ series as well. So, no, AP play doesn't bother me.

From your consistent rants against pretty much any goal set, cmlication arising, or event occuring for PC's that the players have not agreed to and been fully informed of in advance? I would likely not count World's Largest Dungeon, which is a setting more than an AP as I understand it.

Well, if the cost of one option is far, far greater than the benefits, then that's railroading right there. Sure, you have the option, but, the option is so bad that no one in their right mind is going to do it. I mean, how long is the desert crossing going to take? This would be one of the questions that could be asked.

Note, in my example, the party gets to get a lot more detail before making decisions and will make the decision that they actually buy into. Maybe toiling in Gehena is preferable. I dunno. Doesn't really matter. Maybe the toil is safer than the desert but, eats up more time. The Gm would determine the offers and counter offers and whatnot during play. I was mostly spitballing off the top of my head, so, if three months is too unreasonable, then maybe three weeks. Don't get too tied up in the details.

The devil is in the details. Always. If the players want to be in the city now, then I fail to see how playing out time crossing the desert is any more problematic than playing out time toiling in Gehenna. But hen, I also don't see every deal or negotiation the PC's make automatically having full disclosure. NPC's with their own motivations that they do not clearly spell out are pretty common, I think, and they should be. So maybe you don't get to know in advance the details of everything that lurks in the desert (although you will certainly know what the guy with the Teleport scroll tells you, and anything else you've learned on your own), or the details of toil in Gehenna ("well, how was I to know that the Flames of Gehenna are HARMFUL to you mortals?" or "how was I to know you would take some offense at pitchforking human souls?") Here again, we come back to this expectation of omniscience that I find problematic. So I, as a player, say "NO" to this omniscience. Play on, with no further assumption or expectation of omniscience.
 

I think we're dealing with semantics here - it seems pretty clear from your comments that a prerequisite for you to be interested is that you have a pre-existing investment. That doesn't preclude the existence of an uninteresting complication to something your are invested in, but it does preclude a interesting complication to a situation you are not invested in.

To be exact, I would be far less interested in a complication that I am not invested in. Note, this doesn't mean an automatic veto - I've given an example above where it wasn't. Just that a veto is an option. And a veto will only occur in situations with zero player buy in.


It's not random as you perceive it. JC has articulated it much better than I have, but if the GM cannot clearly perceive why certain complications are, and are not, perceived as relevant/engaging/interesting, then the GM has no way of determining which complications you will, or will not, be prepared to engage with in-game. Statements that "I might be very interested in that sometimes but not other times", or "Well, it was OK in this instance even though I might have balked if the exact same thing happened on a different day" are not helpful in predicting what encounters might engage you, and which might enrage you. It seems to come down, much more than you want to believe, to "how you are feeling on any given day".

Actually, there is a very easy way for the DM to determine if a veto might be coming. Does this scene have any player buy in? Is it directly related to the goals of the group? If the answer is no, then the DM should not be shocked that the players want to skip it.

I agree this indicates a serious problem. I do not agree that the only plausible explanation is a bad GM. It may be a bad player (say, one who consistently rejects anything but the precise scenario and results he envisions), but that would mean the same player vetos the succession of scenarios. It may be an incompatible play group, due to diverging layer styles (and we must have 6 different styles in my example, one that rejects each of the five situations, while the GM's style would presumably accept all of them). Or it could be a perfect storm - these 5 scenarios, in succession, rejected out of hand with the rest of the campaign preceding an fllowing being smooth (just the fact anything DOES follow indicates some group cohesion).

We've already agreed that if a single player is vetoing multiple scenarios, its time to talk to that player. He likely does not fit in this group. However, a DM which presents 5 scenarios which are vetoed by a different player in succession is likely, IMO, to be completely out of touch with the goals of this group. It could simply be that the DM chose badly this time and the rest of the campaign goes smoothly, but, five in a row? Yeah, that's on the DM.

Again, remember, when I build a group (not players, PC's, I mean) that group has interlocking goals that are known to everyone, including the DM. The only way 5 scenarios would be rejected is if the DM completely ignored the group template and presented 5 totally unrelated scenarios.

You have frequently questioned the apropriateness of a player saying "just set the game out, Mr. GM", so why is the GM the only person for whom this is a pretty clear sign that something needs to change? Maybe what needs to change is a player, for example if one player is consistently shouting down scenes the rest of the group is either OK with, or even actively wants to play out. Maybe what needs to change is a level of respect for the enjoyment of others at the table - a steady diet of "my way or the highway" is often best answered with "highway's all yours, then - don't let the door hit you on the way out". Maybe we're looking at GM burnout, and someone else has to step up and volunteer to run something for a while.

Totally fair. Which brings me back to the idea that if the veto is an problem at the table, likely it's a symptom of a larger problem, not the problem itself. Your own examples - problem player, DM burnout are simply being highlighted by the veto. It's not the veto that's the problem. And, much better that the problem gets highlighted and dealt with than spending weeks or months trying to work around the problem because everyone's so afraid of hurting anyone's feelings that the game goes swirling down the drain.

To me, at least, your statements are not consistent with the real life examples you have presented. Both seem like reasonably common in-game occurences, and both make you come across, at least as I read it, as pretty rigid and demanding. The GM either acquiesces, with no discussion or complication, or you are going to "get shirty".

Ok, for the last time, that is not what I said. I would "get shirty" when the DM presents complications with zero player buy in for the sole purpose of road blocking the game. The whole "no discussion" thing is something you and others added to show how bad of a player I was for not immediately bowing to the all knowing, infallible DM.

In the very original example, Celebrim talked about adding a bunch of, what I saw as, pointless skill checks and complications for forcing the group to interact with the desert. That's what annoys me. The desert has zero buy in from the player and the player is presenting a plausible means of skipping it because the desert has zero buy in. But, because the DM wants us to interact with the desert, any means of skipping the desert that is not 100% iron clad backed by the mechanics will fail. Nomads will blockade the city, flying monsters will suddenly attack, the weather will just happen to be bad.

A siege will just "coincidentally" appear, with no warning, at the city we are in, after we have talked about getting troopies.

No there was not, but you have said repeatedly that anything a Teleport could bypass should be allowed to be bypassed whether or not the in game resources exist to do so. That means I have to consider what a teleport could bypass in pretty much every example, doesn't it?

Well, again, considering the dungeon was IN the city, I'm not really sure what we're teleporting to. I'm not sure why you are adding this.

On the one hand, I do not disagree that this is a reasonable interpretation. On the other, however, I do not agree it is a less reasonable interpretation of the siege around the city in the desert, of which you are quite accepting.



I disagree that this siege is any less capable of being leveraged (or being structured to permit such leverage) than the siege surrounding the city walls. Both could be complete roadblocks - I think we have established that for the city siege (Slaad florists and army ants, or just a complete commitment to maintain the siege and not accmmodate any PC negotiations) and for the nomad siege (the last, at a minimum). But this nomad siege would seem to have similar, if not identical, issues arise as the "surrounded by a ring of troops" siege. The city will have shortages of goods. The PCs might be able to negotiate with the nomads to a variety of effects, for example an all- out attack which will raze the city, under cover of which the PC's slip out with the Whatever It Is leaving all others to believe it was lost or destroyed in the rampage. Or they might be able to negotiate with the city leaders to help them with their siege problem (troops or nomads) in exchange for accommodating their achievement of their own objectives. I see very little, if anything, that the PC's can do with the siege surrounding the city gates that could not be parallelled with the nomad siege, including roadblocking either one to use them as nothing more than an impediment to accessing the city as well as more engaging in-game interactions.
But, you said the blockade nomads are only out to kill anyone who tries to enter the city. I took that to mean that they would attack anyone they find in the desert. So, how can they leverage that? They are going to be attacked on sight. A siege at the city likely wouldn't attack people on the outside of the city. They have no real reason for doing so. In fact, it's likely that the siegers might want to talk to the PC's to see if they can help get into the city.

From your consistent rants against pretty much any goal set, cmlication arising, or event occuring for PC's that the players have not agreed to and been fully informed of in advance? I would likely not count World's Largest Dungeon, which is a setting more than an AP as I understand it.

Again, the fact that you are accusing me of ranting makes me wonder how much good faith you are putting into these posts. If you think I'm being so irrational, why bother engaging me? But, again, I will answer with a group template. We start the AP by building a group which has interlocking ties that are, in a fair degree, dictated by the AP. When I ran Savage Tide, the group goals had to include a number of elements - must want to go sailing, exploration, Sasserine (the city they start in), possible pirate elements and possible demonic issues. IOW, the group of PC's was built with the AP in mind and it worked fine.

The devil is in the details. Always. If the players want to be in the city now, then I fail to see how playing out time crossing the desert is any more problematic than playing out time toiling in Gehenna. But hen, I also don't see every deal or negotiation the PC's make automatically having full disclosure. NPC's with their own motivations that they do not clearly spell out are pretty common, I think, and they should be. So maybe you don't get to know in advance the details of everything that lurks in the desert (although you will certainly know what the guy with the Teleport scroll tells you, and anything else you've learned on your own), or the details of toil in Gehenna ("well, how was I to know that the Flames of Gehenna are HARMFUL to you mortals?" or "how was I to know you would take some offense at pitchforking human souls?") Here again, we come back to this expectation of omniscience that I find problematic. So I, as a player, say "NO" to this omniscience. Play on, with no further assumption or expectation of omniscience.

Sure, you might not know all the details. Of course you wouldn't. That would be bad play. But, there are a lot of points of interest between omniscience and ignorance. As the example stood, we had zero information about the wasteland before entering it. It was a wasteland in the Abyss. Why on earth would we want to interact with any of it?

So, we give the players the opportunity to make informed decisions. Not omniscient, but informed. I don't presume that just because I've put it on the table, the players are obligated to interact with it. If I drop something on the table that is a surprise to the players, you can be guaranteed that that surprise will be strongly tied to the shared background of the group so I know that there will be buy in.

Going back to the criminal hireling. IF the group template included a background in being falsely accused and trying to show your innocence, then the criminal hireling makes more sense. Maybe the hireling is closely tied to the false accusation. If the criminal is apprehended, he'll tell the authorities about the PC. I dunno. Something. But, lacking any sort of background to tie the criminal hireling to, the hireling will never, in my game, be a hiding criminal.
 

Ok, for the last time, that is not what I said. I would "get shirty" when the DM presents complications with zero player buy in for the sole purpose of road blocking the game. The whole "no discussion" thing is something you and others added to show how bad of a player I was for not immediately bowing to the all knowing, infallible DM.

In the very original example, Celebrim talked about adding a bunch of, what I saw as, pointless skill checks and complications for forcing the group to interact with the desert. That's what annoys me. The desert has zero buy in from the player and the player is presenting a plausible means of skipping it because the desert has zero buy in. But, because the DM wants us to interact with the desert, any means of skipping the desert that is not 100% iron clad backed by the mechanics will fail. Nomads will blockade the city, flying monsters will suddenly attack, the weather will just happen to be bad.

What I saw was any ruling that says "no, your solution does not hold water" was "I tend to get shirty". There was an instant assumption of bad faith on the part of the GM. But not everthing comes through clearly as intended in these posts, whichever of us is writing or reading.

A siege will just "coincidentally" appear, with no warning, at the city we are in, after we have talked about getting troopies.

It appeared pretty coincidentally when Hussar tossed it between the centipede and the city gates too.

But, you said the blockade nomads are only out to kill anyone who tries to enter the city. I took that to mean that they would attack anyone they find in the desert. So, how can they leverage that? They are going to be attacked on sight. A siege at the city likely wouldn't attack people on the outside of the city. They have no real reason for doing so. In fact, it's likely that the siegers might want to talk to the PC's to see if they can help get into the city.

I said (with emphasis now added):

- is a "siege" of the city in the desert by the desert nomads, who don't just mass up and suround the city, but instead attempt to deter, harrass or kill anyone travelling to or from the city (a siege being very much a blockade, so avoiding retaliation is a goal of the besiegers), or does that lack of geographic proximity and/or the fact that the PCs/players do not immediately know this is why the nomads are bothering them make this an unacceptable complication?

You decided that could only mean they attack to kill you. A besieging force is generally not inclined to let people pass in or out. Such is not their purpose. That does not have to mean a lethal assault, and I did not suggest that it did. You again assumed one force would be willing to interact and the other would not.

Sure, you might not know all the details. Of course you wouldn't. That would be bad play. But, there are a lot of points of interest between omniscience and ignorance. As the example stood, we had zero information about the wasteland before entering it. It was a wasteland in the Abyss. Why on earth would we want to interact with any of it?

I, the PC, have no desire to do so. I, the player, might wish to see how my PC's new level up abilities, strategies, tactics and/or personality fare against these otherplanar denizens, see what interesting ways the GM might apply this otherplanar setting or just have an appetite for combat tonight. As a PC "I want to get to the city and out of the abyss ASAP". As a player, I want to face challenges. If there are no interesting challenges between here and the city, narrate the travel away, whether we ride in style or slog through the sand. If there are interesting challenges, bring them on.

We've been surprised and sent to the abyss? Why? Who (with that level of power at their disposal) would send us here? Why not just kill us? Something is clearly up. I, the character, want to survive, and find out what is going on, in that order. I, the laer, want to see where this is going before I dismiss it out of hand. I trust the GM has something ineresting and relevant to the campaign in mind.

So, we give the players the opportunity to make informed decisions. Not omniscient, but informed. I don't presume that just because I've put it on the table, the players are obligated to interact with it. If I drop something on the table that is a surprise to the players, you can be guaranteed that that surprise will be strongly tied to the shared background of the group so I know that there will be buy in.

I don't see anything wrong with some mystery. That seems to be a key difference - I don't need to see the links (but then I'm OK with there not always being a link).

Going back to the criminal hireling. IF the group template included a background in being falsely accused and trying to show your innocence, then the criminal hireling makes more sense. Maybe the hireling is closely tied to the false accusation. If the criminal is apprehended, he'll tell the authorities about the PC. I dunno. Something. But, lacking any sort of background to tie the criminal hireling to, the hireling will never, in my game, be a hiding criminal.

So nothing truly unexpected in your game. Got it. He must be connected, and immediately demonstrate that connection. Not so much when I play - we chose to hire a bunch of thugs and cutthroats, so maybe we get one who's not as discriminating. If half a dozen guys offer you, say [10 gp vs 2 sp = 50x a day's wage, so call a day's wage $300 - $15,000] they offer you $15,000, half up front and half when the jobs done, to come help them with a quick little job today, are you likely to take them up on it? I think my SpideySense would be tingling.

Would the adventurers (at L1) leap at the chance to earn a princely 25 gp for going out and helping kill something?
 

Not that I'm sure I want to get (re)involved in any of this.
Come on, you know that you do!

I think the GM and the players also need some ability to predict the flow of the game. If I have to worry aboout a player randomly (to me, at least) deciding that some aspect of the game is an issue for them, so "skip it"is the only option, that's one more issue to deal with as the game progresses. Multiply that by all the players in a group and it can be problematic.
it's not random. I've explained why it isn't random. Calling it random isn't really going to help here.
It's not random as you perceive it.

<snip>

if the GM cannot clearly perceive why certain complications are, and are not, perceived as relevant/engaging/interesting, then the GM has no way of determining which complications you will, or will not, be prepared to engage with in-game.
N'raac, think about this. Are people sometimes - often, even - able to work out other things that they will do together - like going to movies, or cooking and eating dinner, or choosing a colour of carpet for the loungeroom? All the strategies that are used to achieve coordination, consensus and buy-in in those cases are available to a GM who wants to make sure that s/he presents scenarios that will enjoy player buy in.

Hussar has already explained his technique - a group template. I have explained my techniques - at start up, a directive to the players to build a PC with (i) at least one important loyalty and (ii) a reason to be ready to fight goblins; and then as play unfolds, following both formal and informal cues from the players to maintain a sense of what they are invested in.

Relative to this sort of evidence base, player preferences are not random. They can be (and, in my case I'm confident to say are) well-known to me as GM.

If you don't take these sorts of steps in play - for instance, if at PC-gen you don't require anything on the PC sheet besides bare mechanics; or if during play you insist on only in-character conversation - then yes, you will be lacking the evidence that you need. But no one wanting to GM in the style that Hussar and I are talking about would approach the game in that sort of way.

I fail to see how playing out time crossing the desert is any more problematic than playing out time toiling in Gehenna.
It need not be. As Hussar explained, simply by presenting the choice, and having the players (perhaps in character, perhaps out of character, perhaps a bit of both) debate it, can be a way of generating buy-in to whichever it is that the players opt for. Had they opted for the desert they might now have buy in.

is a "siege" of the city in the desert by the desert nomads, who don't just mass up and suround the city, but instead attempt to deter, harrass or kill anyone travelling to or from the city (a siege being very much a blockade, so avoiding retaliation is a goal of the besiegers), or does that lack of geographic proximity and/or the fact that the PCs/players do not immediately know this is why the nomads are bothering them make this an unacceptable complication?
Why would you bother? This is roadblocking by definition. The whole purpose of the nomad blockade is to harass or kill the party and prevent them from entering the city.
On the one hand, I do not disagree that this is a reasonable interpretation. On the other, however, I do not agree it is a less reasonable interpretation of the siege around the city in the desert, of which you are quite accepting.

<snip>

The PCs might be able to negotiate with the nomads to a variety of effects
As with Hussar, I am a bit confused by the example. Has the GM already decided that these nomads will attack on sight? In that case it's a pointless roadblock. Or are the nomads just a variant on the siege already discussed at some length? In which case making them nomads makes no difference that I can see, unless the GM is hoping to use the nomad besiegers as a way to try and lure the players back into engaging with the desert (which is the sort of technique that [MENTION=99817]chaochou[/MENTION] discussed way upthread).

So nothing truly unexpected in your game.
It just baffles me that you say this. We've debated the siege at some length - that is unexpected by the players. Suppose the players find the leaders of the siege, hoping to bargain with them - and the leaders turn out to be XYZ from the characters' past - that was unexpected!

I gave a series of examples of surprise from actual play from my game upthread - the woman the PCs rescued in the past turned out to be the grandmother of the Baron's niece; and turned out to be a Vecna cultist; and the Baron's niece turned out to be a Vecna cultist too; and both had Kas hunting them down. Those were all surprises.

And they're just surprises from the GM's side - reveals, if you like. Surprises that have occured in my current campaign as outcomes of play include the PCs bargaining with and befriending the duergar; killing the Baron's niece; swearing (limited) allegiance to Kas; plus many other things I could list if you wanted me to.

I've got not reason to think that the range of surprises at Hussar's table is any less.
 

Not so much when I play - we chose to hire a bunch of thugs and cutthroats, so maybe we get one who's not as discriminating. If half a dozen guys offer you, say [10 gp vs 2 sp = 50x a day's wage, so call a day's wage $300 - $15,000] they offer you $15,000, half up front and half when the jobs done, to come help them with a quick little job today, are you likely to take them up on it? I think my SpideySense would be tingling.
What you're providing here is simply more evidence of what is already obvious, that you have a strong preference for simulation, and ingame causal logic determining the unfolding of the fictional events, as desiderata for play.
[MENTION=22779]Hussar[/MENTION] and I have both indicated that we are not especially interested in that form of simulation. But that has no bearing on whether or not surprising things happen in our games.
 


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