That's nearly tautological. The point being that "You trigger a trap that alerts enemies" is a reasonable thing for the DM to decide when you root around in strange chests in a wizard's basement. It was not "I'm out to bone the party" arbitrary behavior.
Fine. But a GM who does that surely shouldn't then be puzzled that things escalated quickly. S/he built that escalation into the situation.
It is perfectly reasonable to treat the backstory as fixed. That's a valid style.
Sure. But a GM who is running that style is (in my view) then takes a very high burden of responsibility to make things work out.
I think it also affects the proper focus of criticism. A lot of the criticism of [MENTION=22779]Hussar[/MENTION] has been in terms of in-fiction matters (eg his PC didn't scouting out the correct side of the manor). Whereas perhaps the criticism should be at the metagame level: he is establishing goals for his PC, and wants the fiction and the adjudication of the game to treat those goals as a priority, whereas that is not what the GM is interested in doing.
with 3 of the 4 participants who have been participating in the game being fine with it, that suggests it is Hussar's expectations that are out of step and most in need of adjustment to fit the group.
The group dynamics are for the group to work out - it's not really my place to express a view.
I did notice that [MENTION=22779]Hussar[/MENTION] described himself as a "goal oriented" player, whereas it seems that some of the other players may have greater enjoyment of "the play's the thing".
There also seem to be two "murder hobos" who (I gather) are quite happy for any given ingame situation to escalate (degenerate?) into combat. For those sorts of players, GM management of the backstory in the way that is being described in this thread presumably isn't an issue, as they are not all that focused on the backstory except insofar as they can leverage particular points of fiction to incite physical violence.
Well, the way that it seems that he wants to diffuse it is to remove any chance of failure and give him all the information without having to do any work. I'm really not sure how fun that will be for the rest of the party, though...
To me, it doesn't seem like that at all.
It seems that [MENTION=22779]Hussar[/MENTION] wants to get to what he regards as the interesting core of the action - talking to the sister(? the NPC in the noble house). The other stuff - crossing the peninsula, breaking into the manor, etc - is all purely instrumental in relation to that. So (at least as it seems to me) he feels that, having spent at least a couple of hours playtime taking that seriously, and thereby establishing a plausible account of how the PCs might get into the manor, that the focus of play could now move to the real issue.
For what it's worth, and as best I can judge, if I was in Hussar's shoes in this game I think I might share his frustration.
Dice were rolled to determine success because it was a high stakes matter
As I read [MENTION=22779]Hussar[/MENTION]'s posts, he disagrees.
Talking to the sister seems to be where he thinks the action is (or something like that - I'm not sure I'm quite across all the details of the scenario).
To me, from reading Hussar's posts, he seems to feel that he has been made to engage in quite a bit of play that is basically preparatory to getting to the real action, and is still not being allowed to get to the real action.
Hence the significance, here, of
say yes or roll the dice.
And looking at this from another angle: if the GM
did want to treat sneaking in as high stakes,
and was adhering to
say yes or roll the dice, then the failure should have been more dramatic: the PCs are spotted climbing the wall, and captured, and are
brought before the sister to be interrogated/
put into the same prison cell as the sister/
etc - whatever makes sense given the context in which the sister is in the house, and which gives effect to the failure while still pushing towards the goal.
But, in fact, from everything both [MENTION=22779]Hussar[/MENTION] and the GM of this scenario have posted, it's not a
say yes or roll the dice game at all. It seems to be a very traditional game in which the GM establishes the backstory and the players then work there way through the scenario discovering what that backstory is, and if they don't, or they get it wrong, combat ensues.
As [MENTION=3400]billd91[/MENTION] says, that's a valid playstyle, but if it is turning sour for a participant the GM can hardly put the blame on someone else's shoulders. In this sort of game, the onus is on the GM to make sure it all works out as fun.
As a player, I don't expect the DM to allow me to control the movement of enemy troops or the conditions by which I'm allowed unfettered access to a dangerous zone. I wouldn't really want to play a game where I did have such control for any real length of time. I'd expect the DM to have a reasonable set of obstacles set between me and my goal, and I'd expect to either have to overcome those obstacles, or abandon the goal.
Sure, in the traditional sort of "explore the backstory" game the players don't get to exercise control over the fiction via eg
knowledge checks,
I-meet-up-with-my-old-friend-Lando checks, etc. And the GM doesn't author or adjust the backstory in real time either, to reflect the dynamics of play or the goals of the players. And action resolution is done in terms of task rather than intent, so the players can be successful on their group Climb check (if that's what it was, for the first foray over the wall) yet find their way blocked by guards.
But it can't be a great surprise, then, that in such a game kicking in the door and killing everything comes to the fore as a mode of action declaration. Because it becomes the principal way in which the players can affect the fiction in a way that imposes some sort of finality. Which in turn seems to make it less than surprising that things might escalate quickly.