I don't view it as "OK". I don't view it as "bad" but I think it's lazy role playing.
Mod note:
"It isn't what I like, so I will cast insulting aspersions upon it," is not acceptable.
I don't view it as "OK". I don't view it as "bad" but I think it's lazy role playing.
Mod note:
"It isn't what I like, so I will cast insulting aspersions upon it," is not acceptable.
Some of that might just be people misreading the DM's expectations and suspending their own disbelief in order to engage in the game. In other words, the players assume that navigating the maze is part of the adventure as written and don't want to break the social contract of D&D by bypassing it.Second, it was equally clear that travelers could simply walk around the maze.
Third, since it was a hdege maze, there was no reason that PCs armed with swords, axes and magic couldn't simply carve a straight through any time they wanted.
The adventure having a Viking flavor I thought the "carve a hole" approach would seem obvious, but you'd be amazed (no pun intended) how much time some people spent trying to "solve" that maze.
Let me try this on you then:
Is it better play to make real choices based on information provided and PC motivations or is it better play to choose known options against PC motivations but in line with a previous fixed pattern or even due to a random die roll?
You are arguing a position that has you advocating not for choice in play according to PC motivations but instead adherence to a standard play pattern or random roll. I strongly disagree with this premise.
I haven't advocated for any particular approach to play. I've said - contra some other posters in this thread - that @Mistwell is right in saying that it is possible to approach the decision about what path to take without having regard to the "metagame" knowledge if it's the case that a certain sort of decision procedure was being used and can still be applied.on this particular topic I agree with @Mistwell - if it's the case that the players have an established exploration procedure for their PCs, and if it's the case that the non-secret parts of the map give enough information to generate a more-or-less unique outcome by application of that procedure, then the procedure can be applied and the outcome narrated without it mattering that the players have seen the secret map.
<snip>
Whether or not that is good roleplaying, or a good table experience, seems to be something pretty particular to a given table. But I think it's obviously possible for it to take place.
So, then, you don't support this kind of play, you merely say that it can happen. That's not a terribly useful observation, is it? Lots can happen, and no-one claimed that it's not a possible approach in that sense. The argument was that it's an unnecessary approach to solve a problem that doesn't have to exist.I haven't advocated for any particular approach to play. I've said - contra some other posters in this thread - that @Mistwell is right in saying that it is possible to approach the decision about what path to take without having regard to the "metagame" knowledge if it's the case that a certain sort of decision procedure was being used and can still be applied.
Well, I addressed this point in my response to you prior to the one you quote above. If you'd like to discuss it further, you should read and respond to my previous response rather than just reiterate your original claim.Part of the difference from the troll case is that such decision procedures are fairly common for decisions about which square/hex to enter, whereas they are relatively uncommon for decisions about which attack mode to use if one's standard attack mode (ie weapon) is not working.
At least one poster, maybe more (I've not gone back upthread to check) told @Mistwell that it was impossible to play the situation without regard to the secret information once the secret information had been revealed to the players. I am disagreeing with them, and agreeing with Mistwell, that it is possible under certain conditions that - at least in my experience - aren't that uncommon in this style of D&D play.So, then, you don't support this kind of play, you merely say that it can happen. That's not a terribly useful observation, is it? Lots can happen, and no-one claimed that it's not a possible approach in that sense. The argument was that it's an unnecessary approach to solve a problem that doesn't have to exist.
That's a shift of the goal posts. Your claim was that people said you can't play using a random choice mechanic or a standard procedure -- this was never said. What was said was that you cannot make a decision once you know something as if you did not know it. This is trivially obvious.At least one poster, maybe more (I've not gone back upthread to check) told @Mistwell that it was impossible to play the situation without regard to the secret information once the secret information had been revealed to the players. I am disagreeing with them, and agreeing with Mistwell, that it is possible under certain conditions that - at least in my experience - aren't that uncommon in this style of D&D play.
Under those conditions your contention - or at least implication - upthread that the movement case and the troll case are relevantly similar doesn't hold. I've never encounted D&D play in which players use decision procedures that produce an answer to what do I try against the troll given my weapon isn't working without being affected by actual knowledge of troll vulnerability. Whereas I agree with Mistwell that it is not uncommon for there to be decision procedures which do produce an answer of where do we go next without being affected by actual knowledge of an optimal path.
If your experience is different well, I guess that's that. We're all playing in different communities and have experienced different things as typical and atypical.
No it wasn't:Your claim was that people said you can't play using a random choice mechanic or a standard procedure
I've bolded the key bit ie the assertion that you can make decisions about where to go that aren't "tainted" by the "metagame" knowledge.on this particular topic I agree with @Mistwell - if it's the case that the players have an established exploration procedure for their PCs, and if it's the case that the non-secret parts of the map give enough information to generate a more-or-less unique outcome by application of that procedure, then the procedure can be applied and the outcome narrated without it mattering that the players have seen the secret map.
<snip>
Whether or not that is good roleplaying, or a good table experience, seems to be something pretty particular to a given table. But I think it's obviously possible for it to take place.