The point of an actual play report is to report the play. So that others can see how the game actually proceeded at the table.This confirms that your games are 95% technical (even in your summary you include the name of the powers used and the ability scores and the DCs...).
If you don't think there is intrigue in negotiating with tomb guardians, solving a riddle, deciding what to do about a secret name, and choosing whether or not to try and hold a god to ransom to stop her taking over the world - well, that's on you. If you think talking to NPCs is more important than talking to one's fellow players in character to try and determine possible courses of action, well that's on you too.There is no intrigue in there, it's a fairly straightforward dungeon exploration - a nice one for sure, but still a dungeon - but there are barely any NPCs to talk to.
I'm sure they don't.My games (and in general the games run at our table) look nothing like this.
OK, there's no intrigue there that I can see, just a balance of forces. I don't see how your PCs with their armies are any different to the warband led by the PCs in my Prince Valiant game, or the ship's crew in my Classic Traveller game.There is in general no map, no dungeon complex for sure. I mostly have a list of active NPCs and a situation (and at this stage of the campaign, the PCs have armies under their command, devils, daemons, undead, as well as devil assassins that the bhaalspawn of the group is trying to have betray to join her quest to the Throne of Blood). Currently the PCs have brought a vague coalition of devils, daemons, night hag, necromancer, devilish hobgoblins and undead (after recruiting them one by one, in the order of their choice, using some as levers to others, smashing some enemies as a way to reinforce their alliance and intimidating others, etc.) to try to break a deadlock where forces of Zariel and Bel are holding an army of Graz'zt in the middle, but both armies are on their own inferior to the demon army, although they could probably vanquish it together.
I've posted recently, I think in this thread, an account of how the PCs in my Prince Valiant game converted the Huns they had defeated and recruited them into their warband. And when I say how I mean not just in the fiction but as a moment of play at the table. From what you say I can't tell how it is established, at your table, that a NPC is used as a "lever" or "smashed" or "intimidated".
OK. What ritual? What is its significance? And how is the outcome adjudicated?And that's all they have, except for the fact that the Warlock of the group has decided to please her master Mephisto by doing a ritual right in the town where the demons are besieged (the other PCs are a bit dubious and quite afraid of the result)...
OK. I don't see how this is different, as fiction, from any typical high-powered fantasy RPG play. I've bolded some key verbs that describe things happening in the fiction, where I would be curious to know how that was actually resolved at the table. In my accounts of play that you dismissed as "technical" I explained how the PCs negotiated with the Duergar to change their allegiance from Asmodeus to Levistus, how they discovered the name of the Raven Queen and her goal to become divine ruler of the cosmos, and how they evaded detection by Orcus by learning a secret way into his throne room.So last time the PCs first held a war council with their "generals", all of whom have different aims, most of them nefarious. Then decided to take a very selective escort to negotiate with the demons, taking along the daemons mercenaries, discovered that a Marilith was in command and was expected to hold until a ritual was performed. They negotiated a bit, then returned to their own troops, sent a different embassy to the general of Bel, who claimed that he could not attack because he did not have orders to do so, which the PCs did not expect and put them in quite a situation. Then left, dodging spies, sending their own assassins to secure a retreat path and to spy, and went to the Zariel general who flew into a rage and promised to attack, they made battle plans together. Then the PCs went back to their armies to organise, and now plan to go and perform the ritual, although they have been warned that they will be betrayed by some of their own generals who are only interested in the ritual anway...
OK. I gather you think it is a virtue of fights to be resolved quickly: you'll therefore be pleased to know that in our Classic Traveller game we have very few fights and that most are over in a few minutes (guns being quite deadly) unless they involve Aliens (which are hard to kill).we spent several sessions in a city, interacting with NPCs, plotting to release some minotaurs, doing some propaganda for our cause, raiding a house to save minotaurs, then a long session for the trial of the culprit, etc. Mostly around NPCs and there was a map of the villa that we raided, where we had three short fights in about 2 hours, ecah fight being over in about 20 minutes.
And you seem to think it is a virtue of trials to take a long time to resolve, so you'll be pleased to know that in our Prince Valiant game we once spent quite a while resolving the outcome of a witchcraft trial, including one of the PCs going off to find the cat that was an alleged familiar of the accused witch.
As you seem to think it is a virtue to use spells in play, including for intrigue, provided they are not used to attack, you'll be pleased to know that in my most recent Burning Wheel session the only spell use - by the weather witch PC - was to persuade an innkeeper to offer a room and (later on) to persuade my PC not to murder the same innkeeper; and also to see in the dark.It's all plots and intrigue and NPCs, not rooms and statues and DCs and attacks and powers. We do use a lot of spells and powers for the intrigue, though, I'm a half-siren demigoddess, so I never speak, I only chant, and I can charm crowds and win herald and trumpets trials at the local olympics.
And as you dislike statues, you'll be pleased to know that I think there has not been a single statute in my Classic Traveller game. Though there have been murals, which also may not be to your taste.
This is just you making stuff up. There is no "mission from a patron". There is manipulation of a patron - ie the invoker, one of whose patrons is Vecna, manipulates Vecna.And what is the part of the PCs in this intrigue? Pawns going to fight, almost all the session was a fight. No intrigue, no plotting, just a bit of deception to slip in through a portal on a mission from their patron.
You seem to have a deep aversion to action resolution mechanics.After that it's all purely technical fight
None of this is any surprise to me. As I posted, this is standard GM's-secret-backstory stuff, which is used to determine the outcomes of action declarations, and used to frame situations. It's a style of play that I personally dislike a great deal, both as a GM and a player, because it makes the main focus of play learning what is in the GM's notes or, if there are no notes and/or retconning, learning what the GM is making up in the moment by way of backstory.And there is still so much that they have no idea of, what the ritual does, how it's linked to a number of artifacts, how some entities are planning to bring Graz'zt back as an archdevil, etc.
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what I'm using most is the "set a situation and let the PC talk and gather good ideas from them in addition to my own so that I can steer the story in the direction that will make these ideas shine and the players pleased". It is very sneaky and underhanded, and I do some prep, but I'm always happy to retcon it to take into account a good idea from one of the players, sometimes positively (it's actually true !") sometimes negatively ("this is never going to happen").
Well I don't think I would want to play with you, as you use techniques that I dislike a great deal. Those techniques make the GM's conception of the fiction the overwhelming focus of play. And you seem to eschew the use of action resolution mechanics in favour of "GM decides".I know, I'm a terrible DM, right ?