Clint_L
Legend
So, you will conform the game to D&D, rather than conforming D&D to suit your game. I think it's pretty much the textbook opposite of "flexibility".
You can't choose a suitable level of detail for a situation where everybody knows that the characters will be fighting, but nobody actually cares about the fighting itself, because they are excited to finally settle things with the BBEG! Fighting orcs in his tower is just a chore.
I don't follow - my game is what happens according to the choices players make plus randomization. I think this is very flexible - instead of insisting that a particular outcome must happen, I am very open to the idea that everything that I planned might not matter. While I plan a particular narrative arc, and can do quite a lot to get players to go in that direction and make it the mostly likely outcome, I don't mandate anything. This goes right back to the heart of my OP: surrounding authorial agency. D&D makes it easy for this to happen.
If I choose to place orcs in the tower, I do so with intentionality, never as a chore. I think you are suggesting that perhaps my motive is to raise the difficulty of the BBEG by having the characters need to use up resources? But if I make that obvious (i.e. the players know the BBEG is waiting and is pretty tough), then getting past the orcs is no longer boring! Now they have an interesting problem: how do we get past orcs while conserving the resources we will need? This could lead to clever combat strategies, or figuring out a way to subvert the orcs, or bypass the orcs, or a ton of other options. I have had many games where the obstacles between the players and the BBEG turned out to be more fun, much to my chagrin.
I fear I may not be following your argument entirely - as previously, you are likely making a point that has yet to sink in. I am 54, so sometimes it takes awhile.
As an example of a dangerous fight, where killing the enemy isn't the actual goal.
Let's suppose PCs have booked tickets for a ship that is departing, like, RIGHT NOW! A bunch of gangsters they owe money to are trying to stop them.
Killing or subduing gangsters is completely unimportant -- what's at stake is whether the PCs will be able to get to the ship on time.
How can you handle this situation, presuming that pulling out a battlemat and playing it turn-for-turn with initiative is too cumbersome?
D&D has recently added some rules for running chase scenes, so I might use those. However, this could also be very fun as a battle with a ticking clock - say a certain number of rounds before the ship departs. Since I am a severe terrain and miniatures enthusiast, I would likely have a detailed docks area with ship prepared before the game, so players would be able to see exact distances; I could show the ship starting to move, etc. I would also make it viable for the characters to fail here - maybe they don't catch the ship and now they need to find some fast transport to catch up, or something. Or maybe they completely muff it and are taken captive onboard the ship. There are a lot of ways that could play out!