D&D General [rant]The conservatism of D&D fans is exhausting.

One of my favorite pieces of advice from His Majesty the Worm is to just give your players the dungeon map.
That would rather blow up the whole "what's around the next corner" exploration piece, which is IMO and IME a key element of dungeon crawling.
Sure, keep off secret rooms and keyed details - but the map itself doesn’t really matter unless you have a player that delights in mapping. What matters is the creativity and conversation the players deploy when they encounter obstacles (off a random encounter roll or keyed in), and how they overcome that. If anything, a pre-numbered map by level helps with backtracking and same-paging in a really enjoyable way.
Fairly recently I ran an adventure where the players did get the map in advance...or what they thought was the map. The premise was that due to some divine instructions they were going to a very well-known local adventuring site, a set of old ruins so well picked over that it is nowadays used as an informal get-your-feet-wet site for brand new neophyte adventurers.

Needless to say, getting a map of the site in advance was trivially easy, as parties had been bringing maps of the place back for decades. And the map the PCs got was perfectly accurate...as far as it went.

What they didn't know was that about 2/3 of the actual site was secret, below the "training ground" bits; the sort of thing neophytes would never find but a powerful lot like these PCs probably would, and eventually did. It also greatly helped that by sheer luck they had a Zeus Cleric along, as the site was - before it was ruined - originally built as a Zeus temple and monastery.
 

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Not all that stuff. It depends. Haven’t you ever skipped travel? Sometimes it’s just not a meaningful part of play… so why spend valuable table time on it? Just jump ahead and talk about the party arriving at their destination. Maybe montage a few things for the travel if there’s anything anyone wanted to do specifically.

There’s absolutely no need to go through every moment of every day with the characters.
Not every moment, but if they're travelling I'll always narrate each day's weather and ask if there's anything they want to do along the way other than simple travelling. Unless they have something in mind for a day* or the weather is bad enough to cause concern this takes maybe ten seconds tops, per travel day; less if they just tell me they're going straight to the destination without deviance.

Doing it this way also gives them opportunity to change their route and-or destination, should they so desire.

* - one example in my games of something they often want to do while travelling on land - if they have a Ranger or (equivalent to) Druid in the party - is searching for magical herbs. This requires day-by-day rolling on some tables to see what they find, if anything, and also slows travel considerably.
 

In the past I've argued that games in being constitutive of play necessitate voluntary surrenders of agencies. For example, I can play a game of Chess only because I voluntarily surrender my agency to move the pieces any way I like and instead accept constraints.

I think your example shows something similar, where in order that the players can play a detailed combat mini-game they voluntarily surrender some agencies. The prep here is constitutive of the game play, which might otherwise not be possible.

That's not to say that prep couldn't conflict with agencies that players would prefer to retain, and some such prep might conflict without constituting anything worth having in exchange. Which I suppose is the question I have for the above: were the player surrenders of agencies voluntarily made in view of game play they wished to have?
In this case the PCs didn't end up having a combat on the battlemap as I'd prepared - they instead made use of stealth and illusions to reach the target lair without having a fight.

This is kind of why I raised this example - the resulting gameplay to me felt like it relied a lot more on my GM fiat than it would if they'd had the fight (or if I'd sufficiently detailed a large enough area to allow for the approach they chose without continual negotiation)

As a side note, I think this is also an example of the current discussion about Encounters and bypassing them. I'd certainly be comfortable describing this whole event as the PCs "bypassing" this encounter - the map was not engaged with, the combat game was avoided and so on - but on reflection it could equally as reasonably be stated that they fully engaged with it. In some games there would be no mechanical difference between the two, it's more a quirk of D&D and similar games that there is a difference.
 
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I wanted to assay a take on each lemma in relation to the mode of play


Inviting the GM to disclose setting is important to the experience of exploration. Players make these guesses in the direction of their interests, to unearth what is there. Often involving satisfying chains of inferences.

Relatedly, one way I have thought about knowledge skills is that their purpose can be to enable players to invite GM to contribute narrative along specific lines.


GM curation serves the same purpose here as curation may elsewhere: elevating the experience through intelligent, witty, fascinating, etcetera inclusions (and exclusions) that cohere. That is true of many modes of play beyond sandbox, of course.


Skill in GMing includes knowing how much to add to the group's shared ongoing narrative at any given moment. In this way no different from any other TTRPG. It requires no more than modest sensitivity to player interests to avoid this risk.


That strikes me as a philosophically skeptical view of GMing. More or less pointing out that it is impossible. It may be that the explaining is harder than the doing. In any case, similar skepticism can be levelled at GMing -- or even playing -- any TTRPG: on this account the whole art form may be an impossibility.
I think this misses the context? You are for each point explaining how each of these options can be desireable to a player and a "good thing". However the trilemma in question was not how to maximise player satisfaction, but how to maximise player agency spesifically. I feel what you are doing here is more in line with what you did in your post above arguing how restricting player agency can be desireable and might even be necessary. But that is not the point we are talking about here. The premise of the conversation the post you replied to was claims prep do not (meaningfully) reduce player agency and this was the claim under scrutiny. In that context a wider analysis of deireability seem irrelevant?
 
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I wanted to assay some takes on the utility of each lemma to the mode of play
Okay. I'm not quite sure what that means, seeing as how I see the three horns as being...pretty clearly problems to be avoided. But I'm willing to listen.

Inviting the GM to disclose setting is important to the experience of exploration. Players make these guesses in the direction of their interests, to unearth what is there. Often involving satisfying chains of inferences.

Relatedly, one way I have thought about knowledge skills is that their purpose can be to enable players to invite GM to contribute narrative along specific lines.
Okay, but that...doesn't seem to have taken this horn of the trilemma at all? Like this is just saying "Exposition, and player participation in its development, is important and one of the critical parts of sandbox play". I completely agree with that. That's not controversial in the slightest. But does it address the risk (again, not the guarantee, just the risk) of a GM placing excessively high expectations on the players to provide the needed prompts/questions/etc. to trigger the reveal of critical information. I gave an example above of that problem, where I (in the absence of people explicitly telling me otherwise) would 100% guaranteed never have considered to ask the one-eyed man at the tavern about stuff, especially if the GM never says anything about the one-eyed man unless I specifically ask a question about the patrons of the tavern and what they look like. Which was the point of that horn of the trilemma: if you say too little and/or demand too-specific a question/prompt in order to divulge information, the game descends into what is derisively called "pixelb!+©#ing" and what might more charitably be called "inadequate prompting".

GM curation serves the same purpose here as curation may elsewhere: elevating the experience through intelligent, witty, fascinating, etcetera inclusions (and exclusions) that cohere. That is true of many modes of play beyond sandbox, of course.
Sure, but folks have been highly insistent that they don't do that thing. That their job is never to "elevate the experience", but only to furnish a coherent world in which the players may participate. Putting too much emphasis on specific things A and B and not enough on the seven million other things that theoretically could permit interaction very easily becomes "the GM put her thumb on the scale" rather than "the GM merely provided inclusions and exclusions to improve the experience". Where the previous situation is a (potential) faltering by way of making it too difficult to know what things are of great importance and what things are not, this is a (potential) faltering by way of making it seem like only the "inclusions" matter, and everything else is simply set-dressing.

Skill in GMing includes knowing how much to add to the group's shared ongoing narrative at any given moment. In this way no different from any other TTRPG. It requires no more than modest sensitivity to player interests to avoid this risk.
Really? I find that...a bit hard to swallow. Going into excessive detail on too many things (especially if one is attempting to avoid, as I would term it, "privileging" some answers over others and thus inducing player choice) seems like quite an easy pitfall to fall into.

There's a useful analogy to draw here with classic adventure games, which are the original source of the term "pixelb!+©#ing" and thus (I should hope) reasonably non-controversial to use analogically here. That is, classic adventure games often did fall, repeatedly, into a similar trap:
  • The items, entities, or locations you need to interact with are so small, they can only be found by tedious fine-toothed-comb analysis of the world. Where a reasonable search can be fun, an unreasonable one becomes unpleasant--and a clear boundary between the two is functionally impossible.
  • The items, entities, or locations in the world you need to interact with are conspicuously different from everything else. You see this problem in a lot of old cartoons too--objects that are usable, or which will/can do something, are a noticeably different color from those that aren't, making everything else just backdrop, flavor-text, necessary filler but not actually meaningful, even if the creator's intent is that no such things be viewed that way.
  • The items, entities, or locations you interact with are mixed in amongst an enormous number of irrelevant things that won't actually provide any benefit and don't actually lead anywhere, so it becomes easy to go down irrelevant rabbit-holes or get caught up doing something genuinely unproductive to one's goals. (This was rarer in adventure games, but DreamWeb had this problem for example.)
All of these are real problems that actually do crop up in other media--hence, it is reasonable to at least ask how one would go about consistently averting them. Hence why I said the bit you responded to below. One cannot simply declare that these issues never ultimately matter; such a bald assertion isn't enough. There needs to be something more beyond just "well it always(/nearly always) works for me so your concern is irrelevant"--okay, HOW does it (nearly) always work? What do you do when it doesn't? How do you learn from times where it didn't work so you can prevent that type of mistake from occurring again in the future?

That strikes me as a philosophically skeptical view of GMing. More or less pointing out that it is impossible. It may be that the explaining is harder than the doing. In any case, similar skepticism can be levelled at GMing -- or even playing -- any TTRPG: the whole art form is an impossibility.
It is not a philosophically skeptical view of GMing in general. It is an unconvinced view that this very specific type of GMing, where the GM is committed to populating and iterating on a world, but simultaneously consistently avoiding anything that (for lack of a better term) "incorrectly" induces player action, is workable in practice without any process or procedure beyond intuition--which is what I have been repeatedly told is the case for many, if not most, GMs of this style. That there simply, flatly ISN'T any kind of process or procedure, and thus it is flatly impossible for someone to explain any part of their process or procedure because such a thing just doesn't exist.

Above I said "(for lack of a better term) 'incorrectly' induces player action", which I think warrants a bit of explanation. There are some things that induce player action which I am confident are acceptable to GMs of this style. For example, a provocateur NPC getting up in a PC's face is pretty clearly an inducement to action, but I suspect that would be generally acceptable to players of this style (and I would not see it as an issue in general, only if overused). But, conversely, a GM that put too much emphasis on only a single pathway forward would be seen as inducing player action "incorrectly"--the inducement doesn't arise (or at least seem to arise) from logical conclusions and known entities, but rather seems to arise from "well I know this HAS to happen in order for THAT to happen" or the like.

It seems quite clear to me that avoiding this "incorrect" type of inducement is of overwhelming concern for GMs of this style. But doing so in a way that avoids all three of (a) providing insufficient information, (b) privileges only the well-detailed options above any others, and (c) overwhelming the players with too much information, does not seem to be the trivial task you have painted it to be.
 

That would rather blow up the whole "what's around the next corner" exploration piece, which is IMO and IME a key element of dungeon crawling.
Not as much as you might expect, in my experience. If you're used to having your players map and you run large dungeons, I recommend providing an opportunity for a map of a level or partial level, just to see how it goes. Without knowing what will be found at any particular place, or what might be missing, it changes the way the players interact, but there are still a lot of unknowns.

I only do so as an in-world, you've found or acquired a map thing, though. I'd find having every part of every level laid out a bit hard to justify, especially for a true megadungeon, where it's probably impossible to provide or explain.
 

If the players avoid the defence of a castle, then the GM's planned disposition of forces won't be triggered. But that does not seem to me to be bypassing or avoiding an encounter. It's choosing to sneak in rather than to assault head on.

This is from pp 84-5 of Gygax's DMG:

The judgment factor is inescapable with respect to weighting experience for the points gained from slaying monsters and/or gaining treasure. You must weigh the level of challenge - be it thinking or fighting - versus the level of experience of the player character(s) who gained it. . . .​
Tricking or outwitting monsters or overcoming tricks and/or traps placed to guard treasure must be determined subjectively, with level of experience balanced against the degree of difficulty you assign to the gaining of the treasure. . . .​
Convert all metal and gems and jewelry to a total value in gold pieces. If the relative value of the monster(s) or guardian device fought equals or exceeds that of the party which took the treasure, experience is awarded on a 1 for 1 basis. If the guardian(s) was relatively weaker, award experience on a 5 g.p. to 4 x.P., 3 to 2,2 to 1,3 to 1, or even 4 or more to 1 basis according to the relative strengths. . . .Such strength comparisons are subjective and must be based upon the degree of challenge the Dungeon Master had the monster(s) pose the treasure taker.​

Page 106 of the PHB is similar but not identical:

Experience points awarded for treasure gained - monetary or magical - are modified downward if the guardian of the treasure (whether a monster, device, or obstacle, such as a secret door or maze) was generally weaker than the character who overcame it. . . .​
Monsters captured or slain always bring a full experience point award. Captured monsters ransomed or sold bring a gold piece: experience point ratio award​

So there is no reference to "bypassing" encounters. Rather, XP is awarded for slaying monsters, and for capturing them; and is awarded for treasure looted (and ransoms paid). If the PCs acquire treasure by outwitting its guardians, they get the treasure XP but not the slay/capture XP.
Now you've really got me wondering where I saw written Gygax words to the effect of bypassing or avoiding a known threat (e.g. sneaking past some guards rather than fighting them) brings equal xp that defeating that threat would bring. I know for sure we didn't make that up ourselves. A Draogn article or sage advice, maybe? Unearthed Arcana, maybe?
 

I think this misses the context? You are for each point explaining how each of these options can be desireable to a player and a "good thing". However the trigeminal in question was not how to maximise player satisfaction, but how to maximise player agency spesifically. I feel what you are doing here is more in line with what is done in @clearstream 's post above arguing how restricting player agency can be desireable and might even be necessary. But that is not the point we are talking about here. The premise of the conversation the post you replied to was claims prep do not (meaningfully) reduce player agency and this was the claim under scrutiny. In that context a wider analysis of deireability seem irrelevant?
Indeed it seems a counterproductive non sequitur. I'm already of the opinion that maximizing plausibility is not what GMs actually do in practice--that instead they aim for preserving a certain "quantity" of it and will accept many options that reach such a threshold. And, because I have been uncharitably interpreted on this in the past: this is in an entirely abstract sense. It doesn't actually work as "I have measured on my plausibomiter that this is 115.4 units of plausibility, and thus acceptable", but rather that the metaphor of "I need to hit at least X on the plausibility scale, and options A, C, and D do that, but options B, E, and F do not, so even if they would be really cool, they aren't acceptable."

Hence why I argued before that I believe GMs really work on a sort of metaphorical exchange. One entirely proverbial unit of "interestingness" is nowhere near enough to be worth consideration, even for a very small loss of plausibility, while a thousand entirely proverbial units of "interestingness" would almost surely be worthy of a very small loss of plausibility, so long as a robust minimum is maintained. E.g., nothing that drops below "100" plausibility is worth it--no matter how interesting--but if there are three obvious directions the GM could go in, with A being entirely proverbially 200 plausibility and 1 interstingness, B being 160 plausibility and 100 interestingness, and C being 130 plausibility and 300 interestingness, the GM would fairly consistently choose option B or C, as even though A is unambiguously (but entirely proverbially) the maximal choice for plausibility, it isn't actually necessary to maximize that characteristic, and thus anything with at least very high (100+) plausibility will instead be examined for interestingness, among other characteristics).
 

It sounds to me like they had the encounter.
They saw the potential for an encounter and avoided it.

The way I see it (and I might be alone in this, no-one else has mentioned it) it's not an encounter until both parties are aware of it. Before that, when only one party is aware, it's a potential encounter; and potential encounters can be avoided or bypassed. I usually just leave off typing the word "potential" every time.

So, the PCs approaching the castle drawbridge see five guards there. The guards don't notice the PCs yet, meaning the PCs still have a choice as to whether to avoid that potential encounter by going a different way or to stand into it by carrying on.
If there is no map-and-key resolution, then what does it even mean for the GM to position a gang of toughs in front of the PCs? I mean, you could tell the players that their PCs see a gang of toughs in front of them: but that is a situation/threat/encounter that the players (via their PCs) now have to respond to.
And if that response is to fade into the shadows before the toughs notice them they've avoided that encounter.
Anticipated or foreseeable/foreseen by whom? The general impression I'm getting is the GM but perhaps also the players because of what the GM has told them.
The players.
But how is the GM working out that this encounter is anticipated/foreseeable? To me it seems to be linked to some sort of prep.
If the PCs have done some research into where they're going and learned the castle's guard routine usually has between 4 and 6 guards on the drawbridge whenever it is down, an encounter with guards becomes rather foreseeable should the PCs try to cross said drawbridge.
See above for how "encounter" was used in Gygax's PHB. An encounter is either (i) an event that occurs (ie the PCs encounter someone) or (ii) a GM prep of an incipient event, typically something in a room/location that the PCs might (but need not) explore.

This is why I have suggested that the idea of "bypassing" an encounter seems closely connected to map-and-key style prep and adjudication.
You keep trying to bring things back to map-and-key prep but the same can be true even if there is no prep involved.
 

Not as much as you might expect, in my experience. If you're used to having your players map and you run large dungeons, I recommend providing an opportunity for a map of a level or partial level, just to see how it goes. Without knowing what will be found at any particular place, or what might be missing, it changes the way the players interact, but there are still a lot of unknowns.

I only do so as an in-world, you've found or acquired a map thing, though. I'd find having every part of every level laid out a bit hard to justify, especially for a true megadungeon, where it's probably impossible to provide or explain.
The nearest thing to a megadungeon I've run in the last very long time is Dark Tower, which while fairly big still doesn't meet my "mega" threshold. It ain't ToEE or Castle Zagyg or Ruins of Undermountain, that's for sure. :)

My average is usually 40-50 rooms or areas plus surrounding wilderness, much the same as a typical TSR-era module.
 

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