To me, this just seems strange - there's a scene that you as GM are hoping to run, but you don't run it, because . . . a player made what seems like an arbitrary choice? Or (to describe it differently, but still I think accurately) a choice not to play the game?
To get to the encounter, they would have had to leave the relative safety of the path and go into the woods. They chose not to.
I honestly don't understand what the problem is. Do you think that I should have forced my players to engage in something they didn't want to do? Is that what you believe non-BW GMs do?
I'll try and explain further by reference to this from Gygax's DMG (p 96), under the heading "The First Dungeon Adventure":
Assume that you have assembled a group of players. Each has created a character, determined his or her race and profession, and spent some time carefully equipping these neophyte adventurers with everything that the limited funds available could purchase. Your participants are now eagerly awaiting instructions from you as to how to find the place they are to seek their fortunes in. You inform them that there is a rumor in the village that something strange and terrible lurks in the abandoned monastery not far from the place. In fact, one of the braver villagers will serve as guide if they wish to explore the ruins! . . .
You inform them that after about a two mile trek along a seldom-used road, they come to the edge of a fen. A narrow causeway leads out to a low mound upon which stand the walls and buildings of the deserted monastery. One of the players inquires if the mound appears to be travelled, and you inform the party that only a very faint path is discernible - as if any traffic is light and infrequent. Somewhat reassured, another player asks if anything else is apparent. You describe the general bleakness of the bag, with little to relieve the view save a few clumps of brush and tamarack sprouting here and there (probably on bits of higher ground) and a fairly dense cluster of the same type of growth approximately a half mile beyond the abandoned place. Thus, the party has only one place to go - along the causeway - if they wish to adventure. The leading member of the group (whether appointed or self-elected, it makes no difference) orders that the party should proceed along the raised pathway to the monastery, and the real adventure begins.
If, at about this point in the session that Gygax is describing, the "leading player" says
No, sorry, this all looks to hard - we're going back to the village, that's not an interesting twist on the evening's events - it's a complete breakdown of the game! The whole premise of the game is that the players will have their PCs enter and explore the dungeon. Without that, there's no game.
Ah,
here's the problem. You think I care about what Gygax had to say!
The sentence, "Thus, the party has only one place to go" is by definition railroading, so I wouldn't do it. If I wanted to PCs to be traveling to this particular location, I would do one of the following:
(a) start off with a plot hook that makes them want to or need to be there.
(b) start off with multiple plot hooks, tailored to each character's interests and backstory.
(c) get the players to tell me a reason why they would
want to be going to the location.
(d) start the players off at that location, and
then have a plot hook occur.
(e) some combination of the above.
Having them go on a trek and go on into an abandoned place just because there's no other place for them to go? Nah. Gygax may have co-created D&D, but many of his ideas belong to the 70s and 80s.
I did (e) for my Level Up game. The starting location was The Cloisters, an indoor shopping area built into a decrepit temple in the slums. I told the players that's where the game was starting. I worked with them each to find out why they would be there. Two of the characters were bandits who had recently escaped from prison and were lying low. One character was a noble, looking for his missing sister, who had information that suggested that there was someone with information here. One character was a smuggler who frequently had dealings with the sellers there. One character was a gambler and crook with a heart of gold who likewise had dealings there.
Then I had house guards come in[1], demand the surrender of the NPC several of them had a connection to, and start making threatening gestures at the shoppers, who were, for the most part, harmless commoners (D). Since the
players wanted this game to be about class warfare and social unrest, I knew that this would get the attention of everyone
but the bandits, and that the bandits wanted to be where the guards weren't.
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[1] guards who are in the employ of one of the noble houses and only answer to the nobility, but are only supposed to engage in activities directly connected to their house. So this was weird and made the noble want to investigate.
Here are a couple of illustrations of my approach to framing the PCs into interesting/spooky encounters in the woods; both are from playing Greg Stafford's Prince Valiant RPG (the scenarios are from The Episode Book, which was published as part of the 2016 Kickstarter re-release):
Ah, and here's the other problem. You seem to think that the encounter I mentioned was the hook to get the PCs into the game. No. As I said, it was something that they could have dealt with while on the road from Point A to Point B.
I guess that this is an illustration of trust, in the following sense: the players trust me as GM to present interesting situations that will allow them to make their choices as knights (or story-teller). Just as Gygax's players have to trust that the dungeon he has built will be a satisfactory one.
I don't force my players to engage in encounters they don't want, so they can trust that I'm not going be a jerk to them in other ways.