Hussar
Legend
Inspired by this thread
In that thread, the op opinioned the following:
First off, I would like to deal with the idea of "video game it all". I strongly disagree with the assumption here that hand waving elements is a video game concept. I would argue that the opposite is true. In any CRPG, in order to sell something, or do anything really, you must be in character 100% of the time. To sell something, you have to take the time to travel to the store, enter the store, talk to the shopkeeper and then sell things before you can go back to adventuring.
At no point can you simply hand wave it away. To state that players who want to hand wave shopping is video gamey is untrue in my opinion.
Which leads me to my main point.
How much time do you as a DM or a player want to spend away from the main point of the adventure? The reason I ask is because in my current group, I resemble Olaf's player. Maybe not to the extent he states, but, I can certainly empathise. OTOH, one of the other players gets very annoyed if we time jump ahead. He wants to play out every interaction to the fullest extent.
Personally, I find this very boring. In real life, I don't have lengthy conversations at the store. I go in, I buy my whatsit, I pay my money and I leave. Other than a few polite words at the till, that's about the extent of my interaction with storekeepers. Or bartenders, or pretty much anyone else I deal with that I don't know.
Granted, if the party is searching for a thieves guild, then chatting up the local storekeepers might be a good idea. But, that's not quite the same thing. That's interaction within the main point of the game. The point being to find the thieves guild. Fine, great. I can get on board with that.
But, what's wrong with handwaving the mundane stuff? I don't game to talk to the guy selling me arrows. I game so I can go do heroic stuff.
Really, where does this idea come from? In 99% of fantasy novels, you don't see the hero doing this. The only interaction Conan has with a merchant is, "Ho fat merchant, your money or your life!"
I can understand simulationist play. But, even in sim play, do you really have to go into that intricate of detail? Does it matter if the parchment I use for scribing my scroll is three ply paper or four?
What am I missing?
In that thread, the op opinioned the following:
Funny that you should mention that. I did ask everyone at the start whether they would like to play those sorts of things out over e-mail (especially since when you play once a fortnight time is precious). I don't think that I got much of an answer from the group at the time but I asked everyone again in the last e-mail I sent out yesterday after the session.
I personally like playing through the little details. I am aware that some people don't though and also that, even if people do, it normally results in everyone else sitting around getting bored while one person deals with their stuff.
E-mail is great for handling this sort of thing. If the session ends in town I can get the players to e-mail me what they want to do (if anything) for the next couple of days. Since we only play once a fortnight it means that there is plenty of time to play it out, even if you are only checking your e-mails every day or so.
My issue is more with him wanting to video game it all (i.e. I found 9 light crossbows, should I write that down or just convert it into its GP resale value?). Okay, so it's not quite as bad as I make it out to be in my example but you get the picture. Its like he's Neo in the Matrix and all he can see in XP and GP rather than people, monsters and items.
First off, I would like to deal with the idea of "video game it all". I strongly disagree with the assumption here that hand waving elements is a video game concept. I would argue that the opposite is true. In any CRPG, in order to sell something, or do anything really, you must be in character 100% of the time. To sell something, you have to take the time to travel to the store, enter the store, talk to the shopkeeper and then sell things before you can go back to adventuring.
At no point can you simply hand wave it away. To state that players who want to hand wave shopping is video gamey is untrue in my opinion.
Which leads me to my main point.
How much time do you as a DM or a player want to spend away from the main point of the adventure? The reason I ask is because in my current group, I resemble Olaf's player. Maybe not to the extent he states, but, I can certainly empathise. OTOH, one of the other players gets very annoyed if we time jump ahead. He wants to play out every interaction to the fullest extent.
Personally, I find this very boring. In real life, I don't have lengthy conversations at the store. I go in, I buy my whatsit, I pay my money and I leave. Other than a few polite words at the till, that's about the extent of my interaction with storekeepers. Or bartenders, or pretty much anyone else I deal with that I don't know.
Granted, if the party is searching for a thieves guild, then chatting up the local storekeepers might be a good idea. But, that's not quite the same thing. That's interaction within the main point of the game. The point being to find the thieves guild. Fine, great. I can get on board with that.
But, what's wrong with handwaving the mundane stuff? I don't game to talk to the guy selling me arrows. I game so I can go do heroic stuff.
Really, where does this idea come from? In 99% of fantasy novels, you don't see the hero doing this. The only interaction Conan has with a merchant is, "Ho fat merchant, your money or your life!"

I can understand simulationist play. But, even in sim play, do you really have to go into that intricate of detail? Does it matter if the parchment I use for scribing my scroll is three ply paper or four?
What am I missing?