Tom Cashel said:
How much time do you folks have for a given game session?
We have about six hours, once a month. If one of my players insisted on turning a bar scene into an opportunity to grandstand, I'd (as DM) have him thrown out, too.
Wow. This is a really different approach to gaming from what I take.
Sure, my time is limited (although not as limited as yours -- we usually play in my campaign for 3-4 hours every 2 weeks). I have a lot of scenes that I'm hoping to get to, and often we don't get to half of the scenes I've prepared.
Two examples:
1) In a city-based adventure, all hell was breaking loose, and the temple which one of the PCs oversaw was filling up with refugees. I planned to have a dramatic scene in which the temple was besieged by bad guys. However, one of the PCs got angry at the temple's guards and got in a fistfight with one of them. I let the scene play out; he ended up getting chewed out by an elderly temple matron, stalking out of the temple, walking around the empty streets for about an hour contemplating whether to leave town, and finally coming back and apologizing. It took about half an hour of game time; we didn't get to some of my scenes until the next game session.
2) In a different game, the PCs found a throwaway magic item that moved a couple inches when the command word was said. It had no other power, but they spent a good twenty minutes saying the command word over and over and over and following the item, convinced that it would lead them somewhere important. Finally, when they suggested yet another permutation of saying the command word ("Ooh! Okay, this time, we'll dangle it from a string and say the command word and see what direction it turns in!") I dropped out of narrator-mode and told them, "Look, guys. I have a lot of stuff planned for tonight, and I *promise* you that it'll be more interesting than dangling this item from a string and saying the command word. Will you give it up?" They did.
That second example is about the only time I've ever done that: usually, I let the players choose their direction.
Note that when you say you don't want to waste time "on role-playing every scene the PCs choose to create," it sounds like you don't want the PCs to choose their direction. THe halfling-in-a-bar scene coulda been tons of fun to play through; I gave four examples of how to turn it into an interesting, dramatic scene.
Had the halfling, on the other hand, persisted in striking up conversation with each one of the 2 dozen drunken shlubs in the bar, mistakenly thinking that one of them held the Key to the Plot, then DM intervention might have been necessary. However, in this case, I think the DM missed an opportunity to play out a great scene that could have helped define the halfling's personality.
Daniel