Sacrosanct
Legend
I feel like you're taking this awfully personal. And I'm still not talking about the perception of things from the player's POV, but from my own as the DM. I don't like to do things without a good reason. Burning resources alone is not IMO, a good reason. Good reasons may burn resources, but that is an effect of the encounter, not the reason for it.
You have essentially said that anyone who doesn't adhere to your personal preferences is a bad DM. You didn't say, "this is how I like to do it." You said, "Doing this is bad DMing." And you wonder why they might get defensive on that?
To the bolded portion in particular: no it isn't. This isn't the real-world universe which exists independent of player participation. Humans or no humans, the earth is still here. Fictional settings with fictional events in fictional universes DONT EXIST.
But a game world has to have some sort of sense of believability. And in order to do that, certain assumptions are made. Things like weather patterns. Biology and habitat functionality. If you have a city of 50,000 humans, does that city include tax collectors, sanitary workers, etc, or is every single person there a guard or merchant because those are the only two occupations that have been literally detailed, and therefore no other occupations exist?
Come on now. What happened to all those goblin tribes that were around when the PCs were lower level? Did they all just disappear because they don't literally exist in the real world?
Nothing in the game literally exists, so that basis for your argument seems awfully odd.
And you're calling me out on catering to the players?
Once again, no they don't. They exist there because someone designed them to exist there. They are able to be encountered and fought (or not) because someone designed them to be. They are not "really there". They are there because D&D worlds are essentially "intelligently designed" to contain certain parts, to react in certain ways and so on and so forth. They don't exist AT ALL independent of the game and I honestly am starting to question your sanity at this point.
God cut the smoke already. Every single turn you're been blaming the players. The players feel entitled, the players this, the players that, oh and now it's the player's fault they're burning their resources by choosing to fight some low-level goblins that apparently exist of their own accord in a world that is every bit as real as reality. This sounds literally insane.
If it sounds insane, it's because you aren't grasping the point. I am not blaming the players. In fact, I am doing the opposite. I am empowering the players because I am giving them choice. I am not pushing them in a specific direction, nor altering the game world to ensure they hit the points I want them to hit. However, along with that choice is being responsible for that choice. If the players decide to do something stupid, I'm not going to wave it all away and give them a free ride. If the players decide to spend resources on X encounter, I'm not going to let them get all the way back up to full just because it would help them later. Players make the decisions; I don't make it for them. As a player, I would feel your described style of play is belittling and condescending.
I disagree. Old-school systems had a heavy dungeon emphasis and treasure gaining was often the only way to gain XP. This is one reason we still have bloodthirsty parties and non-cohesive groups since level-advancement was long ago tied to loot. More loot, more advancement.
XP for loot mechanic doesn't mean Gygaxian D&D was nothing but combat to combat grabbing loot. This is an obvious fallacy of logic. There's a reason why Mearls says things like, "D&D is going back to emphasizing all three pillars of play." That means Gygaxian D&D also placed emphasis on exploration and interaction. Do not assume how AD&D was played based off of how tournament modules were designed.
Now you're confusing existence and encounters and a whole bunch of other things. You seem to really enjoy going off on completely unrelated tangents. Bribing the goblins, allying with the goblins, these are all great plot thingies that can be used to create an interesting story. Those are REASONS behind running into that goblin tribe and that is EXACTLY WHAT I WANT.
I swear I'm talking about one thing and you're talking about something else.
Once again you've missed the point. You really should stop accusing me of things (punishing players, going off on tangents) when you're not even reading my posts. Go back and reread what I said, specifically:
"Just because none of that is mentioned in the official game adventure doesn't mean it can't happen."
That means there is no reason for the goblin tribe being there. None. Nada. The reason is non-determined until the players decide how they are going to interact with it, then, if you're a DM with even an ounce of creativity, you come up with a reason.
I don't like sandboxes. I don't like the MMO v. TTRPG war. I like to give my players a world that doesn't simply exist and tell them to interact with it. I like to give my players a world that has interesting events and stories. Oh sure, they can wander the Dark Marshes all they want, but I'm going to be up-front with them that there's really nothing of interest there. Some parts of the world are BORING. If you were looking for adventure and excitement, would you rather wander the Sahara, or the streets of Constantinople?
Good on you, but don't make statements that an alternative style of gaming is bad DMing. And frankly, as the DM, the area is only as boring as you make it. Since it's your game world and all.
If there's one lesson that has always rung true over 30+ years of DMing, it's that players don't always follow all of you plot hooks, and the vast majority of players I have played with don't enjoy it when instead of letting them explore where they want, I just say, "Tough. Nothing happens there. You need to go here instead."
If you cannot understand that, then I cannot help you.
Indeed...
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