I agree 100%. I haven't read the DMG that carefully but I hope "roll with it" is somewhere in it. If your players mark an interest in speaking to people and you think it's fun, there is no reason why you shouldn't do it.Lizard said:So, what do you do when YOU'VE plotted out this cool fight with Winter wolves and goblins and an ice golem, and your players want to play Baba Wawa and interview every single random faceless NPC in the town?
I've found that encounters, especially non-combat encounters, write themselves. Anything the players choose to interact with *becomes* important, because they've chosen to interact with it. So if they decide o chat up the guards at the gate, the guards at the gate become vehicles for plot information, or tragic victims of the next orc raid, or corrupt cultists looking for sacrificial victims, or whatever. The DMG would have done better to discuss "How to make anything interesting" instead of "Decide what's interesting, and make sure the players don't wander off the rails".
One of my rules of DMing is, "If the players are convinced something exists, they will probably find it." If my plot doesn't have a secret network of underground tunnels, but the players waste half an hour looking for them, they're probably find them. This is the advantage of deep world building -- I know the world, and the rules of it, well enough that I can quickly build anything missing in my head. One reason I like 3x is that I know anything I make up on the fly, I can find mechanics for in the book pretty easily, or interpolate them as needed.
I think that falls outside the purvey of my comments, and outside the reasonable purvey of the DMG's comments.Imaro said:I'd have to disagree with you here, I think it depends on the DM.
I've run games where the pressures of running out of water in a desert environment has put a sense of desperation and urgency into an adventure, and even influenced PC's to make choices that led to more interesting play.
hong said:Not that you said anything about your players.
Imaro said:No it just claims this is the boring stuff and should be skipped.
If I'm skipping every NPC that doesn't fit into my well crafted story how do players ever make the decision to form a connection with NPC's or determine who are their allies or enemies (outside of who I have determined beforehand).
Simple. There's a GIANT DIFFERENCE between 1) forcing the players to talk to the guards at the gate in a perfunctory and ultimately pointless exercise, and 2) refusing to permit the PCs to talk to the guards at the gate even if they want to do so.Imaro said:No it just claims this is the boring stuff and should be skipped. If I'm skipping every NPC that doesn't fit into my well crafted story how do players ever make the decision to form a connection with NPC's or determine who are their allies or enemies (outside of who I have determined beforehand).
med stud said:I agree 100%. I haven't read the DMG that carefully but I hope "roll with it" is somewhere in it.
How about "Talking with guards usually isn't fun."Lizard said:Ah, but the DMG goes with the assumption all groups find the same thing "fun", which is odd, because they discuss different player types and needs earlier. Instead of saying "Talking with guards is No Fun", why not say, "Every group finds different things fun. Focus on the things your group enjoys, and fast forward through the things they don't care about."
Lizard said:Ah, but the DMG goes with the assumption all groups find the same thing "fun",
I think you (and many with you) view these issues too binary. There is no "...to the exclusion of everything else"- clause in the books. If you don't agree with something, you just think "I don't agree with this" and skip that part. The DMG isn't trying to boss you around or give you orders, it's giving suggestions.Lizard said:Ah, but the DMG goes with the assumption all groups find the same thing "fun", which is odd, because they discuss different player types and needs earlier. Instead of saying "Talking with guards is No Fun", why not say, "Every group finds different things fun. Focus on the things your group enjoys, and fast forward through the things they don't care about."