Janx, from what I read you set out to do something. That's all I expect of a player, not a particular (i.e., specified by me) goal. Expecting to be told exactly what to do would not be really playing the game, to my mind. Having a broad default goal built in (securing treasure, in classic D&D) seems like an asset for a game -- but the essential thing for players is to put together a plan of some sort and carry it through.
Improvisation is not only acceptable, but essential to an RPG in which the players are free to "jump the tracks". If they never surprise you, then as a GM you probably are not bringing out the best in them.
On pacing: This is something the players and DM together can control. A "fast forward" at appropriate intervals is par for the course; to play always in real time would be (to me) an exercise in masochism. You can say, "A week later, you arrive at Peril Point ..." and -- unless the players interject, "But wait! Along the way, we want to ..." -- you can skip the day-to-day routine of travel and get right to the next event of significance.
Personally, one thing I find awkward about 4E is that it's set up so that a typical fight scene takes as long as, or longer than, I would spend on a really critical one. Usually, though, game mechanics don't lay that heavy a hand on the structure of a session. They're your tools, to use to your ends.
Improvisation is not only acceptable, but essential to an RPG in which the players are free to "jump the tracks". If they never surprise you, then as a GM you probably are not bringing out the best in them.
On pacing: This is something the players and DM together can control. A "fast forward" at appropriate intervals is par for the course; to play always in real time would be (to me) an exercise in masochism. You can say, "A week later, you arrive at Peril Point ..." and -- unless the players interject, "But wait! Along the way, we want to ..." -- you can skip the day-to-day routine of travel and get right to the next event of significance.
Personally, one thing I find awkward about 4E is that it's set up so that a typical fight scene takes as long as, or longer than, I would spend on a really critical one. Usually, though, game mechanics don't lay that heavy a hand on the structure of a session. They're your tools, to use to your ends.
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