So in fact, in order to frame credible challenges, I don't need to know what powers my players have given to their PCs. All I really think about when designing challenges is what roles those PCs occupy in various respects - combat roles, trained skills, etc - and (more importantly) what the various interests of my players are in respect of the story of the campaign.
Which is something I find interesting about 4e. So many people complained about 2e that "no one wants to play a cleric because they just stand around and cast cures". So 3e created the IMO, too versatile cleric. Now with 4e we swing the pendulum back a bit and make every class fill a "role".
Again, I have limited experience with the system, so fill me in on how this works exactly. If I am a "striker" like say a ranger, can I have an interest in being a self sacrificial type who takes it on the nose for the party when I can? Or do I need to play say a fighter for that. I realize one will be more optimal for the situation than the other. But is it feasible for a player to decide they want to "Defend" but not play a "Defender" class? If not, how does that effect the players choice of interaction with the ongoing story? Curious more than anything.
I also can run this sort of game. I have GMed high level D&D and high level Rolemaster. The point is that it is limiting. Once powerful divination is available, there are no mysteries.
I'll take your word for it with Rolemaster, I've never played it.
I find it interesting that you say that you don't have planned or scripted scenarios, and yet your "pit the PCs against foes". That, to me, suggests a degree of scripting - namely, the GM has scripted who shall be the PCs' foe.
You lost me here. Yes, my PCs fight foes. Their foe happens to be whoever they decided to attack

. Yes, I did make some assumptions when I created the campaign based on what I knew of the players and the character ideas. I assumed they would eventually confront the "big players" or at least contact these forces in some way.
In general, my (edit) DnD campaign has players progress to very high levels of ability. In the campaign world as constructed, once you get to say 10-12 level, you are a force to be reckoned with and whether you like it or not, you will start drawing he attention of powerful forces in the game. Whether you join them, fight them, backstab them and take their position, I don't care. However I can easily make some rudimentary assumptions that a) players with these "I win DnD" spells people keep worrying about won't be ignored by powerful forces in the game and b) The players would stick with the campaign until that time.
If this asserts scripting, I'm guilty as charged. However - I'm not sure how one even runs a campaign if you start completely blank slate with no idea of the major factions and personas and an assumption that the PCs will never get involved enoough in the world to interact with these major factions and personas.
So yes, for my "railroading" I usually at least detail a fairly sophisticated world for players to explore first. At the very least, I outline a meta-plot of sorts that is running in the background as we play and the players occassionally bump against that meta plot (I did this recently with a Serenity campaign using the Cortex system. And yes, the very last few games were a complete railroad but it was consensual, heh. Everyone was buckled in for the ride and loving every minute of it. So again, I hope people don't think I have something against "railroading" when the story or players for that matter demand it - but its a useless term IMO as interpretations vary.)
I don't run scripted scenarios.
Sorry if it seemed I suggested you did. Definitely was not my intention (well, unless you enjoy scripted scenarios and as I have been trying to point out - there is absolutely nothing wrong with that.)
And - contrary to what you suggest about 4e in what I've quote - 4e does not lend itself to scripted fight scenes.
Your mixing words here - I don't think I ever said the Fight Scenes themselves were scripted (a tleast I did not mean to). That implies telling the players "ok you swing at this person now" etc. I said that 4e IMO lends itself to a scripted adventure quite well. Again, if players can't move outside the box and they must confront the bad guys at the time and place the DM prefers then it at least
feels more scripted IMO than if the players have the OPTION to teleport in a smack someone around whenever they please.
You seem to be running together what, upthread, I tried to distinguish, namely, situational authority and plot authority.
Right, the GM frames a scene - all the "situations" if you will and the players must resolve them within the scene limits established by the GM and without help from potentially "scene breaking" spells and the like. I'm pretty sure I get what you are saying. Which leads me to my original point:
Obviously you are a very enlightened DM. You keep talking theory discussing game theory as proposed by people outside the 4e community to defend the constructs of 4e. Who's to say you aren't the DM Heinsoo refers to in his statement? As I've said from the start, I have no issue with how you run your game and it sounds exceptional. What I do think is I have to go back to the "Water to Wine / Wine to Water" comment I made at the start of the debate. I'll wager 90% of the potential DMs that pickup 4e will not at all be thinking of situaional and plot authority. They'll pick up the book, run players through Skill Challenge A and Encounter B, find their plans are never
evolved by what the players do, only
advanced by what the players do, and be all warm and fuzzy about it. If they stay in that comfort zone and have fun, awesome.
Look, leave the theory aside. I dont see it in the DMG. Now, let yourself be that "new DM" that picks up a DMG. You read the skill challenge section. You see advice on how to set up a skill chellenge, you read the section about "consequences". There is a Success and Failure section. There is no mention of relationship maps and diagrams and what some emminent (edit) game designer says about how to use it.
You get the Succes section for the examples which is one sentence. This is essentially "you win". Its cut and dry just as if you took out a foe in a combat. Next you get the failure section which does allow for more amibiguity but is always telling you that the results will push you toward the final quest objective, just with more skill challenges in the way (which, IMO makes the game more fun so losing seems to be the way to go...)
New DM absorbs the info and probably (but not always) walks away with the following: Players win scenarios I have explicitly created without their input and then they move along toward my intended plot goal. If they screw up, they still get there, I just have more challenges which I have created.
How anyone can keep saying you can't string these together with combat encounters into a good dungeon crawl is completely beyond me. Its made for it. Sounds great to me frankly.
So far from being a "rigidly defined module", this is a paradigm example of collaborative storytelling. And it also obilges me to, at some time in the future, frame at least a couple of new scenes - namely, the ones in which the PCs travel to that neutral city and arrange to pay the ransom.
Are the PCs really fighting hobgoblin slavers at 10th level? If my players chose to do that, cool - they'd steamroll them most likely and free the slaves in record time for the 100 gold or so. Then I'd need to consider the hobgoblin society a bit (if I hadn't fleshed this to some extent already) and figure out if anyone further up the food chain is upset by this and tries to come put a stop to it. Sounds fun to me.
Collaborative storytelling
Players use all powers and abilities at their disposal. They teleport in and free the slaves in record time and they all pat themselve sont he back, collect their gold and move on.
Slavemaster Brackas is not at all pleased. He holds the Duergar ransom thinking they must have been somehow involved. Really, how else would dozens of slaves just disappear from a fortress? Its unthinkable that they didn't free them or at least plan to accept payment and run. The Duergar are outraged, they demand the return of their people. Meanwhile a Duergar sorcerer who employs the imprisoned slave traders begins consulting Diviners about what happened to his "cargo". He pays a hefty sum for the Diviners who in turn cast theri "I win DnD" spell and discover that a group of 4 motley surface dwellers was involved.
The same day, Blasto the wizard happens to look up and notice a scrying sensor floating in the sky above him...
Hey look - we just collaborated on the shared plot, shared story, shared scene and we still all have lots of fun
