Lizard said:And if your idea of a fun game is a long series of rolling dice and tallying up successes without any specific actions being taken, then you'll enjoy this.
So find ways to link successes to specific actions (or results). You seem to enjoy thinking too hard about fantasy, so put that workaholic tendency to good use for once. If I can narrate a 100 hp hit on a 10 hp ninja as leaving guts spattered all over the room, you can narrate an Intimidate check of 40 against DC 15 as leaving the poor sod cowering in a heap and offering sexual favours if you just leave him alone.
I think there's more to a scenario than "Difficulty 30, successes required 6". YMMV. This is a good example of what I've been talking about:
30 seconds of combat: Played out round by round in glorious detail, with plenty of special abilities, cool powers, and tinkering with small options to give tiny, but possibly crucial, bonuses.
Three hours of diplomacy: Everyone pick their highest skill, come up with a justification for how it's going to be useful, and roll. Tally your success or failure. All done? Good. Now, lets move on to some butt-kickin'!
1. Of course, there is more to noncombat interaction than diplomacy, but don't let that stop you.
2. The game has rules for mediating noncombat interaction, contrary to popular belief.
3. The level of detail inherent in the rules for noncombat interactions may be lower than for combat. So what? If it ever was a secret that D&D is a game about going into dungeons, killing monsters and taking their stuff, then someone forgot to check their pills.
Even setting that aside, I think it's treating players with some degree of contempt to tell them "Stop wondering how it all works or how this situation occurred! It did! This is the plot! Deal with it and stop asking me 'Why didn't they do this?' or 'Why didn't they do that?' Because if they did, there'd be no plot! That's why!"
Hint: the overwhelming majority of fantasy gamers do not care. If you choose to be offended over little things like a game world that puts flexibility of experience over rigidity of process, so be it. Meanwhile, everyone else will be having fun playing the game, and not caring one whit that the world is populated by plot-device items and magical effects.
It's crappy when authors do it (cough Goblet of Fire cough), and it's crappy when DMs do it.
But you will notice that I am having fun. Are you having fun?
The DM needs to be able to think on his feet more. If the players destroy your plot in ten minutes, make up another. Fast.
Exactly. And it is much easier to do this if you do not think too hard about fantasy.
From the time I was a young child, people have told me not to think so much about all sorts of things, from religion to fantasy. I have never learned to heed their advice. Sorry.
There's always time to change. Don't give up hope now!