Yes, and that’s what I mean here: the GM is moving stuff around behind the scenes, making NPCs act in ways that aren’t necessarily mentioned in the adventure text.
In this case, because that's the way the adventure is expected to be run.
Yes, and that’s what I mean here: the GM is moving stuff around behind the scenes, making NPCs act in ways that aren’t necessarily mentioned in the adventure text.
Yes, and that’s what I mean here: the GM is moving stuff around behind the scenes, making NPCs act in ways that aren’t necessarily mentioned in the adventure text.
I would consider the need to do this in a location-based adventure to be indicative of a flaw in the design of the scenario that needs addressing further upstream rather than a useful tool for the DM to use during play.
This I don't understand. My examples in the post you quoted dealt with changes focused on the current mood of the players and the time remaining before the end of the session. I don't see how either can be accounted for with improved scenario design. Player moods have an extrinsic component, and in a location-based game where the DM doesn't know when during the session the players will go somewhere new, you can't tailor scenarios to session lengths.
If the players are not fully engaged for the full 4 hours that I'm running the game, then that's a problem with my game. Give me your tired, your depressed, your bespectacled masses yearning to RP and I will give you engaged players, guaranteed, or your money back.
I don't understand what you're saying about tailoring scenarios to session lengths though.
For the session lengths, in a game with a single storyline the DM has a fair amount of control over session pacing. A DM in a location-based game, by contrast, doesn't know when the party will decide to leave location X and head to location Y. Even if location X and Y were both written to last about a session, if the party changes locations mid-session (or just spends too long debating which to go to in the first place), fitting in all of the current location before the end of the session may be tricky. Accordingly, I suggested that one type of non-plot-related change relevant to location-based games could be skipping/fudging a random encounter roll near the end of the session when the players are tired, to prevent the session from running over.
You make it sound like I'm asking a stupid question but I don't think I am. We are talking about players who apparently get mad if the treasure chest is in the first room instead of the second room (because the book said it was the second room), but are OK if the Lich King makes an alliance with the Elf Queen (even though the book doesn't say anything about that) (and of course assuming there's a valid reason for the chest to be in the other room, and a valid reason for the alliance).So, you mean, DMing. You're wondering if someone is going to get mad because the DM is DMing. Okay.
You make it sound like I'm asking a stupid question but I don't think I am. We are talking about players who apparently get mad if the treasure chest is in the first room instead of the second room (because the book said it was the second room), but are OK if the Lich King makes an alliance with the Elf Queen (even though the book doesn't say anything about that) (and of course assuming there's a valid reason for the chest to be in the other room, and a valid reason for the alliance).
It seems to me the first "tampering" is vastly inconsequential (except for saving the players from wasting time searching more rooms) while the second can totally change the course of the campaign.
Heh. I give up, I don't understand.
Pacing is important, but in a location-based game, I would suggest that (1) the DM should not have location Y as an option if it is not sufficiently prepared and (2) it's exceedingly easy to end on a cliffhanger or other suitable endpoint without changing a thing. If the DM cannot, then that's a problem with the game design. To build on your random encounter example, if one is indicated, describe a compelling scene brimming with excitement, then say "To Be Continued."