So tell me, is that wrong in your opinion?
It depends on how you react when one of the players says, "No, my PC wouldn't do that. Here's what I think he'd do."
So tell me, is that wrong in your opinion?
My games benefit significantly when I provide some narration that helps frame the upcoming session and glosses over stuff that would take a long time to play out during the session in minute detail and would, ultimately, not be very engaging for the group as a whole.
Let me give an example of what I'm talking about to see if I'm really at odds with most of the posters in this thread:
"Over the course of the next week you grow familiar with Stinkport. You had already indicated that you were fine to stay at the Barnacled Anchor Inn because the innkeeper, Belik, regarded you as heroes for slaying so many of the accursed Lizardmen that slew his brother. As such he's cutting you a low rate on your rooms.
He's also cutting Grongar a low rate on ale, which Grongar proceeds to consume in large quantities. Grongar is also cutting a swath of conquest through most of the serving wenches as the week progresses. Belik is fairly tolerant of Grongar's behavior in general as many other patrons are coming into the Anchor to hear his tales from the swamp. Amid the debauchery, Grongar hears from some of the wenches that it's been a while since they were "with a proper man since the sailors don't seem to come to town much anymore". He also picks up from some of the other patrons that the Coast Road to Kingsport across the border with Faldren is dangerous and trade is light.
Meanwhile Tricksy has been at the Temple of Shaldra, Goddess of Knowledge. There he meets the head archivist, a female elf name Kaella. After stumbling over their initial meeting she points Tricksy to a cramped room crammed with maps and books, which he dives into with relish. Among other things he finds some documents referring to the new king of Faldren who ascended the throne a couple of years ago. It seems that since that time the area has been beset by more pirates than usual. A look through some of the maps shows a multitude of small islands located off the coast within a couple days sail of Stinkport.
Snevish spends the majority of his time meandering through the Merchant Quarter and the Docks looking for a place to sell some of the Drake Blood that he collected in the Swamp. He is told that there is little market for it here but there might be at the University in Kingsport or at the College of Arcanum on the island of Skyfall. But the prices he is quoted here are terribly low. When he asks further about that he's told that the merchants traveling the Coast Road have high overhead because they must hire large numbers of guards. The ship captains are clearly afraid to venture west toward Skyfall due to an increase in piracy. Both the merchant caravans and the ship captains seem interested in hiring the party as protection for their respective ventures.
It depends on how you react when one of the players says, "No, my PC wouldn't do that. Here's what I think he'd do."
So tell me, is that wrong in your opinion?
To try and clarify a bit, in the end, I just don't see any real difference between saying:
1) Sorry, Joe, your character has to find a reason to go on the adventure to save the princess; vs
2) Sure, Joe, you don't have to go save the princess! But if you don't, you can't play.
An, equally important, we are still no closer to an exciting story element than before even if we don't. What you've actually cut to isn't a 'bang', but rather a something that is at best going to be an in character conversation between the player's as they try to hash out what they want to do next and which at worst is going to be an out of character argument. This isn't a 'bang'. So, if all you've achieved from a text wall is a bit of artful setting description leading to a player inquiry or decision, why not just limit yourself to a setting description? What do you actually gain here by including player action in the setting description?
You've made reasonable assumptions about the likely path of play, and if your players are nice guys and have no real pet peeve with the DM playing their characters, this will likely get passed over. But you can get into big trouble making assumptions about how characters will behave because what seems reasonable to you might not seem reasonable to the player and this will be particularly true if you decide anything that the character did based on your assumptions will have any real consequence. If Grognar finds he's acquired a social disease or made some wench pregnant, I wouldn't be surprised if Grognar's player finds your decisions having consequences that effect him to be unfair.
Easy.
1) = you WILL play my way.
2)= If you cannot accept what the rest of the group wants to to you are free to pass on this adventure.
Ayup.Two ways to handle this;
1) Let the PC's work it out. If they insist on fighting each other let the other players know that the time spent on their personal squabble will detract from the overall adventure time actually earning XP and loot. Other players may implement internal sanctions against this kind of behavior up to and including fragging the instigator.
Well first, this theoretical e-mail would not exist in a vacuum. I'm assuming that there will be follow up e-mails that will have the players asking questions and otherwise fleshing out the bare bones agendas that I've assumed for them.
What I gain is that I'm jump starting the roleplaying and cutting out loads of (IMO) extraneous "town exploration" stuff that is probably going to take a lot of time and ultimately not be terribly interesting.
My experience is that in situations where the party can split up and pursue individual agendas that we can get bogged down with each person taking time to have lengthy conversations with NPC's that are not terribly engaging for the rest of the group. So I'm covering part of that in broad strokes and moved them along the path toward something more interesting.
Well yeah, but isn't "you can walk away from this table" equally a choice in the first example as well? Even if I don't announce it out loud, when I say, "Seriously, Joe, your character needs to find a reason to go on this adventure", I'm not threatening to tie Joe to a chair and forcibly narrate his character's actions. I'm saying that if he doesn't do that, he doesn't participate in the adventure. The fact that he can go ahead and leave is pretty much just understood.