SteveC
Doing the best imitation of myself
Shows what you know: it's part of my work release program to play in this game!Players, it is your responsibility to communicate productively with the GM to make the game more fun at the time -- not just to complain after the fact to strangers on the Internet.
I'm betting it was you who decided how you spent that time, with 479 chances not to spend another minute the same way.
I did talk with him about it, after the session was over. It's always my opinion that it's best to work on issues like this outside of the game proper. Especially since we're all friends who work in the same environment. Whenever issues like this come up on ENWorld I will consistently argue that the solution to the problem is good communication, and if things can't be worked out, going one's separate ways.I recall a fellow who somehow got it into his head that it might be necessary to play out a tedious retreat across the Russian steppes in months of real time. I don't recall the reasoning, which was just bizarre to me anyhow.
I do recall that the reason I learned of this was that the referee asked online for advice about how to avoid a boring game.
I do not think I have ever met a GM who wanted to bore players.
I would be astounded if a GM responded to a player saying, "Please, can we gloss over details of encounters along the way, and cut to arriving at our destination?" by refusing the request -- unless the other players wanted to carry on.
And I did make a few comments during play: we were forced to spend quite a bit of time provisioning and making preparations for the trip itself, and after about 20 minutes of that I did go into my "can we hurry this up mode." We did.
I would be incredibly surprised if anyone can summarize a four-hour game session in one paragraph and include all of the details. What could possibly have led you to have that expectation?Moreover, I simply cannot see how your one-paragraph summary can be the whole story.
We did. We attempted to roleplay with the farmers, but soon found they had nothing to say. They were simply color text. We attempted to investigate the sounds of the wolves, but couldn't find the source. In effect it was more color text.1." Along the way you come across some farmers transporting the harvest to Winterhaven, who tell you that the road ahead is clear. "
2. "One night you hear the howling of wolves, but even the keen-eyes of the eleven ranger are unable to detect any sign of them."
Even if it took the GM more than 30 seconds to say those things, there is no way it took four hours. If it took four hours and your "game" consisted of nothing but listening to the GM, then you have an even bigger problem.
No, I will bet that you players actually chose something other than, "We'll be on our way, then." You engaged in activities, and those took up time.
I admit that I do loves me some roleplay. I have no problem with an entire session that's nothing but roleplaying with interesting characters. That did not happen.
The other thing we did was roll a lot of perception, nature and endurance checks. The GM made a lot of die rolls behind the screen: this was against his weather and encounter system for the area. We also roleplayed the journey in a highly detailed manner. I could tell you about the weather at each point along the way, how we broke for lunch and the order of watches we used for lunch. I'm not kidding, it was on that level.
In talking to the GM afterwards, he said that he wanted the journey to take the entire session so that it was realistic and his sandbox campaign has many, many tables for possible encounters in the area. Apparently we almost came upon the signs of an adult green dragon that lives in the area. Almost is the operative word, there.
So I don't know what to tell you beyond that, other than after our talk I've decided not to be back until the group rotates GMs. I take my own advice that no gaming is better than bad gaming.
And I'm not trying to universally say this game was bad. I am sure someone who was really into simulating a gaming environment in a realistic manner could have enjoyed this game. My GM pointed out that it is much more realistic to have the game sometimes have nothing happen than to always have danger for every trip the group makes. How would a normal person, like those farmers, make a regular trip to market if you had dangerous encounters every time you left town?
For me, that play style doesn't work, so I bowed out. I think the session had some relevance to this thread, which is why I posted about it.
--Steve