One assumption of D&D games is a certain level of sandbox nature to the play, and not forcing players to play just what the DM wants them to play. It's not against the rules to break that assumption, but then...
I don't see any assumption of that in the rules. If that assumption was in the rules then certainly the company who made it would never publish an adventure because simply buying it would be going against the assumptions the game set up.
I know where to start! Don't break assumptions to begin with and then complain when someone else breaks D&D assumptions! I'm cool with you railroading your players into playing the dungeon you prepared for a year in contravention of the custom to give players freedom to choose what they do, but then you should be perfectly happy if others railroad their players into a political intrigue or caper adventure, or at least offer the players the opportunity to choose such an adventure.
Once again, I am not aware of any custom in which the players have the freedom to choose what they do. Every written adventure doesn't give the players this choice, every stream that WOTC has done of one of their games the DM has decided the adventure in advance and has pages of notes written up about what will happen and the players showed up knowing what they were going to play in advance. The same thing is true of the entire structure of Living Greyhawk, Living Forgotten Realms, and every other Organized Play event run by both TSR and WOTC. A bunch of WOTC employees constantly tweet about how they are planning on running a particular adventure for their home group after this one ends. It seems like if the custom existed to always allow the PCs to choose that the reverse wouldn't happen repeatedly and almost exclusively by the company who writes it.
And yes, I'm perfectly happy with someone being railroaded into a political intrigue or caper adventure as long as they knew that's what they were getting into in advance. Every time I suggest an adventure to my players, I almost always get asked "What kind of adventure is it?" and I will tell them "It's mostly a dungeon crawl, but it has some mystery solving and some interesting social interactions in it".
My players are perfectly happy with Dungeon Crawls, so I know I can safely pick those adventures and no almost no one will object. I know that if I tried to have too much social interaction I'd have complaints from 2 of my players who would grumble about being bored and not getting to use their cool combat powers. Which is one reason I try to keep those aspects to a minimum. These two players aren't entirely out of the ordinary for D&D players. I've met quite a few of them in my days of traveling from convention to convention. Most of the players who like political intrigue a lot have migrated to other games. Mostly Vampire: The Masquerade and games like it.
I had to stop right there.
Time for some background from you. Because anyone who starts by saying "Every adventure written for D&D ever" sounds like the setup to a bad joke, and not anyone who's played the game for a very long time. So...what's your background again, that you claim to know every adventure ever written for D&D, and that you think none are non-combat themed?
I'm talking about all the adventures published by WOTC and TSR. The ones they had for sale. I haven't read every single one. But I haven't read one yet that was non-combat themed. Which is kind of why I was asking if you had seen one. I'd be curious if there was one.
Do individual DMs out there write that stuff? Sure, I'm positive they do. Did the company that published D&D ever encourage it by saying "Here's an adventure that I'm sure you'll love, it has no combat in it at all."
It is. That's pretty much the advice in most players handbooks. It's also the advice in DMGs to ask your players what sort of things they like to play - not to tell them what they will play. It's not a rule, but it is the advice.
I'd like to see that quote because I don't ever remember seeing it. There's various advice that different types of players like different styles of games and you should endeavor to run a game in a style that the players will like. Nothing ever says "The players get to pick the adventures they go on, not the DM". I know that a lot of DMs run the game this way, but I've never seen the rules say it.
I've played plenty. D&D not only does horror, it's done it frequently and well, and it's a major theme supported by both WOTC and TSR before them in numerous published adventures in Dungeon magazine and elsewhere.
It has been tried, and yes, encouraged by various articles and published scenarios. Whether it's succeeded or not is kind of subjective. I don't believe it has except when new rules were introduced in order to help it. Things like the fear, insanity, and corruption rules help to foster a feeling of dread which is important in a horror campaign.
Wait, you're guessing? You earlier made a claim to have knowledge of all D&D adventures, EVER, and you don't even know what goes into a swashbuckling adventure (again, a major theme supported for D&D play in many adventures)?
See above about which adventures I have knowledge of. And I do know what goes into a swashbuckling adventure. Everything I listed there.
My point was that you used a sea based adventure as an example of a campaign that didn't use dungeons or combat to show that combat and dungeons weren't what D&D was about. I was pointing out that every swashbuckling campaign I was aware of tends to focus heavily on combat and "dungeons".
I'm a liar because your personal experience doesn't match mine? I'll say again, play a game with Kevin Kulp as GM and then come back and tell me it's impossible for a GM to keep all his players engaged even when the action doesn't involve the primary interest of some players.
Obviously I can't play a game with him. I'm busy and don't have time for that. However, I can say that with the right group of players, it's ABSOLUTELY possible. I'm not saying you're lying. I'm saying that you managed to find the perfect storm of people who like that sort of game.
I can tell you that any DM, even Kevin Kulp(who, I don't actually know who he is) would be tearing their hair out and ready to quit if they attempted to run that adventure for most of the players I've met. A number of them literally turn their brain off as soon as they find out we're in a long, prolonged non-combat scene.
It is, it can work fine, you should try it before dismissing it as impossible.
As I've mentioned, I have. It didn't turn out well. And I've tried it with 4 completely different groups of people, each time under the hope that since I had new players that hopefully THIS group of people would be able to keep their attention span long enough to do this.
You know, PirateCat and Rel are publishing a book on D&D, and both are excellent at pulling this off, maybe there will be something in that to explain how it's done? Or perhaps you could watch a video of one of their games on YouTube? Maybe beg them for a game at GenCon or another con they go to? Not to say they're the only good DMs out there...just that they're two notable ones that are fairly accessible.
I'm aware of the legend of PirateCat and his DMing. I've considered signing up for his game a couple of times at GenCon. However, I suspect from some of the reports of his games that they likely wouldn't be fun for me. I'm not saying he isn't a good DM. I'm saying that his style likely wouldn't mesh well with mine.
Which is exactly my point. It's impossible to have enough of everything to satisfy every type of player. Most people are just lucky that they've got a particular group whose style meshes well with one another.
I've seen it done. Maybe you should call it inconceivable rather than impossible, just to set up the joke better.
You're telling me you've never seen a player who hates combat say at the hour and a half mark of a battle something to the effect of "How long has this battle taken anyways? This is getting boring and I just want to move on"?
You're saying you've never had a player who interrupted you in the middle of a sentence as an NPC and said "Blah, blah, blah, all this guy does is talk. I hold a sword up to his throat and I tell him he either tells us what we want to know or we kill him. What? He said no? I kill him"?
I have one player in particular who likes to make the most socially antagonistic actions in existence. Especially if the rest of the party is in the middle of trying to be nice and get information from someone. This happened in my last Numenera session:
DM: "Everyone is helping rebuild the town after the battle except for one guy. He is off to the side, smoking with a foul look on his face, however the way he eyes you you think he might know something you don't about the creatures that just attacked. As you approach him, he gives you a glare like he doesn't want to speak to anyone."
Player 1: "Hey there, how's it going? I couldn't help but notice you standing around out here. Is something the matter?" I make a roll to improve his reaction to me.
Player 2: "While he's doing that, I walk over and take the cigarette out of his mouth and walk away, smoking it"
DM: "Wait, what? He isn't happy that you just stole his cigarette and runs after you saying 'Give that back, I was smoking it.'"
Player 2: "I tell him that I have it now and he can go screw himself."
Player 1: "I apologize about my companion and ask him to tell us what he knows."
DM: "Yeah, that isn't going to happen. He's rather angry that your friend just stole stuff from him."
Player 2 above has the knack for turning almost any social interaction into a combat. It's his way of complaining that he's bored and wants to move on to a combat. He tries to provoke people.
If I tried to run an entirely political intrigue campaign, his character would likely be barred from the court within the first session if not imprisoned for some sort of crime.