Sounds like your players would like 4E!
 "It's like playing a video game with your friends" is what one of them actually said.  OTOH, I'm not sure who is actually running the 4e games they are playing in, and the GM element is an extremely important one (IMHO and IME) to how gameplay satisfies or fails to do the same.
  "It's like playing a video game with your friends" is what one of them actually said.  OTOH, I'm not sure who is actually running the 4e games they are playing in, and the GM element is an extremely important one (IMHO and IME) to how gameplay satisfies or fails to do the same.
 
 EDIT: I just read your longer post. Interesting. With the random determination of lairs, and the mechanical constraints on the activities of monsters in the lairs, how much room remains for GM discretion in designing the campaign? Is there any danger of random determination producing a somewhat lacklustre setting, or do the Lair rules guarantee that each lair is inherently interesting on its own terms, regardless of who is around for it to interact with?
If the players have any goals, time is something they need to achieve them.
If the players don't have any goals, complaining about the DM introducing goals is stupidity.
Either the players have time-limited goals for their characters, or the DM introduces time-limited goals. No matter what, goals will exist, that are time-limited.

And how is it railroading to say "there's a dragon in the north ruling the nation of Arkosia, and slowly replacing his human subjects with dragonborn and kobolds?"
Those all take time to achieve, and any time spent not trying to achieve them decreases the chance of achieving them.I agree that some goals may be time dependent. However, it does not follow that ALL goals will be time dependent. I would go so far as to argue that many goals aren't. "Become the greatest swordsman" is not time dependent. "Become king" is not time dependent. "Become a god" is not time dependent. Other than doing it before you die I suppose.
10 people a day is VERY slow for a kingdom, slowly replacing for a kingdom >>>>>> rapidly slaughtering for an individualWhat does this have to do with Raven Crowking's example? In his example, it's not "slowly replacing"; it's rapidly slaughtering.
That's how life works, isn't it? Stitch in time and all that?AND, there's the bit that you've ignored. In RC's campaign, you deal with this now or, if you let it go, it will be much, much more difficult later.
Giving them a challenge which increases with their level, so they can face it when they wish, and giving them a downside to not facing it now?How is punishing your players for not following your storylines not textbook railroading?
Because the players can spend their time preventing that punishment, or they can spend it achieving their own ends.And, again, how is this a resource for the PLAYERS? In RC's example, you either put off any of your personal goals to stop the ongoing plot, or you get whacked with a big old punishment stick.
That's a realistic outcome, is it not?Even in your example, if I, as a player, decide to pursue a personal goal and put off dealing with your dragon, I get smacked with the big old punishment stick because the dragon now has a much larger force than it did before.
Hussar said:I agree that some goals may be time dependent. However, it does not follow that ALL goals will be time dependent. I would go so far as to argue that many goals aren't. "Become the greatest swordsman" is not time dependent. "Become king" is not time dependent. "Become a god" is not time dependent. Other than doing it before you die I suppose.
 
 But as they currently work, paragon paths and epic destinies don't relate to time at all. They're more like a player narrative resource, in the sene that by choosing a paragon path and epic destiny for his/her PC a player gets to stipulate that certain story elements will come into the game, and also gets to stipulate (in general terms, and in collaboration with the other players) the shape of the endgame.The opportunity cost is reflected in a concrete way in the amount of time actually spent at the table. 4e makes this really explicit in the way that adventures end after about 30 levels. You have an epic destiny, and you realize it. You can't have more than one. You can't become a demigod and also become an archmage (forex). At least, not in with the same character.
If "become a king" is something like an epic destiny (maybe it'd be less "epic", but still), a mechanical effect that, as an opportunity cost, precludes doing other things with that rules slot, we're getting closer to the idea of time as a player resource.
Those all take time to achieve, and any time spent not trying to achieve them decreases the chance of achieving them.
They're all time-dependent.
