Because between the two events, something dramatic and important must have happened. The wizard locks, alarm spells, locks, jury rigged noice traps, bottles balanced on the door handle, and so forth that the party takes precautions with when resting in a strange environment didn't go off. No one heard the dogs in the courtyard, and the guy with the Light Sleeper feat and lots of ranks in hearing slept like a babe even when someone bundled him in sheet. No one got a saving throw versus whatever poison we must have ingested, and no one made their skill check to notice it in their food, no one had a chance to wake up, the villains didn't flub any action, the players having woken up apparantly had no oppurtunity to do anything, a long transport occurred in which the players slept soundly and safely drugged and trussed. In short, lots of things happened but we don't know what they are. Only the DM knows what they are, and now the DM will have to tell us what happened to us and how we reacted (or didn't).
This paragraph makes so many assumptions about the situation that it's hard to know where to start. Suffice to say that I don't think I've ever had a party go to sleep in a tavern with wizard locks, alarm spells and bottles balanced on the door handle. If the players did describe their PCs doing all that, then (everything else being equal) they're sending a pretty clear signal that they want to play out an attempt to thwart someone breaking into their room - in which case, as a GM I'd run that encounter rather than the capture scenario.
As to your points about saves vs poison, Light Sleeper feats etc - that reinforces my earlier comments that mechanics matter here. For example, one mechanical way of treating the Light Sleeper issue is to require the GM to give the players some sort of metagame token in exchange for the Light Sleeper not waking while being captured. That's not D&D's way of handling it, obviously - hence my comments that D&D makes scene framing trickier than in some other games - but it's a pretty well-known mechanic, and I don't know of any evidence that games that use it produce adversarial GMing or railroady play.
Either the villains are so powerful and compotent that we had no chance at all, in which case, we are likely stuck here forever unless this is a nonsensical forcing trope for the sake of creating the story you want, or else the events between now and then didn't actually happen in which case this is DM fiat carried to its worst degree - obliviating all choice and options and telling us what is and has happened.
This more or less repeats my first two options for capture in my Edit of my earlier post - abuse of the encounter building guidelines, or abuse of the action resolution mechanics. These are not the only two options - but for other (metagame driven) options to arise, the action resolution mechanics need to make room for them.
So either you have decided you have the right as a DM to play my character for me, or else you are hitting me with some overwhelmingly compotent foe who could clearly have destroyed me in a blink who will then mysteriously turn incompotent at exactly the point that we are most in their power and mercy. Either way, that's ceased to be a game I can believe in or enjoy.
Or there is the third, metagame alternative in play.
I find Ron Edwards to be openly sneering, insulting, and arrogant. I find him dismissive of anything Ron Edwards doesn't like. Therefore, I feel justified to reply in kind. I find his description utterly incoherent and undescriptive of my own gaming. While he is obviously extremely intelligent and does open up for conversation a lot of useful ideas, I find that much of the core of what he holds to be absolutely true is absolutely not true. For example, its my opinion that most good and enduring RPG designs are what he calls 'incoherent', and that that trait is precisely what makes them good and enduring. But anyway, enough Forge bashing because its beside the point.
My real point wasn't to defend Ron Edwards, who (if he cares) is more than capable of looking after himself, but rather that you described my mind as having been "killed" by him. I was making the point that I don't think you know me well enough (as far as I'm aware, you only know me from a few posts on a messageboard) to make that judgment.
We don't need that at all. All we need is the implicit or explicit consent of the whole table, which involves no exercise of GM force at all.
What matters are subsequent, downstream consequences of upstream encounters. For example: in a game system that defaults to detailed monteray accounting, and which want to explore the implications of the PCs being down on their luck, there is mechanical pressure to resolve the haggling, because it matters to the game whether or not the PCs spend that extra silver piece. Even for that sort of game, however, there is a good chance that resolution of the haggling is itself boring for many or all of the participants in the game. But the mechanics, which provide no alternative to detailed monetary accounting, make it hard to try a different way of going about it. In particular, it is hard for the GM to simply stipulate a price without interfering in an arbitrary way with the workings of the mechanics.
I think skipping from going to sleep in a tavern to waking up in the dungeon goes along way past potentially arbitrary and unfair, besides being totally not fun. Even losing is alot more fun than missing a dramatic scene. Of course, your opinion is apparantly that its worth it to miss a dramatic scene and obliviate all player choice if it just achieves the outcome you desire.
Again you're making a lot of assumptions. After all, maybe the dramatic scene was the consumption of the drugged meal in the tavern the night before - what had seemed innocuous takes on new meaning in the light of subsequent events!
You're also assuming that the GM's desire is the only one operating here. I've never asserted that, and indeed finished my last post (in the edit) with a more detailed discussion of the advantages of metagame scene framing because it gives the players an alternative "in" to the discussion.
But anyway, let's suppose that in a given session there's time to resolve only a handful of dramatic scenes. I don't see how it is per se objectionable to resolve scenes (1) wake in prison, (2) escape from the cell, (3) sneak through the corridors into the baron's bedchamber, (4) kill him in revenge and (5) jump out the window escaping across the moat, rather than starting at (0) fight in tavern room at night.
I don't really see what 4e has to do with this at all. I'm giving system independent advice and frankly I just see this as an attempt to start an edition war, a red herring, and not worth responding too.
Fair enough. Needless to say I think the viability of different approaches to scene framing is heavily system dependent. Even if we disregard various sorts of metagame mechanics as part of the system, the action resolution mechanics for a system have a huge implication for the sorts of scene framing it makes viable.
The GM in a traditional RPG has vast control over the game world, but his ability to use force on the players is extremely limited. It's very hard for a GM to go from 'Going to sleep in the tavern' to 'Waking up chained to the wall in the dungeon' because players are hugely resourceful and traditional PCs have so many resources at there command. You can challenge the PC's, but capturing them without killing them is extremely difficult if you play it fair.
And I don't really take this as a refutation of my earlier claim that games that constrain scene framing by reference to traditional action resolution mechanics are potentially tactically and strategically rich but incline towards the thematically narrow and limited. If it's all AD&D-style action resolution all the time, with bottles balanced on doors and saving throws against poison and killing trumping over capturing, you won't get to play a capture scenario - in which case your game won't really resemble the sword and sorcery stories that (for many players) made the genre attractive in the first place.
There are obvious mechanical alternatives within the same general approach to action resolution mechanics - for example, in RM knocking out is more common than killing, atlhough it tends to be "unconscious from blood loss" rather than "knocked out by a well-placed tap to the head" - but the obvious alternative solution, for those who want to explore these other elements of the genre, is to take it to the metagame. As I've said, this depends upon the action resolution mechanics tolerating that sort of move.
One approach you don't suggest is to simply not decide that now is the 'capture scenario' time and simply let it happen. You play enough games, eventually capture and surrender and the like naturally arrise. It's happened to me as a player, and its happened to whole parties once when I was the DM and to individual players three or four times (at least).
Which, as Hussar said, is in practice not to play that sort of scenario. If you don't want to, fine. If others don't want to, fine. No one's making you, or even urging you. But the notion that it can't be done without exercising GM force via abusing the encounter building guidelines or the action resolution mechanics is simply not true. It can be done by tolerating a metagame approach to scene framing.
Oh geez. Far be it for that to ever happen.
Upthread you expressed concern that players shoudn't have things put at stake that they didn't buy into, and now you're saying that it's OK for a traditional fantasy RPG to force a split between courage and self-interest, whereas perhaps the most basic presupposition of standard heroic fantasy RPGing (drawing on tropes established by REH, Tolkien etc) is that these two will not come apart. It's not a coincidence that fantasy RPGers have a strong aversion to having their PCs surrender (as is being discussed in multiple threads at the moment). The unity of courage and self-interest is almost inherent to the genre.
You also seem to be saying that it's anathema to frame the capture scene, but it's acceptable to run the Colossal Red Dragon "surrender-or-die" scene. I certainly know which sort of game I'd rather play in - one in which the GM frames exciting scenes and I can be confident that the GM is abiding by the encounter building guidelines, than one in which the GM abuses the encounter building guidelines so as to railroad the players. And the "surrender-or-die" scene is a railroad, because it is as encounter with only one real option, namely, to surrender. Whereas the capture scenario is not a railroad at all. The encounter has multiple meaningful choices, and the framing of the encounter (assuming that the players did not trap their door with spells and beer bottles) doesn't vitiate or even implicate any player choices.
Finally, as to the question about the play preferences of the OP's posters. The OP said this:
OP said:
I've tried talking to my players (repeatedly) but like paranoid conspiracy theorists the more I assure them I am not out to get them in the rat basterd way the more convinced they become that I am just setting them up for a huge fall.
I'm not as confident as you are in inferring from this information that these are players who are happier playing ASL-style AD&D rather than The Dying Earth. There's just not enough there to tell.
The OP also said this:
OP said:
Players in turn, having suffered in these games themselves, or having been schooled by those who have suffered, develop the counter attitude. Winning, (ie not letting your character die, be tricked, kidnapped or failing to complete the objective (whatever it happens to be)) is the only way to play. Anything else is letting the DM win.
In my experience, this style of "turtling up" D&D play is quite common. Sometimes I'm sure it's an expression of a genuine desire to play in that way. But I've also seen it in players who very obviously are trying to have a different sort of experience in their fantasy RPGing. And reading articles and letters to Dragon magazine through the 80s one (or at least, this one!) can see the issues being played out, in discussions of alignment, clerics and paladins, XPs for non-combat encounters, GM die-roll fudging, etc, etc.
Games like AD&D 2nd ed try to resolve the issue by keeping the same "continous play" assumptions and the same action resolution mechanics but adding heaps of injunctions to the GM to use egregious force to produce dramatic scenarios. For me, this is a terrible way to play an RPG, but I know that there are some (perhaps many) who like it.
I'm suggesting a simple alternative - if you want to have your RPG include the sorts of fantasy scenarios that attracted you to the genre in the first place, then just do it. It's GM power, but it's egregious GM force only if (i) we make all sorts of assumptions about the nature and purpose of the action resolution mechanics, or (ii) we assume that the players don't want to play that sort of game. The solution to (i) is, if necessary, to change systems. The solution to (ii) is to talk to your players. But I'd be surprised if every turtling player, once they are shown that a different sort of play is possible, really turns out to want to play exclusively in the turtling mode.