This paragraph makes so many assumptions about the situation that it's hard to know where to start.
I'm not making assumptions about the situation. I'm pointing out the vast differences between what may happen when you make the situation concrete and realized, rather than resorting to fiat, handwaving and abstraction.
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.
Well, that's nice of you. One of the very earliest things we discovered as players was that random monsters or proactive villains were most dangerous when were most vulnerable - asleep, low on hitpoints, and virtually out of spells. Hense, in all the groups I've been a player in, there was a strong emphasis on turtling up whenever we needed to find some place to rest. Not incidently, the attack on the hero when he's asleep, the precautions taken by the hero to prevent ambush, and the heroes ability to defend himself even in this state is also a very strong element of fantasy fiction.
I don't know of any evidence that games that use it produce adversarial GMing or railroady play.
From the start in this thread I've tried to argue that the OP is misinterpreting his data and that the problem isn't the 'adversarial' dynamic that he precieves. Likewise, even if it is true that you have participationism and thereby no possibility of a railroad, you are ignoring the problem that metagame exchanges may themselves be something players don't desire.
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.
Or there is the third, metagame alternative in play.
Yes, but the metagame alternative isn't attractive either. The metagame alternative is essentially to assume that no events happened between A and B, or if they did happen, to work backwords to assume what must have happened to get to B - even if that means breaking suspension of belief, having characters act out of character (the light sleeper didn't wake up, precautions weren't taken, the hotheaded guy surrendered without a fight, etc.).
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!
There are so many problems with that. First of all, the 'drugged meal' alternative is one of the 'assumptions' I originally mentioned. Hense, why didn't the PC's recieve saving throws, why was there no chance to detect the poison in the meal, or to sense the motive of the innkeeper, and if the meal had been played out what if the PC's had cast detect poison on their food or neutralize poison on themselves before going to bed. What if one of the PC's had sensed the poison before it fully took effect and hit a panic button of some sort (teleporting to a remote location, etc.)
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.
Yes, but I don't want to be 'in' on the discussion. I don't want such discussions at all. I want to be 'in' the gameworld, not in on a game.
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.
Because '0' happened, and because while the series of events you describe are not objectionable in themselves necessarily, the fact that they can be scripted out in advance is objectionable in and of itself. No outcome is certain. What's objectionable is that #0 always leads to #1 which always leads to #2. That #2 doesn't necessarily lead to #3 or #4 is beside the point. The point is that for some portion of this 'story' the characters have no input in the story. Note particularly that even if the players technically have input in the story, if this input doesn't come through the agency of their characters its disruptive of the game I want to play.
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...
Your wrong. My PC has been captured several times. My party has allowed themselves to be captured on one occassion as part of a prison break plotline. I've DMed various situations were a PC was captured. What you lose isn't the capture scenario, but the DM's ability to decide when and fully control when you are going to have 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.
Your wrong. This is the sort of Ron Edwards BS that just makes me want to scream. I just don't even know how to address that sort of assertion. Capture scenarios are not universal to all sword and sorcery stories in the first place. They certainly aren't more ubiquitous than 'the hero is ambushed in his sleep but overcomes the attacker'. I've been playing RPGs for 25 years and all sorts of things happen and all sorts of dramatic situations have occurred. All sorts of deep themes have been developed. There used to be a time when my understanding of the game was so weak that I was sure I knew what the best and most fun story was and by golly I was going to make it happen just like I'd imagined before hand, but experience has taught me how foolish that was and how you are just better off trusting your players and the dice than your own preconceptions. Yes, it does take some skill to design the game such that it can survive the unexpected, but it can be done and it does work.
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.
This is not something I asserted. This is something you asserted. You are trying to refute yourself now and attributing your own red herrings and straw men to me.
It can be done by tolerating a metagame approach to scene framing.
Well, yes, it certainly can be done that way. But that approach is itself not something I enjoy and its costs the game more than it gains.
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...
Yes, it is ok for a traditional fantasy RPG to force a split between courage and self-interest. How that violates the player's freedom of choice I'm not sure, accept that you are using really tortured ways of expressing things in order to make it sound like I'm contridicting myself. My concern was for the player's freedom of choice being violated. Expressing my concern in some alternate language of your own out of context doesn't sound like an honest attempt at understanding.
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.
I disagree. I don't agree that its the most basic presupposition of standard heroic fantay, or that its the basic assumption of Tolkien, or that it's even a particularly common assumption. Fantasy literature often contains assumptions of martyrdom and self-sacrifice, and this is maybe even particularly common in RPG inspired literature where heroic deaths are rather more common than in stories where the heroes enjoy implicit plot protection.
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.
I agree that RPGers have a strong aversion to surrender, but I don't agree with you on its basis.
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 didn't say that nor do I seem to be saying that. I wouldn't run a 'Colossal Red Dragon' "surrender-or-die" scene. Once again, that's something you brought up. You are now arguing against your own straw man as if I was the one who brought it up.
Personally, if I brought in a Colossal Red Dragon early on, it wouldn't be to get the PC's to surrender. I've already asserted what I think is a reasonable usage and goal of such a scene. I have a very hard time imagining why a Colossal Red Dragon would want anyone to surrender or why it would take a particular interest in seemingly ordinary humans. Colossal Red Dragons aren't generally known for modesty, self-restraint, and respect for human life. It's out of character to even have a dragon acting in that manner.
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.
More straw men here.
Whereas the capture scenario is not a railroad at all.
LOL. Well, you can assert it, but I'm not sure how many people are going to buy that.
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 suppose that there are, and I agree that its a terrible way to play, but I think you are much closer to playing in that manner than I am. Indeed, I'm having a hard time seeing how you differ much from action-resolution mechanics together with heaps of egregious use of GM force to produce dramatic situations.
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.
Isn't that GM force?
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.
Welll at least you seem to realize that it is, even if you want to rationalize it away. I believe that there is fundamentally no difference between what you recommend and what 2nd edition D&D recommended, and your not giving nearly enough credit to the 2nd edition D&D style and its writers/designers because it justifiied itself in the exact same way, "It's ok to use alot of DM force to produce dramatic situations, because don't players want to have that sort of game?"
The solution to (i) is, if necessary, to change systems.
I still don't agree with you that systems make that much of a difference here, especially if you are talking about something other than hard nar games.
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.
That's Ron Edwards talking again. No one actually enjoys the way that they are playing, and only Ron Edwards understands how to have fun playing an RPG. Frankly, I get sick and tired of that Forge evangelism.