OK, that's fairly explicit. I guess my basic answer is there are an INFINITE number of these 'what if the player wants' questions, I could ask "what if the player wants to only play the exciting parts" and that's just as much a what-if. So, we can really only say "in my experience, this is what players typically want, and this is what can serve most of them well a majority of the time." Hopefully that can also be relatively adaptable so that you can adjust how things work, at least to some extent.
True. I'm mostly trying to point out the agency that players in 'go where the action is' games are missing out on. As long as they know they're missing out on it and are cool with that, then fill yer boots.
IME players get bored. I mean, yes, a player who is new or in a certain mood will probably relish crawling around in a dungeon pixel bitching every cobblestone trying to find traps and secret doors and whatnot endlessly, and scrounging for every copper piece and whatnot. This WILL almost certainly get old after a few sessions, at most.
Actually, IME it never does; at least not permanently.
I'm starting to look forward to the next time I can play in a start-out-fresh-at-1st-level party again, where every copper piece you find is a big deal and you're not expected to save the known world every other adventure.
MOST players will begin to desire to move into a more narrative, cinematic, heroic sort of play.
I find most want to start seeing some sort of overarching story develop out of what they do, but at the same time don't become all that concerned about cinematic or heroic play as such. (that said, we don't really do 'heroic' play here; it's more like 'murderhoboes with occasional flickers of conscience')
Maybe they will also want to do some 'boring stuff' as well, like they might become fascinated with shopkeeping or farming or something, but they don't really end up wanting to spend vast periods of their table time on it every game. Its enough to make a few critical decisions and feel like they're having the experience. Usually this kind of thing will segue into "the thieves guild is trying to take 90% of your profit!" or something rather quickly and that will be more interesting than trying to negotiate a cheaper source of quality high hard boots (15gp).
This isn't what I mean. I'm more getting at the granularity of interactions while adventuring...that every intersecting passage gets described and the party given a choice which way to go, for example, rather than jumping them straight to the 'action' scene in the throne room.
I feel like it is always possible to do some 'development' if the player wants, but its almost always a pretty good idea to get on to pushing things pretty soon. I find that 4e's SC system is really awesome here. I can make up an SC for "successfully convince the thieves guild to stop threatening you" and that will include plenty of shopkeeping action and a real interesting plot that 'goes to the action' at the same time. Its probably not going to dwell on book keeping, negotiating contracts, and meetings of the cobbler's guild, but those things might factor in as scenes within the SC.
I've looked at 4e a bit, in terms of converting some of its adventures for my own game, and found that wherever a module suggests a skill challenge it's really saying 'here's a nice quick mechanical shortcut around all this exploration or negotiation they'll otherwise have to do'. I don't want those shortcuts; I want to play out the exploration or negotiation or whatever in a much more granular fashion.
I find that I want to see what happens in the game. So I like it if there's a fairly robust plot progression. I feel like there's always more characters and more situations and more games to be had and there's no need to linger and draw out one specific situation when there is an infinite amount of gaming I could be doing.
Where I know I'm going to see what happens in the game sooner or later anyway, and I'm not (usually) so eager to get to the next character/game/situation that I'm willing to shortchange this one.
As I even say in my houserules introduction (paraphrased here): it doesn't matter if little or no actual adventuring gets done during a session as long as everyone has fun. What I mean by this is that if the PCs want to spend the session arguing with each other or chasing red herrings or telling war stories or whatever it's fine with me, as long as what they're doing is game-related. If the players drift off into a long discussion about politics or hockey or food , that's different; and I'll steer them back to the game at hand.
Oh, maybe I got distracted, lol. I think I was going to say "cool to place obstacles in the way of making it thrive or growing his holdings into a Kingdom or whatever." I would also say it would be cool to threaten THE WHOLE WORLD, that would of course necessarily threaten his castle, but there's a progression there to more global concerns, so it doesn't really feel so much like endlessly repeating the same thing. I mean, its sort of like Superman, after the 100th time some villain kidnaps Louis Lane it GETS OLD, so you have to move on. Players should always feel like they've accomplished something and their achievements will stand. Never refight the same battle!
I'm not sure I completely agree here: I've had some great situations arise out of the use of recurring villains. In my current game there's one villain they've beaten (I think) 5 times now - each a clone of the original except the most recent one met, which was the original - and they've reason to believe there's at least one more of her out there somewhere. The trick is to have her show up in different and unexpected situations - so far she's been met as the boss of two different (and widely separated) dungeons, a leader of an enemy army, a quasi-wandering monster, and the sidekick of another dungeon boss.
Right, and I agree that it is the pace experienced by the players that is really actually experienced and thus forms the basis of their enjoyment (or lack thereof) in play. I don't think its necessarily true that the pace should be unrelenting at the table either, there needs to be some degree of pacing, but I don't think every sticky situation that the PCs are in need be immediately hair-raising either. Maybe they are spending the next hour of table time negotiating and planning. These can still be DRAMATIC activities, and even punctuated with action scenes, but they don't need to be Indiana Jones crazy rollercoaster every minute either.
I agree, but is the hour of table time spent in planning even possible if they're being framed into the next scene right away?
I call those scenes basically 'Interludes'. They often take place outside of table time too. Nothing is really at stake, but the parameters of the next challenge may be set. I don't think that games have to be merely reactive on the part of the players to be 'go to the action' either. "Some guy walks in with a map" and now things are rolling and the party is in the driver's seat, for now...
I'm thinking even less structured than that; a situation where the players / PCs can stop, divide their treasure, re-equip themselves, purchase or commission magic items if allowed by system, assess their successes-failures-goals-desires-assets, and generally take a deep breath. And from there they get the chance to ask the DM what's going on in the world (the DM takes on the role of newscaster for a moment); and then process this information through the filter of their own goals etc. and decide - without any DM framing - what they're going do next.
And at this point the players are in effect telling the DM what to frame next, via exercising the agency provided by choice.
Well, they seem better to me than the AD&D ones! lol. I mean, "every time you're injured you have to wait weeks to do anything again" wasn't really very thrilling, and the "well, just find a cleric to magic you back to health 100x faster!" didn't really cut it either.
I far prefer this over the 4e-5e model where you can be near death several times during a day yet be right as rain the next morning.
That said, the 1e model as written is too slow even for me; and we long ago fixed it to something we like that's between those two extremes.
The fact that half the party used a totally different resource scheme than the other half wasn't winning me over either. This is a BIG reason as well that I like 4e over 13a or 5e, because it DOES have a consistent set of resources that all classes basically share (ignoring some ill-considered exceptions).
Where I don't at all mind different classes using different resource schemes - not everyone has to be the same.

4e went way too far in this idea of streamlining the classes and making them all more similar to each other.
Lan-"an overnight rest gets you back 1/10 of your full hit points, rounding any and all fractions up"-efan