Oh, good, setting wank. I would miss this. Why are you railroading me to force me to see this...I would miss these. Why are you railroading me to force me to find these?...I would miss these. Why are we being railroaded into encounters?...Why are we being railroaded into meeting them earlier?
You have a very odd definition of a railroad. I got tired of listening to railroading being used as short hand for 'things I don't like', and so wrote a lengthy post on what a railroad actually is
in this thread. Railroads depend on in my opinion particular techniques that are designed to ensure particular outcomes the GM find desirable. No where have I suggested that the desert should be designed according to any railroading techniques. Some of the things I've suggested explicitly rule out several of the techniques in my post.
By contrast, you're approach as a player to the scene is dependent on 'The Hand Wave', on reversing the role on the Literary Narration technique of providing outcome as proposition by offering proposition as outcome, Tiny World (in that your version of the in game reality is intended to contain only your destination), and the Endurium Walls technique in that you've been dead set in this thread on trying to rules lawyer this scene by arguing that a creature with speed 40 and lacking the Run feat or any other special speed enhancer (ergo, flat out this bug barely hits 20mph) can outrun anything in the desert and ergo it follows that there are never encounters. Who is triyng to railroad whom?
The fundamental assumption I have is that the players want the things that are at the destination to be both surprising and difficult. The players enjoy a mystery, they enjoy discovery, and they enjoy challenge, they want to experience and participate a story, or else they wouldn't be playing an RPG. The encounters that may or may not happen in the desert are expected to be to the players benefit and to be recieved as such, arming the players with knowledge and resources that will prepare them to meet the difficult challenges in point B. Even the tangetal and incidental encounters, what permeton calls 'the grind' provided that they don't occur too frequently are expected to be recieved with pleasure by at least some players because they provide oppurtunity to explore setting ("Look out, it's a saber toothed moose-bear!"), tend to provide oppurtunity for character spotlight ("I'm good at this!"), and involve overcoming tactical challenges. Those tend to be things that players like. Maybe not all of them. Maybe not equally. But at least somewhat. And globally, they make the world feel more organic, more fleshed out, and more real in that the same events or encounters in a different more immediately story relevant setting would feel forced. And for most players this is more satisfying. There is also a great deal of fantasy literature versimiltude in handling the game in this way, which satisfies players who are motivated to feel like they are within their favorite sort of story.
You clearly have a very different set of assumptions. Ergo, I'm quite certain neither of us would be happy with the other. I would love to hear some explanation from you though of something you've been entirely silent on in this thread. What is in 'City B' that makes you so anxious to be there 'now'? Why is it 'the fun'? And what is it that you as a player are motivated by when you are a player? You are insistant that GM's should deliver 'the fun' and let the players decide what 'the fun' is, but you've done nothing compared to what I feel I've done in this thread to explain what 'fun' is.
One of your other fundamental assumptions is that your plan to charge at the blazing speed of
at most 18mph across a desert is a foolproof way to ensure nothing happens so why don't we just skip over the desert and that if the DM doesn't agree with your rulings as a player concerning the outcome of a proposition, you are being railroaded by an egotistical DM. I'm not even going to dignify that assumption with further argument.
I thought the players had control over the action in your game.
I never said that. I said players had control over their own actions in my game. No one has singular control over 'the action'.
IOW, the only reason you have for forcing the group to play this out is to railroad them into encounters. After all, if they don't play this out and simply hand wave the trip, then all these reasons cease to matter don't they? The only reason you refuse to hand wave things is because you want to run encounter/scenarios between point A and B. The players don't want to. They just want to get to point B, because that's where their goal is.
Let's pretend for a moment that I have a desert and a player has previously acquired an item or a promise from a Djinn Lord called 'Shiek over All Deserts' that gives them a one time Wish. It's the sort of thing I would do, and I referenced the concept early on. So instead of the somewhat doubtful plan involving a giant arthropod, the players offer up the much more foolproof proposition: "Guys, I'm really not into this desert thing. Let's just sumon Shiek Over All Deserts and ask him to carry us across.", and the party all thinks this is good use of the wish, and that's the proposition that is offered. Well, after at most 5 minutes of narration to satisfy how cool and powerful this proposition was, they are now at City B, and I'm going to do nothing to stop that plan. Congradulations. You've made it to City B. Chances are you are now screwed, because though I won't stop a soundly excuted plan, all the reasons I outlined about why the desert is important still apply. Based on what you said thus far, this is going to in your case at least immediately bring up a new conflict, "Why aren't you letting me win? Where is my fun! Why are we being railroaded by all these complications in City B when what we came here for
to do this. I demand we be allowed to do what we came for."
In short, all your shouting about 'railroads' is covering for the fact that you as a player want director stance as the player. It's not that you don't like railroads, in fact you insist on them, but crucially so long as you are the conductor. You want to give both propositions and outcomes. That bores me on either side of the table. As a DM encountering a player who wanted both, I'd be inclined to stop playing. As player encountering a DM that wanted both, I'd be inclined to stop playing, but quite crucially, as a player encountering a DM that expects me to do both - even if he isn't explicit about it - I stop playing.