Hrm, you don't see the irony in this statement?
No, I don't. There is no irony in the statement. It's something I take pride in. I've crafted a game where there is real value in having skills, and where they guy with skills is just as capable of a problem solver and is just as useful to the party as the guy who invests in being able to conjure giant centipedes or the guy who specializes in hitting things with sticks until they stop moving.
Use rope was dropped because it was considered useless, but, in your game, it's used all the time. And you wonder why I'm questioning you about forcing skill checks over and over again until the players jump through enough hoops to make you happy.
No, I don't wonder why you are thinking that. I know why you think that. Clearly you are describing things that actually happened to you, and the potential misuse of skills as mere passive keys to unlocking further progress is a potentially failing of design that I've been trying to address since noting the problem in Call of Cthulhu in the early '90s. Nonetheless, you thinking that use rope is used all the time in my game because I'm making players jump through enough hoops to make me happy, is something that is occuring in your head and has nothing to do with what occurs in my game. Use rope is used in my game all the time because allow success with a use rope check to be meaningful. In other words, it is my goal to make skills as powerful of problem solvers in my game as spells are so that a person who is a 'skill monkey' doesn't feel disadvantaged against a spell caster and feels that the resources he has are useful and worthy. This is entirely a different approach to the use of skills that you are imagining. In my games skills don't merely serve as passive instruments for overcoming arbitrary problems that DMs put in their way, but as a means of active and creative problem solving. Players with 'use rope' respect the skill because they know that I will let them solve problems with it. They know for example, that I'll allow thier ranks in use rope to substitute for their attack bonus when attempting to lasso a target. They know that I'll let them build solutions out of rope, swing across chasms, trips monsters, pull them into pits, or whatever.
This extends to all skills and the entire structure of my rule set. It's why I've added to the skill list things like 'Run', which increases you base movement speed, or 'Porter' which adds to your encumbrance load, or 'Leadership' and 'Tactics' which lets you apply buffs to and remove certain debuffs from your allies even if they have a magical origin, or Hypnotism which lets you counter certain mind effecting spells, or Astrology which lets you emmulate certain spells on a nightly basis, or why I allow 'Heal' to be used to actually restore hit points. It's why uses of Tumble that are 'epic' in the normal rules of the game are ordinary and expected in my game. In short, Use Rope is prized not because it is a cure for being disempowered, but because it is empowering.
You have everything absolutely backwards.
The only reason they think the skill is important is because you're going to beat them around the head and shoulders with the punishment stick if they don't do what you want. "Ha ha, you don't have use rope, you can't tie a knot, you fail."
Which I continue to protest is just a bizarre way to look at an RPG. If you don't have Use Rope, it's true that you aren't a very reliable tier of knots. If you don't have Tumble, it's true that you aren't a very reliable acrobat. If you don't have Bluff, it's true that you aren't a very reliable liar. But it's equally true that if you don't have sufficient BAB, you aren't a very reliable melee combatant. If you don't have a spell list, you aren't a very reliable caster of fireballs. How is it me punishing someone for simply enforcing the rules? Should I allow people with out 3rd level arcane spell slots to cast fireballs? Show I allow people without full BAB to be successful with every attack? Should I allow anyone to succeed automatically at any doubtful proposition? Just because the structure of this particular rules sets treats casting spells, swinging swords, and tieing ropes as mechanically different actions doesn't mean that I should depricate the ability to tie a rope. Disparate mechanics or not, all should should be equally valid expenditures of chargen resources leading to the ability to grab spotlight and have those shining moments of awesome.
All the while you're patting yourself on the back about how true to the simulation you are being. Blech, no thanks. When the simulation only ever reacts in the most negative way possible, then that's not a simulation, it's the DM being a jerk.
What evidence do you have other than your own imagination that the simulation only ever reacts in the most negative way possible? You have never sat at my table. You don't know my rule sets. You don't know the kinds of stories that are created through our play. I keep providing you concrete evidence from my sessions that all your imaginings and slanders are merely that. You accuse me of changing the weather simply to thwart creativity, and I provide you clear evidence that was merely bile on your part. You accuse me of using skills to disempower players. But where do you have evidence of that? What concrete example from play at my table do you have as evidence that skills are disempowering?
So, you completely misread the player, completely fail to understand what the player is signaling to you, and, even after the player has specifically TOLD you that he doesn't want to do something, it's still that player's fault and that player should simply shut up and play whatever you want to play. The fact that the rest of the group wants to get to their destination, and is perfectly happy skipping over the desert journey doesn't matter either. The player has somehow challenged your authority, and you are 100% wrong in your interpretation, but, it's still the player who is at fault?
There is this fundamental assumption that what is going on at any moment in a story is a contest between the players and the DM. You have this assumption even when you are speaking positively about what you consider the right approach to story telling - "I'll get them next time." And that all the players are lined up on one side against their foe the DM and that all players fundamentally want the same things that you do. But all these things you use to describe a RP session have no relationship to what is going on at my table. At my table I have a thespian, who wants to engage in low drama and interparty RP and he doesnt' really care if combat happens or if there is a destination as long as there is an outlet for that experience. And I also have a power gamer, who wants to kill things and take their stuff, and he doesn't really care for mysteries, or storylines, or role-playing as long as he gets regular outlets for spot lighting his character's prowess in combat and getting loot. And I another player at the table who wants the pure vicarious experience of story, who told before the game (because I sent out a list of questions asking players what they wanted) that he wanted me to railroad him through a story - and he said it in those words. And I have new players at the table for whom RP, tactical combat, exploration, intrigue, solving mysteries using detective skills, mass combat, etc. are all new experiences that wow them whenever it takes them to a new place with thoughts like, "I didn't realize you could do that in a game." I have never in thirty years of play had a single consensus amongst the players about what a game was about and what made it fun. The idea that my players would all come to an agreement that a journey through a desert wouldn't be fun, and they'd all have this concensus sight unseen of what is in the desert, is not only baffling to me but so unlikely and so outside of my experience that I just can't relate. It is, like so much of how you view the game, a description from another world. Sure I've had individual players that I know wouldn't really be into that, and I take care to address that problem by not staying in one of mode play for too long but instead trying to provide buffet like oppurtunities for what everyone likes, but that is as far as it gets.
The idea that the player to going force the group to eat only what he eats, much less force the DM to prepare only what that player likes is absurd to me. I have never DMed a group of players from all the diverse players I've DMed that would look at one of their number as being in the right to challenge the DM in that respect and insist on his way and look favorably on that.
Interesting approach to DMing there.
You know I have no idea what you think that my table is like. I can tell you one thing, no one has ever left my table with the sort of chip on my shoulder against DMs that you have. I have no need to defend my DMing abilities or my approach to the game from you. My DMing philosophy is simple. I strive to be the DM I would want as a player, and to treat my players the way I would want to be treated as a DM. I don't get a lot of complaints except from net experts such as yourself.