Well that depends. Who set the goal? If the goals lie solely in the hands of the PCs "We must get to the city!" then crossing the desert is a step they need to do accomplish their goal. If the characters then say "Crossing a desert sucks! Let's do this instead." all is well and good.
If the players say "Crossing a desert sucks! Let's hand-wave it." that is what can lead to a conflict. Conflict is more ikely if the players don't say it, but do *something* in the game world that they think telegraphs their preferences. Conflict becomes almost certain is one player does something in game to telegraph his preference to handwave the situation, assumes the other players are on board, thinks and the only potential purpose of the desert crossing is to do things he's not interested in doing or that can have no lasting impact on the campaign.
So really, it's more a failure of communication and managing expectations than game design.
Well, part of the thinking was that a DM might be able to lead the players into thinking that the road is important enough to be worth traveling to the next destination, so to speak. I admit it probably takes quite the DM to set up the session such that that's what the players will want to do instead, but it is still worth thinking about. In terms of "surprising the DM," perhaps the centipede situation could have been avoided by making the desert an explicitly worthwhile place in its own right. Then it wouldn't have been so much "we need to get through the desert" as "Let's see what we can get out of the desert." I have no experience DMing, but perhaps setting the setting like that is feasible.
Option A and Option B in your examples don't give identical results and in fact could have vastly different outcomes.See, I look at it like this.
- snipped examples for brevity -
And, I see this as why players stop trying anything that is not expressly permitted on their character sheet. Think of it this way. You have two options. Both will give you identical results. Option A has a 100% success rate and Option B has a less than 100% success rate. Which option will you choose?
But how do you reconcile that one player opting out of a scene may force another player to not have his fun also?I have suggested, and ALL that I'm suggesting is that a player can choose to opt out of a SINGLE scene. That's it. One scene that the player is not enjoying.
You seem to be doing the same thing you accuse Celebrim of - taking his position to an ridiculous extreme and then casting him in an unfavorable light. You accuse him of piling on roadblocks - but it is apparent that he (and we'll assume his players) like skill selections to be relevant - so they devise a solution and they play that out with the rule set they are using. He's also said that he addresses a player who isn't enjoying a mode of play by not staying in that mode of play too long.But the idea that I am somehow beholden to the DM to play through everything he wants to play through, just because he wants to play through it is far, far beyond anything I would ever consider to be good DMing. And it's the reason that players have all their creativity crushed out of them. Because as soon as the player tries being creative, just as Celebrim has shown, if that creativity isn't something the DM likes, he'll simply pile on roadblock after roadblock until the notion of stepping outside the lines is no longer a real option.
Everything he talked about probably could be played out in 20 minutes (except perhaps any random encounters) if there really wasn't anything important in the desert.I mean, look at all the stuff he's talked about for crossing the desert. If he spent that much time making the desert important, why not spend a fraction of that time making it matter to the players? As I said, we had no interest and no reason to explore the desert. We were simply crossing it to get to the place that we actually care about. Why not spend all that time preparing the place that he knows we are invested in?
I think you're out to lunch if you think RPGs that require that much prep have any growth potential at all. 1 hour of prep per 10 hours of play is a more realistic target for actually expanding our hobby. Most people don't read books.As a general rule I try to spend two hours for each hour of play. That tends to achieve 'desirable' results. More can at times achieve better results, but really that's something adults can't expect to do consistantly. I think you can, if you are experienced enough, most of the time get by doing one hour of prep for each hour of play. However, in my experience this is generally risky and a lot of times I regret being so lazy.
[snip]
I'm passionate about this topic because I see the craft of GMing dying out there because no one wants to put in any work, and as a result the experience of play ends up suffering compared to other mediums - like CRPGs - where someone did put in work. It's the greatest threat to our hobby, and one that in all likelihood is going to all but kill it short term.
Just wanted to address a couple points
Option A and Option B in your examples don't give identical results and in fact could have vastly different outcomes.
But how do you reconcile that one player opting out of a scene may force another player to not have his fun also?
You seem to be doing the same thing you accuse Celebrim of - taking his position to an ridiculous extreme and then casting him in an unfavorable light. You accuse him of piling on roadblocks - but it is apparent that he (and we'll assume his players) like skill selections to be relevant - so they devise a solution and they play that out with the rule set they are using. He's also said that he addresses a player who isn't enjoying a mode of play by not staying in that mode of play too long.
Everything he talked about probably could be played out in 20 minutes (except perhaps any random encounters) if there really wasn't anything important in the desert.
Also -
I think a big part of the problem in this discussion is that this is the first time you've said that the group (by your use of "we") wasn't into exploring the desert - previously your position (at least to me and apparently to others) seemed to be you were the only one who wanted to just skip the events you listed.
Plus, how is getting "shirty" (whatever that is) with the DM productive? How is it more productive than talking to him after the game or during the next break in the game?
Finally, if the DM is the type who gets in a snit, why were you gaming with him at all?
Of course you get to make a save as you look at it and throw the dust, if you close you eyes, 50% misses.![]()
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(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.