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You're doing what? Surprising the DM

Sure, but these don't bear on the players' goal of engaging the city.

Neither does the siege.

Huh? To leverage the siege (i) doesn't require getting the army to the the PCs' bidding - the players can sneak in under cover of bombardment, for instance, regardless of the will of the besiegers, and (ii) doesn't require the GM's permission except via general mechanisms of adjudication.

So how is sneaking into the city under cover of bombardment "leveraging the siege to engage the city" when, with no siege, they would simply have walked in? The siege is an obstacle to them engaging with the city, which they must circumvent to proceed with their goals - they must sneak by it. Just like the desert is an obstacle to them engaging with the city, which they must circumvent to proceed with their goals - they must travel through it.

But on the skewing of choice value and invalidation of choices, these won't matter if no players make the relevant choices and this is clear at the table. For instance, at my table players don't make mny choices (in PC build etc) that are related to strategic travel because they know that I, as GM, won't bring those choices into play. Conversely, my love of undead and demons is well known and they often make choices that will help them confront undead and demons.

That sort of skewing of choices isn't a problem. It helps the table make sure that the PC builds and player resources are focused on mutual matters of interest.

Um...no. They are focused on matters of interest to you. They are taking abilities that will be useful because of the aspects of the game YOU want to focus on, not mutual matters of interest. "Don't bother taking strategic travel resources - Pemerton just ignores all that stuf, so you will never get the oportunity to use it an be cool. Best to save your Travel Wizard for a game where his abilities will be relevant. Pemerton doesn't like that aspect of the game, so we never get to play anything related to it in his game."
In a recent campaign, our characters were crossing a narrow span over a chasm. . . One of the players, Rich, described his character hopping up onto the railing and capering along. Should Pete [the GM] have called for a [skill/stat check] for Rich's character to keep his balance? No. Never. Why? Certainly "in real life" there's a chance of falling, but in the story, it just didn't matter. Rich was roleplaying. He was embellishing, interacting with Pete's description. Rich made the scene better.

And what would the [check] have accomplished? He would have succeeded . . . [or] he would have fallen and we would have had to save him. It would have turned out like a false note in a bad action movie. . .

Thus, Pete could Say Yes to the action. Rich wanted his character to look cool crossing the briged. Great! Move on.

Later, those same characters needed to cross a narrow ledge to gain entry to a lost tomb. Pete described wind whipping along the cliff walls. We would have to make [checks] to cross and get in. This was a totally legit tes. The tomb was the goal of a long quest. Would we get in unscathed? Or would this cost us? . . . If we failed, we'd lose those precious resources!

So Rich only has abilities when it suits the GM. I'm with the side hat says if Rich's chaacter has those skills, he should always have them. I'm OK if the wind imposes further penalties, such that Rich can no longer just take 10 and succeed automatically. Perhas the DC of scampering across the bridge was 22, and Rich has +14 to Balance. But the windy gorge needs a DC of at least 25, or Rich can just take 10 here as well.

This seems pretty on-point to me! @Hussar and I are both advocating a "say yes" approach. The function of the huge centipede is to establish credibility (using the HW/Q language - MHRP has a similar idea too), or in Luke Crane's terms to permit the things to be treated in terms of embellishing roleplaying without any PC limits having to be violated.

He also says that, if something is at stake, you roll. Getting to the city has been set as a goal. The desert is a challenge between us and the goal. Will we get there unscathed? Or will this cost us? . . . If we fail, we'll lose those precious resources!
 

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I'm really enjoying this thread. Both sides are really bringing up some nice discussion points and I think that both of these sides are probably playing the same way we all play, with the objective of having fun.

I recall one scene we were playing in PF where there were a bunch of demons. I wasn't much up for fighting at this point so I cast a Save or Suck spell on the demons which happened to work. The fight was for all intended purposes over. The DM was grumpy and the other players were grumpy. So the fight continued for another two hours while the other players killed all the demons who were unable to offer much of a threat. I was bored out of my mind since the scene served no purpose once the spell was cast. It was over. What should the DM have done? It was clear the other players wanted to fight things while I didn't want to waste time on a long fight that wasn't very interesting to me. I offered a solution through the use of my spell to move the game forward, but that led to grumpy players who refused to hand-wave the scene even once it was clear there wasn't any challenge left. We had been fighting these same types of creatures for a while and it was really starting to get boring for me.

What I'm trying to suggest is that it is impossible for any group of players to be on the same page 100% of the time. Choices have to be made on whose fun is more important at any particular time. Clearly the other players and the DMs fun should have overridden my fun, which they did through an agonizing 2 hour pointless battle with creatures barely able to defend themselves. Perhaps I shouldn't have cast the spell (or even that the spell shouldn't have existed in the first place) but should one player's lack of fun mean that he shouldn't use his character's abilities? Should I have taken comfort in knowing that if I hadn't cast the spell, the fight probably would have lasted 4 hours?

I don't know. If it was a ongoing occurrence rather than a 1 out of a 100, then I would have said it was bad group mix. In this case it wasn't. I was just getting bored that night.

I think what I might be getting at is that emotion plays a part in how an particular game night plays out. It's not all DM and player decision making, it's also the emotions of all involved. The Desert scene could have been much more agonizing than it was and the siege might have bored one player to tears. It happens. For players it's often a matter of accepting that they're having a bad day and try not to hijack the game. For the DM, it's being aware that their emotional state might be affecting the game and try to step back and let the players have more influence.
 

Um...no. They are focused on matters of interest to you. They are taking abilities that will be useful because of the aspects of the game YOU want to focus on, not mutual matters of interest. "Don't bother taking strategic travel resources - Pemerton just ignores all that stuf, so you will never get the oportunity to use it an be cool. Best to save your Travel Wizard for a game where his abilities will be relevant. Pemerton doesn't like that aspect of the game, so we never get to play anything related to it in his game."

Well, it's still a matter of mutal interest becasue the question becomes "With these house rules, is there a character you are interested in running?" If the answer is yes then that is character brought into play. If the answer is no then the prospective player should pass on the opportunity to play.

That's why I'm more in favour of such expectations being explicit rather than learned by the players at the table.
 

Oh, hey, let's not get too far ahead here. 99% of the time, I'm perfectly willing to sit through scenes. I just have no problem with the players, or me, speaking up that 1% of the time and skipping something.

I expect the numbers here are made up, but I'll try to take them as intended - if this is only 1% of the game, why the heck is it such a big deal?

What you have to understand is that for some of us, that is not a priority. It's simply not a criteria for judging a game. Is searching for the keycard interesting? No? Then skip it. Is someone actually stepping up and saying, "Yes, I REALLY don't want to do this"? Yes? Then skip it.

I'm not sure anyone is failing to understand that. I think perhaps some of the stuff here is sending a mixed message.

If you're trying to say, "I thought at this table we had agreed to skip over some stuff, and I was annoyed when we didn't," I expect you'd see no pushback on that.

If you're trying to say, "It is generally bad for GMs to skip over stuff when I (or any one player) at the table doesn't want to play it," well, then you'll see some pushback, because there are cases and play-styles where skipping it wouldn't be a good thing. And if such skipping hadn't been part of the general plan when the game started, it isn't really fair to get cheesed off when the GM doesn't take your lead, especially if he's already been put on the spot to change his plan.

Simply put, the "a GM should skip" does not broadly generalize - sometimes it holds, sometimes it doesn't.

Emphasis added. There seems to be an assumption of some posters that players have a hive mind. If most/all the players are bored, there is a problem with the game being run. If one player is bored by aspects of the game that interest the others, the game seems no longer to be the problem.

Agreed. There is a question here: When do the needs of the many outweigh the needs of the few or the one, and when don't they?

Umbran has voiced the "living with consequences" stance, but a few of us aren't saying "play boring stuff because you didn't have [Resource X]," we're saying "play interesting stuff because you didn't have [Resource X]" and it sounds like we're being told "it's impossible" or "it's too contrived" or the like. And that's really throwing this conversation off. As always, play what you like :)

To be clear, I voiced the "living with the consequences is a valid playstyle" stance.

But you do raise a good point, in that just because it isn't the end point you wanted this instant, that doesn't mean what is going to intervene won't be fun. This goes back to the question of who is responsible for buy-in. If this is happening rarely, I would say that this sits in the realm where the player's responsible for his buy-in. If it is happening frequently, to many players, then we're probably moving into the realm where it is the GMs responsibility. If it is happening frequently, but only to one player, then we need to look more closely, and see if it is the GM that ought to change approaches, or maybe the player, or maybe there's just a bad fit and the player should step out - the details matter there.
 

Quite a way upthread I was mentioning the significance, to at least some of the issue being discussed in this thread, of "say yes or roll the dice". When that is part of the rules, then "handwaving" through stuff of little thematic significance isn't breaking the rules.

And that's fine. Perhaps I missed it, but I don't recall it being established that "say yes or roll the dice" was part of the rules in question for the original example. And you will probably have a hard row to hoe if you want to get me to accept that it should *always* be part of the rules, for any and all games anyone ever plays. It is, quite simply, a play-style choice.

That's why I asked the question - how did the player (or players?) and GM end up in a situation where they had radically different views of what would be acceptable in the game at that time?
 

I'm not terribly impressed with Luke Crane's reasoning. Recall that I said that my goals are two fold and interrelated. I want everyone to have fun. And I want the resulting play to have a 'novelistic' quality to it. By that I mean, that I want the resulting story to be memorable and powerful in the same ways that a good movie or a good novel are memorable and powerful.

Ostencibly, Luke seems to have the same goals. He certainly explicitly stats that in the foward of BW, and its implied throughout his discussion. But the problem I have is that Luke doesn't seem to know how a story works. He seems divorsed from the mechanics of writing a novel, of creating 'cool', and of good script writing. He seems to think he knows how it works, but the lessons he's drawing from what he knows of novels and movies are IMO not the best.

The Say Yes rule is difficult to adjudicate, yet it's one of the most vital elements of the system. It grants the GM authorial power to cut right to the important stuff and skip the extraneous or tiresome action.

Now, there are two important things to note here. First, I don't think a GM needs to be granted authorial power. Authorial power is pretty much assumed to reside with the GM in any system that has a GM. Why you'd need to explicitly grant authorial power to a GM when he already has it, I'm not sure. I've never been in a system where it wasn't assumed that the GM could handwave past unimportant events, extraneous events, or tiresome action. I've never played an RPG where in practice we didn't handwave past unimportant events, extraneous events, or tiresome action. I don't think this is really about granting the GM anything. This is about setting expectations of play. This is about Luke ensuring that anyone who plays his game gets an experience presumably consistant with how Luke would GM it.

Secondly, note that this authorial power is granted to the GM and not the player. This is almost part and parcel of the confusion of thinking you need to grant it to the GM anyway, in as much as this would only be an interesting rule if it granted authorial power to the player. But, quite explicitly it doesn't.

In a recent campaign, our characters were crossing a narrow span over a chasm. . . One of the players, Rich, described his character hopping up onto the railing and capering along. Should Pete [the GM] have called for a [skill/stat check] for Rich's character to keep his balance? No. Never. Why?

Ok, I'm listening. I can imagine several possible coherent answers. Let's see if Luke provide one.

Certainly "in real life" there's a chance of falling, but in the story, it just didn't matter. Rich was roleplaying. He was embellishing, interacting with Pete's description. Rich made the scene better.

Wait.. what? That's subjective. Does this action make the scene better? There is some incoherence in this. The player was embellishing the scene. But from a writerly perspective, embellishment of an unimportant scene is bad writing. Even Luke seems to agree with that. Moreover, let's look at this from the perspective of a writer. If a writer decides to tell us that the character dances on the railing above a precipice, then by the rule that a writer says nothing that isn't important, the writer is clearly trying to tell us something important about the character. What is the writer telling us in a scene like this? Well, the writer is telling us that the character is a show off. The character takes risks that are unnecessary and makes unnecessary embellishment of his skills. We are learning that the character is rash, cocky, and a eager to impress people (perhaps has low self-esteem beneath his showy veneer). The writer here is the player. The player is telling us that the character is a show off. Probably, I'm guessing that the player is not in actor stance doing this. The player himself is showing off.

How should the story respond to that? What meaning does this create?

By the rule that nothing appears in a story unless it is important to the story, if we ignore this establishing scene we are allowing bad writing. The story here can go one of two ways - either the character is actually cocky with reason in which case this nonchalence might be warranted or else the character is reckless without cause and the purpose of this scene is to establish that the character sometimes gets himself in trouble or makes trouble he finds it hard to get out of.

And what would the [check] have accomplished? He would have succeeded . . . [or] he would have fallen and we would have had to save him. It would have turned out like a false note in a bad action movie. . .

Wait.. what? If this is an action movie, the 'false note' is the character showing off in the first place. Heroes swagger, but they don't engage in childish 'look at me' tricks like dancing on a railing over a precipice. Heroes only use their skills like that when the scene is important to let them accomplish heroic things. The charact is violating a fundamental rule of action movies by showing off (showing poor moral judgment). If this is an action movie, we don't have to roll for the results.... 100% of the time the character will fall. If the character is a villain, he'll plunge to his death. If the character is the comic side kick, he'll get saved at the last moment by the hero who will gently reprimand the sidekick who'll look suitably chagrined. This scene will NEVER appear in an action movie otherwise because it serves no purpose to the story otherwise and because it sounds a false note (the hero lacks an essential heroic quality, namely, 'level headedness').

Thus, Pete could Say Yes to the action. Rich wanted his character to look cool crossing the briged. Great! Move on.

That's one way to look at it, but if you look at it that way you aren't ever going to achieve 'story versimilitude'. Your game will never play like a great action movie or a great novel. You'll in fact be making a 'bad action movie' filled with 'false notes'. Maybe, Rich wanted his character to look cool crossing the bridge. But Rich in fact, like a bad writer, didn't know how to accomplish that and further adopted a character stance that was add odds with his intention - be a heroic protagonist. Instead he acted like the comic sidekick. But, perhaps we should be more fair to Rich. Maybe Rich _knew_ he was adopting the stance of a comic sidekick. Maybe the 'Say Yes' of this scene is exactly 'You fall, but your comrade grabs you just as you are about to tumble to your death'. Could we in fact 'Say Yes' that way? Wouldn't that being 'Failing forward', to use another term of art (the result of failure here is the blow to the characters ego).

Later, those same characters needed to cross a narrow ledge to gain entry to a lost tomb. Pete described wind whipping along the cliff walls. We would have to make [checks] to cross and get in. This was a totally legit tes. The tomb was the goal of a long quest. Would we get in unscathed? Or would this cost us? . . . If we failed, we'd lose those precious resources!

Again, I'm just totally baffled. If this really is an action movie, and this is an important scene than we can be 100% sure that all the protagonists - the hero and the comic sidekick alike - are 100% certain to make it across the narrow ledge. There will be some color of difficulty with the character whose color of weakness is 'afraid of heights' or 'a bit clumsy', but everyone is getting across the ledge. The narrow ledge in fact represents no real danger in a story at all. In a movie it is a device used only to establish for the audience that the action is rising and the heroes are undergoing suitable trials and hardships. The ledge respresents a transition from the safe world on this side of the ledge to the dangerous mythic world on the other side. If it doesn't do those things, it shouldn't even be played out. Narrate past this in a single sentence because it is unimportant - no dramatic themes are at stake. (Technically, that's only an assumption, but it would require having been to this ledge earlier in the story and failed its test to invalidate that assumption. In which case, the story is about defeating that ledge.)

The fact that Luke admits in this test that there is a chance of failure, and there is a potential cost here of all places, is 100% admission that we aren't playing inside a movie and there are very very important differences. Worse yet for me, Luke is actually in the process of deciding what is important for entirely subjective reasons (obviously, I have different standards for judging what is important), means that Luke isn't accomplishing what he says he's accomplishing. By priviledging his chosen scene with the ledge over the scene with the bridge, Luke is deciding for the players what story is being told, what it means, and what roles the characters will have within it. Failure exists where Luke says it does, and not where he says it doesn't. We are telling Luke's story. The GM's authorial power is being used heavy handedly to insure the resulting action is the one the GM wants.

To be fully frank, I'm rather dubious of the claims of motive here. I don't really believe that there is zero chance of the character stumbling on the bridge railing because Luke is allowing the character to look cool. I believe there is zero chance of the character stumbling off the bridge railing because the possibility of failure here would disrupt the story Luke wants to tell. Luke has decided that is this high place - and not that one - where the drama will happen, where failure will occur, and where meaning will be created, and if that is put at risk by the player's hijinks and the character's capers the reasoning is ignore the player under pretence of giving them what he wants.

In another recent game, our previous session ened with . . . a pact with a revanent to laed the group across endless plains. At the beginning of the next session, I had to resist every bad GM impulse. . .

This is typical Forge talk. The urge to 'make it real' is not merely something that has pro's and con's to be weighed and considered, but is in fact the impulse of a 'bad GM'. I see Luke's decision to not play out the plains but instead to handwave them as being a valid authorial decision based on a variaty of legitimate concerns, and in fact something I might have done in the same circumstances. But had Luke decided to play out scenes in the journey I would have also seen it as a valid decision based on a variaty of legitimate concerns, and in fact something I might have done in the same circumstances. There isn't one right way to approach a scene like this, and indeed the same group of players can prefer to do it one way at one point and do it another at a different point. But Luke on the other hand see his choice as the only 'good GM decision' possible. However, I'm inclined to think based on his wholly subjective choices to make one fall impossible and another fall possible, that Luke's real test of what is good GMing is whether he did it. Personally, I can at least imagine 'good stuff' occuring in the journey, but obviously if at the moment you couldn't imagine that 'good stuff' then by all means skip the journey and go to the first 'good stuff' you can imagine.

Don't Be a Wet Blanket, Mr GM
Don't call for a test just to see a characer fail.

If a player . . . describes something simple and cool for his character, don't call for punitive [checks]. Ask yourself, "Is anything really at stake here?" A good measure . . . is whether or not they actively challenge or build into a challenge for a Belief or Instinct. If not, just roleplay through it.

I'm going to largely ignore the assumption that GMs call for tests 'just to see a character fail', and instead focus on the fact that all of this is subjective. Whether something is 'cool' is subjective. This tends to be an issue in games that award mechanical bonuses to characters for player driven 'cool' narration - it's up to the DM to determine what cool is. The player may think his narration is totally cool, but it can fall flat for the GM. Since the GM is giving mechanical awards for 'coolness' in practice what this means is the GM is saying 'yes' to the things he wants to succeed and saying 'no' to things he doesn't want to succeed. Likewise, whether something is really at stake is also subjective (and not surprisingly entirely up to the GMs judgment, see the pattern). As my description of the meaning of a character capering on the railing above a chasm shows, whether something about the character is at stake is an opinion. This difference of opinion may not matter, we can always default to the players opinion in scenes where in the GMs opinion nothing is at stake... ok, nevermind, maybe that opinion does matter.

However, let's ignore that for now and point out that the distinction in Luke's example is rather arbitrary. The player jumping up on the railing and capering about is an artifact of Luke's system. The player did it because he knew he couldn't fail, because he knew the GM Luke wouldn't allow failure then. Luke is apparantly encouraging this sort of goofy childish capering because everyone at the table(?) thinks it is 'cool', which is fine but rather turns my stomach (player or GM, I wouldn't find it 'cool' for the reasons outlined above). For most GMs though, this sort of offstage outside of the story capering isn't really the issue (for one thing, we don't direct/produce scenes that are onstage but treat them as if they were off stage). The real issue is that players ask to do something cool at a time when it would also be dramatic and important to the story. Say what you will about the centipede, it was cool, dramatic, and important to the story (which is why on one level I love it). A really powerful bit of advice about saying 'Yes' that might actually impact play would be to actually say 'Yes' then, when it matters (which ironicly is what Hussar's GM ultimately ended up saying, though I have my doubts about why). That oddly wasn't the focus of the discussion about adjudicating 'Say Yes', because that's the hard part of adjudicating it, and returns us to the problem of 'Aren't we just saying 'Yes' to the things the GM wants to happen, and saying 'No' to the things the GM doesn't want?'.

Ironicly, I'm personally much more sympathetic to just saying 'Yes' to the centipede and bypassing the desert however important or unimportant it could be than I am to saying 'Yes' to the player's goofy capering. Again, my problems with the centipede example aren't what people seem to assume that they are.

And furthermore, I'm again struck by how the mechanics of 'Belief' and 'Instinct' are at Luke's table not being used as mechanisms player empowerment, but as mechanisms to limit and restrict player authority over exploration and over even their own character. Instead of being tools to increase the depth of character, they end up being tools of restricting character exploration. I really wonder whether we could take this interpretation and apply it to any reasonably complex story, so that no character appeared in the story in any scene where a simple list of beliefs and instincts were not in play or where we could render down characters to just a few simple beliefs? I'm really beginning to wonder what purpose that Luke thinks is being served in limiting the number of Beliefs and Instincts. How does a player go about signalling to the GM, "Hey, I want this scene to be important. Stop treating it as unimportant because you don't think it is?" Or, "Hey, I want to add this to my list of beliefs. I'm not depricating my other beliefs, I'm just deepening the character or I'm discovering something new about the character I didn't know before hand." What would be wrong about having 20 or 30 instincts?
 
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So Rich only has abilities when it suits the GM.

That's what I'm seeing to.

He also says that, if something is at stake, you roll. Getting to the city has been set as a goal. The desert is a challenge between us and the goal. Will we get there unscathed? Or will this cost us? . . . If we fail, we'll lose those precious resources!

Again, Luke decides. If Luke decides the windy ledge is a 'important to the story', then these tests matter. Why they matter isn't explained in the example, which suggests to me that Luke for all his talk of dramatic themes doesn't have a clue what that phrase means. Instead of talking about why the scene mattered in terms of the dramatic themes present at the wind ledge, Luke went straight into entirely gamist/simulationist justification for making the scene mater - 'unscathed', 'costs', 'precious resources'. So much for beliefs being tested. This is incoherent to the point that if I was actually reading this text, I'd be tempted to throw the book across the room in frustration.
 

Because I'm not familiar with all of the dynamics of Hussar's session dynamics, I posted a complete (insofar as I could make it complete) example of a full session of mine which basically amounts to an "adventure" (in 5e terms). I posted the example as I thought it might be constructive in terms of "player flags" of what content they wish to engage with and how techniques and system drive scene based play versus techniques and system driving serial, world exploration play.

In my example above the "Badlands" in the first run through serve as the locale for a Transition Scene. However, on the way back, those same badlands serve as the locale for an Action Scene. Contrast this with Hussar's "Desert" locale in his game. I think they are probably pretty interchangable in their dynamics.

In my game, the players flagged the initial run through the Badlands as a Transition Scene. They deployed resources (Martial Practices and Rituals) to navigate it and do so with stealth and precision. "Peerless Exploration" specifically is basically a "dicate that this potential exploration hazard/conflict" will be a Transition Scene (no random encounters, the subversion of hazards, and successful mundane navigation); it is effectively a mudane form of "Teleport without Error" that costs resources.

Now why would this locale be treated as a Transition Scene on the first go through and then later as an Action Scene on the way back? The relevant thematic conflict being undertaken was; (i) secure the idol, (ii) escape the serpent empire's domain with it and get it to the shaman to (iii) perform the ritual, (iv) thus saving the village from the Wasting and a repeat occurence of what destroyed the Druid's people. We could have certainly had "fun" with the Badlands as an Action Scene on the first go through. I could have created content (hazards, exploration events, ancient ruins, encounters with monsters or creatures) that would have been benign relative to the current focused conflict on the table that was to be resolved. It may have been fraught with danger, excitement, new potential conflict to be resolved and "fun." But that doesn't mean that you must treat it as an Action Scene. And that doesn't mean that you should treat it as an action scene if you want the session to focus solely on the current, focused conflict to be resolved.

Why was the underdark scenario an Action Scene rather than a Transition Scene? The players lost their "Escape the snake-men pursuit in the Badlands" non-combat challenge thus there are punitive implications to that that are specifically tied to those relevant stakes; a new challenge that they must face in which the idol is lost to them and therefore they must retrieve it anew and escape this current threat that interposes itself between their goals. In other words, they must achieve (i) and (ii) above before (iii) and (iv) can be accomplished.

If the system I'm running and the playstyle at the table involves serial world exploration with deployable resources meant to be framed and ablated around such play (10 minutes/level vs 1 scene/encounter and focus on granular resource tracking and world exploration/travel tables and stats), then almost everything I run will be an Action Scene. You will be "exploring/enduring that desert trek" to get to that city and you will be "exploring/enduring that badlands trek" to get to the snake-mens' temple and that will be that. Transition Scenes will be extremely limited. The players will know this. We will have all bought-in and accepted that premise. Conversely, if the system (such as D&D 4e or MHRP) is almost completely (or exclusively) scene-based in its organization and structure, then we will have bought into that premise...and, as such, its accepted that turning a benign badlands/desert exploration scene (not from a "danger" perspective but from a "relative to the thematic conflict the game is currently focusing on" perspective) into an Action Scene rather than a Transition Scene is anathema.

Which brings me back to my initial thoughts on this thread. Why are players/a GM expecting a serial world exploration game and a player expecting a scene-based action game playing together...and what playstyle expectation is the system structured/organized around?
 

[MENTION=6696971]Manbearcat[/MENTION]

I'm still struggling with why the desert shouldn't be framed as an action sene when it was
  1. a scene deliberately sought out by the players (they used an ability with this destination as a possible random result without mitigation prepared to continue the transition),
  2. the group did not deploy resources to transition (siummoning a centipede engages the scene and presents assets/aspects for the group to use whilst in it -- it is not the equivalent of teleport or other forms for fast non-interceptable travel),
  3. the game engine includes such forms of action in the basic ruleset (defined skills such as Ride (Exotic mount), wilderness encounters, weather, other hazards),
  4. the area being traversed is unknown and novel to the PCs.
 

In my game, the players flagged the initial run through the Badlands as a Transition Scene. They deployed resources (Martial Practices and Rituals) to navigate it and do so with stealth and precision. "Peerless Exploration" specifically is basically a "dicate that this potential exploration hazard/conflict" will be a Transition Scene (no random encounters, the subversion of hazards, and successful mundane navigation); it is effectively a mudane form of "Teleport without Error" that costs resources.

I want to note that at this level, this isn't different from anyone else in the thread. Everyone has agreed that if you have IC resources to travel across the desert without difficulty, that you should be able to cross the desert without difficulty. Much of the initial argument can be seen as framed around the fact that many posters felt that Hussar did not have the IC resources that he claimed he had. Reread the early arguments from that context. Once it was established that Hussar didn't in fact have the resource he claimed - the centipede was not in fact an 'I win button' - then the focus of the argument has shifted, as lead by pemerton, that it shouldn't and doesn't matter whether Hussar has the IC resources but only that he wants to skip the scene.

So one initial question might be, "Had the PC's not had Peerless Exploration or had been unwilling/unable to spend the resources on it, would you have thought about running it differently?"

We could have certainly had "fun" with the Badlands as an Action Scene on the first go through. I could have created content (hazards, exploration events, ancient ruins, encounters with monsters or creatures) that would have been benign relative to the current focused conflict on the table that was to be resolved. It may have been fraught with danger, excitement, new potential conflict to be resolved and "fun." But that doesn't mean that you must treat it as an Action Scene. And that doesn't mean that you should treat it as an action scene if you want the session to focus solely on the current, focused conflict to be resolved.

This suggests to me a lot of confusion about the stakes of the conflict in this thread. If you think that we could certainly have had fun with an action scene in the badlands on the first go through, then you and I don't seem to have much in the way of disagreement. I don't necessarily like the way you mechanically resolve things for the reasons I outlined earlier, but we are otherwise largely on the same page.

If the system I'm running and the playstyle at the table involves serial world exploration with deployable resources meant to be framed and ablated around such play (10 minutes/level vs 1 scene/encounter and focus on granular resource tracking and world exploration/travel tables and stats), then almost everything I run will be an Action Scene. You will be "exploring/enduring that desert trek" to get to that city and you will be "exploring/enduring that badlands trek" to get to the snake-mens' temple and that will be that. Transition Scenes will be extremely limited.

I don't think any of that follows, and in practice I'm positive that it usually doesn't follow. Let's say we engaged in a game mechancially resolved as I have described, and what you are here calling "serial world exploration". Suppose that there are two cities located across a body of water such that they are two days sea travel apart, and suppose that the PC's for whatever reason are frequently making this journey. It doesn't follow that because on one journey we resolve events hour by hour and in great depth with much RP and description of color, that we will do so on any subsequent journey. Nor does it follow that because we have been treating this journey as a transition scene for the last 30 trips, saying only, "You get on the boat and make the journey from Aa to Bee. The journey is uneventful, and you arrive in the morning two days later.", that on the 31st trip we might suddenly switch to something more eventful and spend several sessions again on the journey. In other words, I flat out deny that "serial world exploration" does not involve hand waves, truncation by summary, transition scnes and so forth. In every game occuring in the real world, the GM and players frequently employ cutting to the relevant action. There is a false contrast that some are trying to draw here between "cutting to the action" and "not cutting to the action". The contrast isn't over the technique of "cutting to the good stuff", but over where you think the good stuff is to be found. And even in a game of "serial world exploration", there isn't a default assumption that "the good stuff" is found in the mundane details of travel. Rather, the assumption being made is, "Travel isn't always or maybe isn't even usually mundane.", and that certainly it is within the bounds of reason to see travel through the infinite Abyss (on or off of the back of a gigantic centipede) as being at least potentially non-mundane.

Conversely, if the system (such as D&D 4e or MHRP) is almost completely (or exclusively) scene-based in its organization and structure, then we will have bought into that premise...and, as such, its accepted that turning a benign badlands/desert exploration scene (not from a "danger" perspective but from a "relative to the thematic conflict the game is currently focusing on" perspective) into an Action Scene rather than a Transition Scene is anathema.

So you are claiming that an action scene in the context of a journey is an anathema to 4e? Just how firmly do you intend to hold to that particular claim before I bother trying to attack something which seems so obviously a strawman. Seriously, do you really mean that???

Which brings me back to my initial thoughts on this thread. Why are players/a GM expecting a serial world exploration game and a player expecting a scene-based action game playing together...and what playstyle expectation is the system structured/organized around?

To a certain extent I feel you contrast is nonsense. I don't expect anyone at a table to have an agenda of 'serial world exploration' or 'scene based action' game. I expect players to have agendas like 'challenge', 'fellowship', 'fantasy', 'empowerment', 'narrative', etc. I expect to be able to accomodate players with different agendas provided that there agenda is sufficiently complex and broad and that they are willing to table it for short durations while some other players' agenda is at the fore. Likewise, I don't expect to run only a 'serial exploration game' or a 'scene based game', but to bounce back and forth between serial and scene techniques as they are suited to the narrative being created.
 
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