All this means is that if I were to sit at your table, I would play core casters only. That way I know that I could retain the ability to control pacing within the framework of the game and you would have no problems with it. I know that if I were to play a non-core caster, I would simply be frustrated and likely leave the game as I am forced, yet again, to somehow justify my preferences to you, and you are apparently incapable of understanding them.
As I stated above, I would consider the characters’ capabilities in my adventure design. If the desert will be meaningless drudgery, then you can easily skip it through flight or teleport or whatever. And if you don’t have those resources, as a party, then perhaps I need to add those resources somewhere so they will be available to the players. Or perhaps this is as simple as “ZAP – you materialize within the center of the city. What do you do next?” becoming “After three weeks of hot, sandy, arduous desert travel, you arrive at the city. What do you do next?”
If my expectation is that the players will travel through the desert, wherein relevant encounters will occur, then I look again to the available resources. They’re 5th level? They don’t have the spells to circumvent the desert? Great – they will have to travel by conventional means. They have Overland Flight? Any encounters must then be meaningful from the air or they will be missed. That needs to be factored in. They can Teleport? Well, they’ve never been to the city, so a teleport error is a possibility. But they can just keep trying (assuming “false location” does not enter into the picture). Greater teleport? As long as you “have some clear idea of the location and layout of the destination or a reliable description of the place to which you are teleporting”, its failsafe. So now I need to provide some reason for the players to hike through the desert. That may be ham-handed (you can’t get a good enough vision of the city to teleport; there’s an anti-magic field) but ideally would be more subtle (an indication of something you want or need that can be obtained, or advanced, through something in the desert).
I would say that the DM would know the desired scene by actually LISTENING to the players. When the players say, hey we don't like scene X, don't do scene X. When they play through scenes A through W, then it's probably not a problem. If the players have a goal, then maybe focusing on that goal is a good idea.
Here again, the goalposts move. None of the players like Scene X? That’s a significant problem. One of the players doesn’t like Scene X, and the others do? That is a very different problem. And “skip the scene” is a much better answer for the former than the latter.
But, just to flog the equine one last time.
Sure, why not…although other responses have covered this as well as I will, I am sure.
The Difference Between the Desert Scenario and the Siege Scenario
In the desert scenario, we can completely skip the scenario with an application of in-game resources and you would be perfectly fine with it. We could land at one side of the desert, teleport and arrive at our goal and that is perfectly fine.
Assuming you possess the in-game resources, both desert and siege can be circumvented, yes. The GM should be assessing those in-game resources and, if interaction with desert or siege is an expected part of the adventure, ensuring that the players will logically do so. Lots of options, as discussed above.
Once we arrive at our goal, any and all encounters within the desert scenario are rendered completely irrelevant unless the DM adds in additional information to send us back out into the desert. The desert becomes scenery through the simple application of character resources. The nomads, the giant scorpions, whatever, cannot be interacted with from inside the desert. And, without additional information, the players have no reason for even trying to interact with elements in the desert since they don't know those elements even exist.
Once we have bypassed the siege, any and all encounters within are rendered completely irrelevant irrelevant unless the DM adds in additional information to send us back out into the siege, rather than bypassing it on the way out just as we did on the way in. And without additional information, there is no reason for the players to choose to interact with the siege. If you know there are nomads and scorpions in the desert, that in no way motivates you to interact with them, so knowing there are soldiers and leaders in the siege is not a major differentiator to me.
The players can certainly interact with the siege without any further prompting from the DM. They know the siege is there, they can see it. If they choose to interact with the siege, they can certainly do so. It's entirely in the hands of the players. The players are now empowered to make informed choices, or at least fairly educated guesses.
They can walk back out into the desert, too. Why should they interact with the siege without a reason to do so? Maybe that reason becomes some concern for the well-being of the city and its occupants. But that same concern could see the players leading a caravan of food, medicine and other supplies across the desert (and no, Teleport won’t transport a ton of supplies, or a few dozen camels).
Could the DM have a besieged city where the siege has absolutely no effect on the inside of the city? Sure. But, then, why would you bother having a siege in the first place? Other than as a fairly clumsy roadblock for a group that lacks teleport, I suppose. A DM has to pretty actively work to make the siege completely irrelevant to events in the city. Most sieges do have pretty strong effects on the besieged and most players are probably going to expect that there would be effects.
To the last, first – all the GM has to do to make the siege completely irrelevant to the events in the city is to factor no implications of the siege into the encounters. Just as the impact of the desert can be ignored – everyone rides horses, water is plentiful, the weather is temperate, and there are no shortages of goods or supplies despite being in the middle of a nigh-impassible desert. Neither is a shining example of great GMing. Both reduce a major element to mere backdrop description. Both are easily possible.
The difference between the desert and the siege, for me, boils down to empowering player choices. The desert is 100% reactive. The players have no choices to make. They cannot search out for nomads that they don't know exist, they can only react to the nomads that the DM throws in their path.
What prevents them making an educated guess? Sure, someone is calling the local shots at the siege. What makes you believe “bring people to me for a friendly chat” rather than “slay all those seeking to enter or leave the city in a slow, painful and gruesome manner as an example to others”? What reason do you have to believe the field commander has any real authority? He’s following his orders. Why would you think he would be inclined to listen to your motley crew anyway?
You are making guesses about the siege, just as you might make guesses about the desert. If you have the resources to avoid either, I would expect you would do so. If not, then you will have the opportunity to react to what the GM throws in your path. Neither seems so different, in that regard, from where I sit.
They know it exists and they can assume a number of things - hardship in the city,
Like difficulties getting goods, water shortages, that sort of thing which is likely day to day life in the middle of a desert?
leadership of both the siege camp and the besieged city who have needs and wants that the party could choose to interact with.
Assuming they choose to interact with you – and, if they do, on terms you find acceptable. What do you think the typical reaction of the leader of a siege to “Oh great General, six motley adventurers riding a monstrous centipede wish to speak with you” might logically be?
Danger and quite likely a time pressure as well can certainly be implied or outright stated.
Like dangerous beasts in the desert, and the possibility your target will move on in time?
I mean, you arrive at Helms Deep with a sea of orcs pounding on the gates. Are you really going to tell me that the orcs are irrelevant to the party if there is something in Helms Deep that they need?
Oh, a SIEGE. There must be a central courtyard. Teleport in. Walk to the temple. Meet with the High Priest. Get the MacGuffin. Teleport home. Orcs irrelevant. Note that they didn’t have the in game resources to bypass the siege in LoTR, so their GM did not have to plan around those resources. They also lacked the in game resources to avoid travel, but unless the GM had an encounter to throw in their path, that travel was relegated to brief flavour text.
Say, there’s my answer! “If you use powerful travel magicks like Teleport, lo the Dark Lord shall sense this, and send his forces, far more vast than you can even imagine, upon you!” There, no teleports.
Nagol says the same thing, but far more concisely.