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You're doing what? Surprising the DM

JC said:
This isn't even the encounter I framed. Some differences:
(1) The nomads didn't block you.
(2) There are no city folk mentioned.
(3) There are no mercenaries mentioned.
(4) The reason to interact with them is that some city folk are shouting out to you.
(5) You do not have to interact with them if you want to enter the city.

So, we arrive at the city and there's some nomads kind of milling about. We have no reason to interact with them and we do not have to to enter the city. Why are you bothering then? The players have indicated that they want to go straight to the city. They don't want to pass go, they don't want to collect 200 dollars. So, you've now parachuted in a completely extraneous scene that has nothing to do with anything.

And if I skip it, there's no problem? Ok, fine. We skip it and keep on trucking. How necessary was that? What purpose did it serve? Other than a big time sink with a possible Easter Egg at the end, I suppose.

Again, this a big playstyle difference. I look at stuff like that, shrug and move on. I am not interested in that sort of thing. Not when we have actual goals. So, at worst, you've just wasted ten minutes of table time introducing something in which no one at the table has any interest or engagement. Good, I guess?

Now, I know that there are players out there that want to fiddle about with this sort of stuff. Great. More power to them. I do not. All this proves is that I should not sit at your table with your players. What's your point?
 

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Geez, at least put "JC" in there if you're not going to quote me! That way other people don't get blamed for my posts.
Really? I cannot assume inhabitants in the city?
You can assume, and you'll probably always be right. Same thing for thing what is commonly in cities. But I do stress "probably", here.
I cannot assume basic elements that the DMG tells us to presume that are in a city of a given size?
Not in my game, no.
Again, presuming that those guidelines are being used. If they are not, then whatever guidelines are being used should probably be known to the players as well. Can I assume a 15th level wizard? Ok, probably not. That's going a bit far. But, I probably can assume the presence of a major temple in a city - even if I cannot presume exactly who the temple is devoted to. Which means that I can presume clerics who can cast spells.
Depending on campaign setting, of course. And I don't just mean my own special world, I mean even things like Dark Sun would probably not work the way you've described.

But, you've said that if we're following the guidelines as they've been communicated. I agree. Was anything communicated about the desert? The city? If so, the players can potentially use either description. They may very well know of nomads (not that they'd have a reason to interact with them unless the GM gives them a reason to- but I'll get to that below).
Granted, I'll have to go to that temple, find out a bit about it and then choose an applicable approach to the priests in that temple, but, again, I can pro-actively do that as a player.
Once you know of the temple, yeah. Or the city, even. You don't know these things until the GM communicates them to you. But, more on that below.
Besides sand and rock, what can I pro-actively search out in a desert?
Depends on what you know about it, doesn't it? Depends on the context. In a dwarven city, you're probably not assuming there's an elf district. Depending on the setting, though, you might assume there's a gnome district. Context is necessary before we make assumptions of what's in the city.
Now, if the siege has absolutely no effect on the inside of the city, I really have to wonder why the DM included it in the first place? What's the point of a siege of a city that has no effect? Why would the DM bother doing all that work for nothing?
If you're playing for a group with your point of view (which is perfectly okay with me), then I'd ask this question about the desert. If the GM runs a group where the siege is relevant to the goal, wouldn't he try to make the desert encounters be relevant?
The siege is there because the players are going to that city. The player's goals are in that city. The siege bloody well better have some effect on those goals, otherwise, what's the point?
Indeed. The same goes for the desert encounters you want to skip, sight unseen.
Could the DM have a completely irrelevant siege? Sure. But, again, what's the point? That's just bad DMing.
So, he'd make it relevant. Like he'd do for the desert.
But, nothing in the desert can be too terribly relevant because it's perfectly reasonable for the group to skip the desert.
What? No, that's not true. Take a play style where the game is a bit more "in flux" than it is sandboxy. Okay, so, if you walk through the desert, you'll encounter the nomads / refugees / mercenaries, with some information on the temple in the city (some of them are priests that fled), foreshadowing a siege. If you skip it and end up at the city, you'll hear a beggar predicting doom and foreshadowing an entirely different event related to the temple.

It's not how I play, but my understanding of different play styles means that this style isn't uncommon. Improvising interesting and relevant complications on the fly, depending on where the players turn the focus of the PCs. I'm just not following your logic here.
My group couldn't because we lacked a specific resource, but, it's not like that's a terribly rare resource that no one would ever have. Teleport is a pretty resource common straight out of the PHB.
Right?

At any rate, I wanted to touch on player reaction / action to GM stuff. You like cities because you can assume stuff about them and interact with them. That makes sense.

But, those assumptions are based on something. Standard D&D tropes, specific campaign world (published or homebrew), GM's guidelines, whatever. When you're playing in the campaign with those assumptions, you're basically redirecting the focus to things he puts in your path. Yes, you decide to go to the city and bring the focus there, but he made up the city. Sure, you can decide that you want to deal with the temple in the city, and bring the focus there, but he made up the temple. And on it goes.

The fact that the GM made up the nomad encounter is no different than him making up anything else. The difference is who is bringing focus to it. That's why the disagreement of the siege confuses me to some degree. You don't like the desert because there's nothing to bring the focus to; the GM has to do that for you. However, the siege, from where I'm sitting, is the same. The GM brought the focus to it.

And, it goes further. Yes, you can interact with the leaders now. Or the guards on the walls of the castle. Or the army. You can bring the focus to places you want to, now. However, can't you do that with the nomad / refugee / mercenary scenario? You can talk to the city folk, or the nomads, or the mercenaries, or you can ignore them and move past them, bringing the focus to the city, again.

And, on top of that, both scenarios are currently relevant to PC goals. The siege is having an effect on the city, and the nomads / refugees / mercenaries can give information, or potentially supplies, or you can even hire the mercenaries away from the city folk on your way to the city and the siege.

"But, nothing in the desert can be too terribly relevant", for whatever reason. And that's what's confusing me. As always, play what you like :)
 

So, we arrive at the city and there's some nomads kind of milling about.
No. I established this earlier, too.

(6) You run across the nomads / city folk / mercenaries while traveling through the desert to the city. You just left a major population center, so they're likely heading to where you just came from.
We have no reason to interact with them and we do not have to to enter the city.
The city folk are shouting to you. You can definitely ignore them.
Why are you bothering then? The players have indicated that they want to go straight to the city. They don't want to pass go, they don't want to collect 200 dollars. So, you've now parachuted in a completely extraneous scene that has nothing to do with anything.
Foreshadowing was called a skilled technique by chaochou earlier in the thread. So, foreshadowing? Advice? A potential heads up on siege, so PCs can prepare spells? Context? Equipment? Roleplay?

If the players want to skip the desert scene, that's viable. I just want to know why the desert, even if it's relevant to PC goals, is undesirable, while the siege is acceptable. And I haven't pinned that down yet.
And if I skip it, there's no problem? Ok, fine. We skip it and keep on trucking. How necessary was that? What purpose did it serve? Other than a big time sink with a possible Easter Egg at the end, I suppose.
Did you read my description of going through the desert, and my description of the nomads / refugees / mercenaries? All told, it probably took you 60-90 seconds to get through the desert, including saying "we ignore them and walk past them." And I wouldn't be bothered by that, unless the players were being rude, which mine aren't.
Again, this a big playstyle difference. I look at stuff like that, shrug and move on. I am not interested in that sort of thing. Not when we have actual goals. So, at worst, you've just wasted ten minutes of table time introducing something in which no one at the table has any interest or engagement. Good, I guess?
I've wasted 30-60 seconds. Hardly 10 minutes.

But, either way, I want to know the difference between this and the siege. Is it that the siege is literally stopping you from your goals?
Now, I know that there are players out there that want to fiddle about with this sort of stuff. Great. More power to them. I do not. All this proves is that I should not sit at your table with your players. What's your point?
Oh, Hussar, you would not work out at my table for so many reasons. But that's okay, there are so many out there.

And if you still don't know my point, after me clarifying for tens of pages, then I'm not going to repeat. You can reread, if you want to. But I'm just not going to expend the effort to go over it again. See my post to you a couple pages ago, where I linked another post I made to pemerton. It contained it. As always, play what you like :)
 

JC said:
What? No, that's not true. Take a play style where the game is a bit more "in flux" than it is sandboxy. Okay, so, if you walk through the desert, you'll encounter the nomads / refugees / mercenaries, with some information on the temple in the city (some of them are priests that fled), foreshadowing a siege. If you skip it and end up at the city, you'll hear a beggar predicting doom and foreshadowing an entirely different event related to the temple.

What's not true? That it's perfectly reasonable for the group to skip the desert? We've already established that it is. It's the one constant in this thread. If the group had teleport, they would skip the desert and that was perfectly fine. No one in this thread has the slightest problem with skipping the desert. Skipping the desert is only a problem if the PC's lack the in game resources to do so.

What's actually in the desert doesn't actually matter. It cannot matter since skipping it is perfectly fine. Nothing in the desert can be necessary to what comes after the desert. If it was necessary, then there would be problems skipping the desert. But there aren't. Skipping the desert is perfectly fine. The only actual problem is that I want to skip the desert but I don't have the proper, rules sanctioned plot coupon to do so.

That is the fundamental issue here. You could have the most interesting or the most boring desert in the entire history of gaming, and it still doesn't matter. Because it's perfectly acceptable to skip the desert, the desert can NEVER be very relevant to the city. Sure, it might be tangentially relevant - foreshadowing and whatnot. But, then again, who cares? The party is going to learn about the siege as soon as they teleport. We didn't exactly need a couple of hours of interacting with various desert scenarios to establish something that's going to be discovered in the first ten seconds of the next scene.

Now, if you had issues with teleport, then I could see your point. But you don't. It is perfectly acceptable to skip the desert, so long as the group has the necessary plot coupon. That's why the desert can never be more than tangentially relevant to the city. The only reason that the desert is relevant in this case is because I don't have that all important plot coupon. There is nothing actually about the desert or our engagement of it that makes it important. The only thing that actually matters is ensuring that the simulation remains intact.

And that only matters if you care about the simulation. I don't. Thus, there is a significant difference between the desert and the siege. I can skip the desert and that is perfectly acceptable. Skipping the siege becomes a lot more difficult, presuming that the siege actually has some effect inside the city - something that should not be a large presumption. But, the desert cannot have any direct link to the city, since it can be skipped with impunity.
 

what I'm hearing on the other side seems to be "without even starting this scene, I am so confident the GM has prepared a big, steaming pile of suck that I would rather go sit at home than play through a minute of this".
I've never said this. I'm not saying the desert is a steaming pile. I'm saying it's irrelevant, because it is not something they can leverage in pursuit of their PCs' goals. (Unless they have some ability to animate sand on a large scale, as I've noted earlier.)

I don't play D&D to be entertained by the GM's narration and brilliant sense of plotting. I don't GM to entertain my players with narration and brilliant plotting.

I'm not saying there's anything wrong with playing in such a fashion. It's just not my thing.

What does the city have that is inherently interesting for the players with nothing added by the GM? Until the GM adds in locations and NPC's it has nothing.
Nor is there anyone in the siege or the city unless the GM puts it there.
These are claims I don't agree with. It's a city - so it has buildings. It is under siege - so it has walls. On those walls are, presumably, defenders - otherwise the siege would be over, the walls scaled and the city taken. (Even in your example of monotonal narration, there is an inn with an inkeeper.)

The siege, as Hussar has pointed out, has soldiers - without those soldiers it wouldn't be a siege. Those soldiers presumably have commanders.

All these are story elements that the players can turn into resources. And they begin trying to do so from the moment the GM says "As you approach the city you see that it is under siege!"
 
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A couple of posters - [MENTION=6668292]JamesonCourage[/MENTION], [MENTION=6681948]N'raac[/MENTION], [MENTION=22779]Hussar[/MENTION], I think - have made some comments about my mooted heirloom campaign. In my mind I was continuing on from the Burning Wheel upthread - a player is seeking an heirloom in the lichking's lost tomb.

Obviously if I knew my players didn't care for tomb play, I wouldn't frame a tomb situation.
 

What's not true? That it's perfectly reasonable for the group to skip the desert?
You said "But, nothing in the desert can be too terribly relevant because it's perfectly reasonable for the group to skip the desert." I replied with "that's not true," and elaborated from there. There was absolutely no context where I said that skipping the desert wasn't true. I wrote two short paragraphs on relevance, not skipping the desert.
What's actually in the desert doesn't actually matter. It cannot matter since skipping it is perfectly fine. Nothing in the desert can be necessary to what comes after the desert. If it was necessary, then there would be problems skipping the desert. But there aren't. Skipping the desert is perfectly fine.
Disagree. But I already said why.
We didn't exactly need a couple of hours of interacting with various desert scenarios to establish something that's going to be discovered in the first ten seconds of the next scene.
You don't need to spend that long.

I offered more than just "foreshadowing" as an option, including giving PCs time to prepare spells, gain equipment, hire mercenaries, ask questions, etc.
And that only matters if you care about the simulation. I don't. Thus, there is a significant difference between the desert and the siege. I can skip the desert and that is perfectly acceptable. Skipping the siege becomes a lot more difficult, presuming that the siege actually has some effect inside the city - something that should not be a large presumption. But, the desert cannot have any direct link to the city, since it can be skipped with impunity.
Both the siege and the desert can be skipped, and both can potentially be relevant. It just requires an improvisational GM style where you make things currently being engaged with relevant. It has nothing to do with simulation; your side issue with the centipede = teleport is a non-issue for me. I already see where you're coming from with that, so I don't need clarification. For the life of me, I can't understand your reasoning on the desert / siege difference. As always, play what you like :)

A couple of posters - @JamesonCourage , @N'raac , @Hussar , I think - have made some comments about my mooted heirloom campaign. In my mind I was continuing on from the Burning Wheel upthread - a player is seeking an heirloom in the lichking's lost tomb.

Obviously if I knew my players didn't care for tomb play, I wouldn't frame a tomb situation.
Yes. I said, "So, do you think pemerton's preference as GM to complicate things by making it be a dungeon makes him a bad DM? I don't think he is one, I just think that it's probably a play style preference. But, in pemerton's, there's also no bait and switch, I think (his players want "relevant" complications). The thing, now, is to determine what is "relevant"."

So, I agree. I don't think you'd frame the tomb situation unless that was the style that your players were expecting. No worries, there, on my end. As always, play what you like :)
 

I've never said this. I'm not saying the desert is a steaming pile. I'm saying it's irrelevant, because it is not something they can leverage in pursuit of their PCs' goals. (Unless they have some ability to animate sand on a large scale, as I've noted earlier.)

<snip>

Deserts are not a few thousand square miles of void covered in sand. There are other things in them -- inhabitants both inimical and friendly, structures both maintained and ruined, and items both hazardous and valuable. In fact, it is hard to imagine how, if the desert were to be considered empty by the DM, that any amount of table time could be consumed whilst traveling it. The only way table time would be occupied is if encounters with the above occur. In many ways a wilderness is merely a city with a longer travel time between locations and the desert adds a water shortage problem.

So, we arrive at the city and there's some nomads kind of milling about. We have no reason to interact with them and we do not have to to enter the city. Why are you bothering then? The players have indicated that they want to go straight to the city. They don't want to pass go, they don't want to collect 200 dollars. So, you've now parachuted in a completely extraneous scene that has nothing to do with anything.

No, you've been provided with an encounter that can potentially contain information relevant to the PC goals, local issues (like maybe a siege around the city ahead or the sandstorm that is due to strike in the next 6 hours), and/or represent resources the PCs can take advantage of. If you want to push on without discovering how to turn the encounter to your benefit, go right ahead.

The nomads are much more likely to be encountered in the desert -- not at the gates of the city. The PCs are strangers to the area, don't know where thy are, don't know the local situation, and don't know where the city is in relation to themselves. As a player, I'd have questions I'd want answered -- notably "which way do we go?" but also "What can we expect to find?", "What should we be wary of?", "What should we be watching for?", and "What can you tell us of our goal?" Some of those questions can be answered by the expenditure of resources like spells, but asking questions of the inhabitants you come across works just as well and in many cases, better.

<snip>

Could the DM have a completely irrelevant siege? Sure. But, again, what's the point? That's just bad DMing. But, nothing in the desert can be too terribly relevant because it's perfectly reasonable for the group to skip the desert. My group couldn't because we lacked a specific resource, but, it's not like that's a terribly rare resource that no one would ever have. Teleport is a pretty resource common straight out of the PHB.

Um, no. The siege could be an offering of another adventure unrelated to your current one should the group wish to pursue it, it could tie into a different PC goal, it could tie into an aspect of play desired by one or more players at the table, it could be informing the players of a larger scale conflict (foreshadowing or world reveal), it could be local colour, or any number of other good DMing techniques.

The fact many groups could skip the desert with relative ease does not mean your group won't find useful resources, intelligence, or aid traversing it. Those are the possibilities gained by going the scenic route. The desert is only as irrelevant as the table makes it. Automatically ignoring non-hostile encounters will go a long way to making it irrelevant though.
 

Remember though, the issue isn't that there are encounters in the desert. The issue is that the players CANNOT choose those encounters. There is nothing the players can pro-actively do until the DM allows them to do so. The players cannot go looking for nomads that they have no idea exist. The players cannot go looking for anything. It's a desert. A wasteland where virtually nothing lives. Isn't that generally the definition of a desert or waste?

If there is indeed nohing there then crossing should take no significant table time. I do not agree that "desert" or "wasteland" equals "empty sand pile".

And, you keep talking about how interesting the desert is. That's besides the point though. The ONLY reason we have to be in the desert is because we lack a plot coupon that allows us to skip the desert. If we have the plot coupon, then we skip the desert and no one minds. The only reason that we have to face DM initiated encounters in the desert is because the DM has enforced a level of simulation that I expressly did not want to engage.

Perhaps it illustrates that the PC's lack the control over their environment that more experienced or powerful characters might possess.

I want the centipede travel to be treated the same as teleport. That's what I want. I want this because I want to get to the city and push towards our goal and I don't want to spend time screwing around in the desert. If we had a teleport scroll, I'd use that right away. We don't have that, but, could we please just pretend that using the centipede effectively works the same?

Should we also assume it efectively works like a Fireball, running around an area of effect on command and chomping everyone therein (who take less damage if they succeed in a reflex save, perhaps none if they are skilled in Evasion) because the player now regrets lacking that spell? How many levels above the PC level can the centipede simulate? Finally, I don't think Teleport is the "get out of any travel issues free" card you perceive it as. Why?

- It can transport a limited group (Caster + 1 Medium creature per 3 levels), so not every group can be readily transported in this regard;
- it can transport you a limited distance, but plenty for the 110 mile distance in this example;
- "You must have some clear idea of the location and layout of the destination" - how do you meet that criteria in respect of a city on a different plane, on which you have just arrived, which is an unknown distance between 5 and 500 miles away, in an unknown direction;
- it can fail - each category for that roll assumes you have seen the target destination at least once. Seems like you need to get there under your own power at least once (or, I suppose, scry or get a picture).
- it WILL fail " if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you" - how much damage has that siege done?

It has nothing to do with how interesting or boring the desert is. The basic issue here isn't about skipping the DM's interesting stuff, because you don't mind if the group does that. Doesn't bother you in the slightest if the group skips the desert. What bothers you is that the player wants to get the same effect, even though, at this time, he doesn't have the proper plot coupon for doing so. It's a cheat code. This bothers you far more than it does me.

A Wish can solve a wide variety of different challenges, alowing a broad array of different stuff, interesting or not, to be skipped. When I design adventues, I do take PC resources into account. If they have access to Teleport, then I would certainly incorporate that in my scenario design. And if they do not, my scenario design would also consider that. We don't often play out encounters that are trivial, so a 15th level party rarely encounters 3 Orcs. That does not mean the 1st level party can simply skip over the orcs despite not having the "Plot Coupon" of an AC 35 Fighter with 3 attacks per round each of which will almost never miss an Orc and will rarely fail to drop him.

Really? I cannot assume inhabitants in the city? I cannot assume basic elements that the DMG tells us to presume that are in a city of a given size? Again, presuming that those guidelines are being used. If they are not, then whatever guidelines are being used should probably be known to the players as well. Can I assume a 15th level wizard? Ok, probably not. That's going a bit far. But, I probably can assume the presence of a major temple in a city - even if I cannot presume exactly who the temple is devoted to. Which means that I can presume clerics who can cast spells.

You can assume what you wish. Whether your assumptions are accurate is another question entirely. As an example, I would assume there are Inns in the city. But it may be that the very limited travel through the desert means there are far less inns than I would have assumed. Perhaps the city is insular, even xenophobic, so they aren't accommodating to travellers. That would imply less inns, if any. Perhaps, quite the reverse, they are extremely hospitable to strangers - they bring news from the outside world that is hard to come by. It is, indeed, considered a great honour to host such visitors, and every door in the city is opened wide to travellers, so there are no inns - they would make no money. Or maybe the only Inn is boarded up, as its owner turned out to be a devil (or angel) worshipper, and was recently "evicted" from the city.

You can also assume the desert is a worthless wasteland, with no meaningful, interesting or relevant encounters. That doesn't mean your assumptions are correct.

Besides sand and rock, what can I pro-actively search out in a desert?

The city that lies within. Isn't that WHY you are in the desert in the first place?

Now, if the siege has absolutely no effect on the inside of the city, I really have to wonder why the DM included it in the first place? What's the point of a siege of a city that has no effect? Why would the DM bother doing all that work for nothing? The siege is there because the players are going to that city. The player's goals are in that city. The siege bloody well better have some effect on those goals, otherwise, what's the point?

Did someone many pages ago not ask similar questions, except that the word "siege" instead read "desert"? It was suggested that the desert could then readily be replaced by a pleasant meadow (or the siege by open gates) if it would have no effect. In other words, "desert bloody well better have some effect on those goals, otherwise, what's the point?"

Could the DM have a completely irrelevant siege? Sure. But, again, what's the point? That's just bad DMing. But, nothing in the desert can be too terribly relevant because it's perfectly reasonable for the group to skip the desert. My group couldn't because we lacked a specific resource, but, it's not like that's a terribly rare resource that no one would ever have. Teleport is a pretty resource common straight out of the PHB.

Sub "desert" for "siege" and vice versa, and little changes.

That it is easy to skip the desert does not automatically render it irrelevant. I guess you arrive at the temple without that new ally you would have encountered in the desert, so you lack that resource. IIRC, the ally in question met you before the Plane Shift, so you need three more levels on that Teleport, or you leave that ally behind (consistent with the "ignore all that is not hostile" strategy). You arrive without any intel those refugees, or nomads, or what have you, may have provided.

It sounds like in the AP in question, the characters were expected to wander the desert. Can anyone familiar with the specific scenario tell us why Teleport was not an automatic "Get Out of Desert Travel Free" card? I assume it was not, but such a hole in the scenario is hardly impossible. I suspect the party isn't 9th level, as it sounds like they needed this NPC to cast Plane Shift, a 5th level Cleric spell.

What's not true? That it's perfectly reasonable for the group to skip the desert? We've already established that it is. It's the one constant in this thread. If the group had teleport, they would skip the desert and that was perfectly fine. No one in this thread has the slightest problem with skipping the desert. Skipping the desert is only a problem if the PC's lack the in game resources to do so.

What's actually in the desert doesn't actually matter. It cannot matter since skipping it is perfectly fine. Nothing in the desert can be necessary to what comes after the desert. If it was necessary, then there would be problems skipping the desert. But there aren't. Skipping the desert is perfectly fine. The only actual problem is that I want to skip the desert but I don't have the proper, rules sanctioned plot coupon to do so.

That you can skip it does not equate to "it does not matter". You can choose not to interact with a chatty innkeeper. That does not render the information he could have imparted irrelevant, it just means you don't have that information. Thats perfectly fine. Although, I suppose, I can change the innkeeper to a chatty drunk locked up in the local prison where your character (arrested for violation of some trumped up charge) is spending the night. Absent a "plot coupon", you'll be listening to him, although I suppose you could stick your fingers in your ears and loudly chant LALALALALALA all night long, to avoid any risk of interaction. And you then lack any info he could have imparted. Tough luck. Maybe that means you don't find out he knows how to contact the secret congregation of Good Deity in the city. If that frustrates your ability to achieve your goals, so be it.

Now, a good GM will not have only one possible means for accomplishing a critical goal, and especially not one that is easily skipped (eg. by a party that has, and perhaps routinely uses, Teleport for travel). But that doesn't obligate the game world, or the GM, to bend to your whims and ensure that whatever avenue you choose to pursue, all of the resources you need or desire to accomplish your goals will tumble from that. When you can't locate that secret temple, perhaps your investigations lead back to that old drunk. Maybe your investigations lead you to a merchant who left town with that caravan you walked past, ignoring their hails, or to a nomad tribe or lost temple in the desert.

That is the fundamental issue here. You could have the most interesting or the most boring desert in the entire history of gaming, and it still doesn't matter. Because it's perfectly acceptable to skip the desert, the desert can NEVER be very relevant to the city. Sure, it might be tangentially relevant - foreshadowing and whatnot. But, then again, who cares? The party is going to learn about the siege as soon as they teleport. We didn't exactly need a couple of hours of interacting with various desert scenarios to establish something that's going to be discovered in the first ten seconds of the next scene.

As indicated above, you skipping an encounter, by whatever means, does not render that encounter irelevant. It means you do not benefit from whatever relevance it may have had. I do agree a prudent GM would not rely on PC's who have the ability to avoid the desert (or the siege, or the city) entirely choosing to interact with it when they have no reason to do so. This would be where investigations in the city could lead us back out into the desert (or to speak with the siege general, or to travel to the city in the first place).

IOW, the fact that you have the ability to skip the desert does not mean it can be skipped with impunity. It means you can avoid all encounters in the desert, avoiding all benefits and drawbacks of those encounters. If one of those encounters included a wise old priest who would have Blessed your endeavours, providing you with a bonus to be used later, and you skipped the desert, or just ignored his greeting when passing him in the desert, then you lack that bonus. Maybe that means your quest fails (a Grell kills the whole party because you lack the extra AC the old sage's Ward would have provided). Maybe it has not marked effect (you easily defeat the Grell without the bonuses from good planning or good luck). Maybe it made the task more difficult and costly (you beat the Grell, but a PC was killed).

IOW,
The fact many groups could skip the desert with relative ease does not mean your group won't find useful resources, intelligence, or aid traversing it. Those are the possibilities gained by going the scenic route. The desert is only as irrelevant as the table makes it. Automatically ignoring non-hostile encounters will go a long way to making it irrelevant though.
 

I've never said this. I'm not saying the desert is a steaming pile. I'm saying it's irrelevant, because it is not something they can leverage in pursuit of their PCs' goals. (Unless they have some ability to animate sand on a large scale, as I've noted earlier.)
[MENTION=22779]Hussar[/MENTION] has indicated, I believe, that he wants out of some aspect of the game, or the scenario, before he even sets foot in that scene because he knows before we even start that it will be mind-numbingly boring to him. Is it reasonable to suggest the GM would take that as a positive, or even neutral, comment on his GMing, any more than a player will take the suggestion that his approach and attitude sounds selfish in a positive or neutral light, rather than getting defensive at being called “whiny”?

These are claims I don't agree with. It's a city - so it has buildings.

Unless it’s a Dwarven city built into a mountainside, or an Elvish city in the trees, or some other fantasy city which lacks buildings.

It is under siege - so it has walls. On those walls are, presumably, defenders - otherwise the siege would be over, the walls scaled and the city taken.

That Dwarven mountain city might have one huge Gate which the besiegers cannot breach, so they have encamped to prevent Dwarves leaving, or supplies getting in. Perhaps that Elven forest city is protected by powerful magicks which ward any hostile to the elves from entering so, again, the evil force has surrounded and blockaded the city. [Those magicks might also preclude Teleportation – and no one knows what waits beyond the Great Gate, so you can’t Teleport past it either…]

All of your assumptions sound reasonable, but none are guaranteed.

Even in your example of monotonal narration, there is an inn with an inkeeper.

And how relevant or entertaining are your interactions with that fellow? See above for possible cities lacking an inn.

The siege, as Hussar has pointed out, has soldiers - without those soldiers it wouldn't be a siege. Those soldiers presumably have commanders.

Seems likely. I’m sure in a magical fantasy world, we can come up with imaginative situations where these assumptions are false.

All these are story elements that the players can turn into resources. And they begin trying to do so from the moment the GM says "As you approach the city you see that it is under siege!"

Or not. The prospect of Slaad whose very motivations are utterly incomprehensible being the besiegers was mentioned way upthread. I’ve provided some more mundane possibilities (not as a well written inclusion of a siege as a challenge or complication, but then the suggestion is that the desert is not a well written challenge or complication, and several examples of how it could be have been presented).
 

Into the Woods

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