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You're doing what? Surprising the DM
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<blockquote data-quote="N'raac" data-source="post: 6110167" data-attributes="member: 6681948"><p>Seems like that could be some of the difference. I see the desert as an outgrowth of the use of Plane Shift to reach the city (being "you may not get here directly") and I would also view the island as an outgowth of complications in ship travel (oops - we sank the ship). In both cases, I would expect the players to indicate what they will do ("start walking/ride the centipede through the desert"; "build a signal fire and eat coconuts") and provide them with the next occurrence of note. If the desert/island are more or less irrelevant, that could easily be "after three hot, sandy weeks, you see the spires of the city in the distance", "after two weeks, you see a sail approaching" or "after three weeks of becoming steadily more tired of coconuts, you see a school of dolphins bobbing in the waves". </p><p></p><p>But I find the assumption the GM will insist on playing out irrelevant and boring aspects of the journey baffling. </p><p></p><p>I also note that Hussar has been pretty steady in his comments that <strong>he</strong> is bored, not that the rest of the players are bored (and if their exciting game bores Hussar, then moving on seems the mature choice) while Pemerton seems to assume the players are a hive mind, always in lockstep as to which aspects are worthy of their attention and which should be skipped, and it is only that GM who has not been assimilated and insists on running scene after scene that serve only to bore the poor players.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6110167, member: 6681948"] Seems like that could be some of the difference. I see the desert as an outgrowth of the use of Plane Shift to reach the city (being "you may not get here directly") and I would also view the island as an outgowth of complications in ship travel (oops - we sank the ship). In both cases, I would expect the players to indicate what they will do ("start walking/ride the centipede through the desert"; "build a signal fire and eat coconuts") and provide them with the next occurrence of note. If the desert/island are more or less irrelevant, that could easily be "after three hot, sandy weeks, you see the spires of the city in the distance", "after two weeks, you see a sail approaching" or "after three weeks of becoming steadily more tired of coconuts, you see a school of dolphins bobbing in the waves". But I find the assumption the GM will insist on playing out irrelevant and boring aspects of the journey baffling. I also note that Hussar has been pretty steady in his comments that [B]he[/B] is bored, not that the rest of the players are bored (and if their exciting game bores Hussar, then moving on seems the mature choice) while Pemerton seems to assume the players are a hive mind, always in lockstep as to which aspects are worthy of their attention and which should be skipped, and it is only that GM who has not been assimilated and insists on running scene after scene that serve only to bore the poor players. [/QUOTE]
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