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<blockquote data-quote="JamesonCourage" data-source="post: 6110844" data-attributes="member: 6668292"><p>So, as long as you force the siege on the players, no matter what, it has an effect, yes. I suppose the same could be done with the desert: giant frickin' sandstorm, including in the city.</p><p></p><p>Well, even a siege isn't "relevant", it just affects how you interact with your goal. Like a pit trap in a dungeon on your way to the black knight (less resources against the black knight).</p><p></p><p>The thing is, we can make the desert relevant in the same way, even without the nomads. Like I said, giant sandstorm. There, now it's affecting the trip, and the city inside the town.</p><p></p><p>I'm the kind of GM that wouldn't care if the PCs went the opposite direction of the city, provided they had reasoning to do so. So, that means that the city isn't relevant, right? I mean, I don't object to them turning around and walking away and making something else relevant. Or, heck, even teleporting there, and skipping stuff along the way.</p><p></p><p>No, to me, your "skipping scenes" is problematic in that you're probably denying other players in my game fun, and you're doing so for (so far) incomprehensible logic (I only get "it's boring", not the "why" of it). When I've asked if you want to skip it because you don't want to "explore just for the setting's sake" you've said that's not it. When I asked if it was "just backdrop", I've been unanswered. I've been told that the "relevance" is the key, and (seemingly) if it affects how you interact with your goal. But, the desert isn't that (no matter what, unless it's contrived), and the siege is always that (unless you work, which is bad?).</p><p></p><p>I'm struggling along, here.</p><p></p><p>Playing through the process is the core of the problem for some posters.</p><p></p><p>And, for me, moving the opposite direction of the city is fine, so by that logic, the city is irrelevant.</p><p></p><p>No, it seems like we're having a breakdown in communication, because as many times as it's pointed out that you wanting to skip a scene "because it's irrelevant" depends entirely on context, it seems like we keep getting disagreement from you followed by rhetorical sidesteps. And that's just not helping us understand where you're coming from. As always, play what you like <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I think it'd destroy my sense of verisimilitude when he can't do it the same way later, but we can get into a whole "my sense of verisimilitude" debate and not resolve it, since it's so subjective. As always, play what you like <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6110844, member: 6668292"] So, as long as you force the siege on the players, no matter what, it has an effect, yes. I suppose the same could be done with the desert: giant frickin' sandstorm, including in the city. Well, even a siege isn't "relevant", it just affects how you interact with your goal. Like a pit trap in a dungeon on your way to the black knight (less resources against the black knight). The thing is, we can make the desert relevant in the same way, even without the nomads. Like I said, giant sandstorm. There, now it's affecting the trip, and the city inside the town. I'm the kind of GM that wouldn't care if the PCs went the opposite direction of the city, provided they had reasoning to do so. So, that means that the city isn't relevant, right? I mean, I don't object to them turning around and walking away and making something else relevant. Or, heck, even teleporting there, and skipping stuff along the way. No, to me, your "skipping scenes" is problematic in that you're probably denying other players in my game fun, and you're doing so for (so far) incomprehensible logic (I only get "it's boring", not the "why" of it). When I've asked if you want to skip it because you don't want to "explore just for the setting's sake" you've said that's not it. When I asked if it was "just backdrop", I've been unanswered. I've been told that the "relevance" is the key, and (seemingly) if it affects how you interact with your goal. But, the desert isn't that (no matter what, unless it's contrived), and the siege is always that (unless you work, which is bad?). I'm struggling along, here. Playing through the process is the core of the problem for some posters. And, for me, moving the opposite direction of the city is fine, so by that logic, the city is irrelevant. No, it seems like we're having a breakdown in communication, because as many times as it's pointed out that you wanting to skip a scene "because it's irrelevant" depends entirely on context, it seems like we keep getting disagreement from you followed by rhetorical sidesteps. And that's just not helping us understand where you're coming from. As always, play what you like :) I think it'd destroy my sense of verisimilitude when he can't do it the same way later, but we can get into a whole "my sense of verisimilitude" debate and not resolve it, since it's so subjective. As always, play what you like :) [/QUOTE]
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