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<blockquote data-quote="Nagol" data-source="post: 6111167" data-attributes="member: 23935"><p>So why shouldn't that one player take the responsibility and prepare to transition/mitigate scenes he doesn't want to suffer through either through in-game resources or meta-resources? </p><p></p><p>Remember, the players ended up where they were because they took affirmative action. "We go <em>here</em> as our next step. Ah Jeez, I hate it here! Can't we just be <em>there</em>? I'll use an slightly appropiate ability to help! Are we there yet? Why not? What do you mean there are other things potentially where we are? I don't want the other things."</p><p></p><p>Heck, I've been ignoring that the group probably can't even <em>find</em> the city without further exploration/interaction with the setting. They are 200 miles away in a random direction. Which direction do they travel to get to the city? On Earth (which they aren't) , they'd have to be 30,000 feet in the air before the horizon was far enough away to have a chance to see it! And the air (on Earth) probably woudn't be clear enough to see fine details like a city at that distance.</p><p></p><p>I'm not suggesting the group be forced into a massive hex-crawl exploration, but cutting to different action scenes of things discovered in the desert (or that discover the PCs) seems much more approprate than jumping from the landing to the eventual destination without the expenditure of resources or basic planning when the basic game comes with rulesets to cover such travel, toolsets to help avoid it, and the PCs don't care enough to arrange anything for the predictable 200+ mile journey that lies ahead.</p><p></p><p>At this point, the the GM has "authorial control" in any of the game systems mentioned in the thread -- even Burning Wheel. That means if the GM thinks a montage of action/information collection/resource granting scenes are in order then that's what should happen. The players abdicated their ability to shortcut when they arrived without the ability to shortcut.</p></blockquote><p></p>
[QUOTE="Nagol, post: 6111167, member: 23935"] So why shouldn't that one player take the responsibility and prepare to transition/mitigate scenes he doesn't want to suffer through either through in-game resources or meta-resources? Remember, the players ended up where they were because they took affirmative action. "We go [I]here[/I] as our next step. Ah Jeez, I hate it here! Can't we just be [I]there[/I]? I'll use an slightly appropiate ability to help! Are we there yet? Why not? What do you mean there are other things potentially where we are? I don't want the other things." Heck, I've been ignoring that the group probably can't even [I]find[/I] the city without further exploration/interaction with the setting. They are 200 miles away in a random direction. Which direction do they travel to get to the city? On Earth (which they aren't) , they'd have to be 30,000 feet in the air before the horizon was far enough away to have a chance to see it! And the air (on Earth) probably woudn't be clear enough to see fine details like a city at that distance. I'm not suggesting the group be forced into a massive hex-crawl exploration, but cutting to different action scenes of things discovered in the desert (or that discover the PCs) seems much more approprate than jumping from the landing to the eventual destination without the expenditure of resources or basic planning when the basic game comes with rulesets to cover such travel, toolsets to help avoid it, and the PCs don't care enough to arrange anything for the predictable 200+ mile journey that lies ahead. At this point, the the GM has "authorial control" in any of the game systems mentioned in the thread -- even Burning Wheel. That means if the GM thinks a montage of action/information collection/resource granting scenes are in order then that's what should happen. The players abdicated their ability to shortcut when they arrived without the ability to shortcut. [/QUOTE]
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