hogarth wrote:
I agree with you, but I'm not sure I see a huge difference between "you must beat the ToH fair and square without teleporting to the treasury" and Kaelik's "you must get past the indestructible door in the Whispering Cairn fair and square without teleporting past it".
There is not supposed to be. I agree with Kaelik here, after his clarifications.
He, (if I understand his point correctly) does not mind that his party has to go the Whispering Cairn or else there would be no game. He does mind when his party is not allowed to choose how exactly it enters Whispering Cairn, even though they have plenty of abilties that should let them overcome something like a stone door just fine.
I agree that it is bad when your GM not only sets the current campaign goal, but also forces PCs to go about reaching that goal in a certain specific way. And conversely it is good, when your GM either sets you a campaign goal, and you can reach it in multiple ways, and choose whatever way you like.
hogarth wrote:I'm surprised by Kaelik's example, since it seems pretty harmless -- if you have a fundamental objection to running fetch quests for NPCs, then D&D is probably the wrong game for you since that covers approximately 90% of all D&D adventures (in my experience).
Well, to be honest I'm using published DnD adventurers because I can't be arsed to write too many statblocks, and because certain ones inspire me with their general atmosphere. But I don't think I've ever used their actual
plots. Particularly past about level 5. I've ran Age of Worms until before Whispering Cairn, with Ilthane being the next-to-last boss, because we all agreed that by that point increased mechanical complexity was already making the game not fun, so we finished the game with elimination of the apocalyptic cult and seeming eradication of undead-making worms that served as their superweapon (normal undead in my settings could not and can not reproduce contagiously, so the threat of Kyuss zombie apocalypse was something new), and then helping the rightful mage ruler of the Free City to regain his human form and power - the traitor who puppeteered the cultists was the true final boss. Even before the game went so radically off the rails for out-of-setting reasons, the plot had little in common with the Age of Worms as written, with the game past the third module becoming pretty much one big conspiracy investigation and divination-fest. To think of it, many charlists had to be tinkered with as well, after that...
hogarth wrote:There's much more egregious stupidity in the same adventure path (Age of Worms):
[*]A bad guy gives your low-level PCs the mission of rooting out a murderous cult. He doesn't offer you any reward or give you any help, and (as far as I know) there's no reason why the low-level town guard couldn't do the same job (since that's what they're paid for, presumably).
If that is the example I think of, well, seeing the same problem I had the town guard trying to uproot the cultists and failing miserably, due to being 2nd level warriors. PCs then got hired as the nearest available group of people knowing which way to hold a spellbook, because the mage who normally oversaw operations in Diamond Lake and served as real firepower in cases when the town guard did not suffice, (in)conveniently happened to be absent.