fectin wrote:Could you give me an example of a module which can't be skipped? Because this sure sounds like a false dichotomy.
If you're the kind of DM who buys and runs modules/"adventure paths/other canned TTRPG material, then sure, I can understand why you would be upset that the players "skipped" the adventure. You paid for a book or whatever that promised many hours of potentially entertaining play, maybe even a year of campaign sessions.
But that's really just one more reason to add to the list of "why pre-written modules are bad," or, at least, why they're a bad standard for what TTRPG play is supposed to be like.
Forget nonsense about disruptive players, if the goal is "rescue the princess" and the party can teleport in, grab her, and teleport back out to call the day saved, they are
bad roleplayers if they don't do it, because guess what, that's what their characters
would do if they weren't complete morons! There is no reason to be railroaded through the Castle of Doom just because you paid $20 for the Castle of Doom module--maybe next time you'll know better and you'll come up with your own adventure that encourages the kind of play you want. Or, even better, you'll be an
adaptable DM and decide that rescuing the princess isn't the end of the story--because it
isn't, since TTRPGs are
non-linear--and it'll be the jumping-off point for an even
better campaign.
TTRPGs are fun because they are the
only truly non-linear form of gaming, allowing freedom and flexibility that no other medium permits due to the current limitations of technology. I pity players who have only been in campaigns that are scripted by the DM from start to finish, with the only real player choices being "which attack do I use this round?" and the witty one-liners their characters spout.