Swordslinger wrote:
I don't view preventing encounter skipping as railroading. That's just designing a difficult adventure. Figuring out how to overcome encounters is a major part of the game, and skipping them entirely is boring. It's good to allow a PC to sneak, bribe or disguise their way past guards instead of kill them, but skipping huge sections of the quest is probably not something you want.
The important questions are these: What is an encounter and what is skipping?
Why sneaking, bribing, or bluffing one's way past the guards at the gate guard perfectly acceptable while climbing the wall, digging a tunnel under the wall, or just disintegrating a section of the wall is not?
The correct response when the PCs come up with a perfectly valid alternate means of defeating an obstacle, even if it means "skipping" the "encounter" is to allow it.
The point of sneaking past the guard is to get into the castle, that's the goal. The goal should be the encounter. Sneaking past the guard shouldn't be an end unto itself.
And that's how you get around encounter skipping, by the way. The encounter isn't the monster or the trap, the encounter is the goal. Thus the only way to skip it is for the players to decide that the goal itself is stupid.
First you build a setting, you populate it with character, and you define a campaign goal that your PCs should be shooting for. This is the campaign win condition, as much as any campaign can truly be won.
This win condition should not be as simple as "kill BBEG". It shouldn't be something as tedious as "collect the rod of 147 parts" either. Fetch quests do not make for epic campaigns. It should be something that has strategic depth.
Your campaign is like a sandbox. The players can do what they will with it. And there will be consequences for their decisions.
Adventures should be a buffet that the players can pick and choose from, for reasons both IC and OOC. Each is a sub-goal that contributes to completed the campaign, but it shouldn't be necessary that all of them be completed, the PCs should have a choice.
To put it another words , Defeat the Empire of Japan is a campaign goal. Capturing Guadalcanal is an Adventure goal. It contributes to the campaign but isn't strictly necessary. It's a long and arduous adventure that requires winning many encounters.
Nuking Hiroshima is also an Adventure, and one much shorter. It's practically a dungeon bypass. But when your adventure goal is to destroy a city in the most spectacular way possible, you can't really blame the players for just dropping a nuke on it.
The important the here is that you can't just scry&die Hirohito. You have the capability, but killing the Emperor is insufficient to defeat the Empire. It's actually counter-productive in this case, since you need him alive to issue the surrender.