PhoneLobster at [unixtime wrote:1143633873[/unixtime]]
And I'm damned if I know if the players chose the LOTR campaign, as far as I'm aware we're talking in terms of it because RC brought it up yet again.
Well, we can assume that the PCs chose:
-To be heroes
-Have characters with the necessary abilities to sneak into Mt.Doom.
-Don't have the militiary might to crush Sauron's orc army by themselves.
As for whether they chose the campaign, probably not. They chose to play it for sure, but most DMs aren't going to go elaborate the entire story to their PCs beforehand. Lets remember that in the context of this example, it isn't the DM saying "lets play LotR". I'm just using LotR as a sample quest which could get thrown at you. You can just as easily change Sauron to Bane, Mount doom to some suitable location in Mulmaster and the One Ring to a Banite artifact. So you're sneaking into an evil stronghold to destroy an evil artifact and thwart the plans of some evil dark lord who you can't kill in combat, but won't be showing up personally to kill you. That's how it'd look in a normal setting. The storyline is the same as LotR pretty much only you substitute different names for things.
And that looks about pretty normal for a D&D quest.
And really I don't even consider LotR to be a full campaign, it's just a quest. At least delivering the One Ring is. Now if evil wins and you're now fighting a resistance movement trying to thwart it, that very well could be a campaign. But simply bringing the One Ring to Mt.Doom is just a one shot quest.
And well, sometimes you're going to get quests you as a PC don't necessarily like. There have always been those times when the quest doesn't particularly interest you and you're just going along because the party paladin really wants to, or whatever. And yeah, you gotta go through them.
I like how his totally non railroading campaign example is boiling down in his last post to "OK guys, you now fight your way to mount voodoo to throw the doohicky in... Would you like to fight your way there by land, land, land thats under some other land, or by air...?"
Look, that's more or less what non-railroading constitutes in this game sometimes. There aren't infinite quests, and you can't go cycling through a list of quests for you to do because you didnt' like the last one. The DM just can't be expected to do that much prep work.
DM: "Yeah, I've got this great quest planned where you have to slay a dragon. I spent six hours making it up last night."
PC: "Nah we don't want to do it."
DM: "OK, how about this Forge of Fury module I have?"
PC: "Nah, that's boring too."
DM: "Well wtf do you guys want to do?"
PC: "Lets go... um... " (points to random spot on map) "here."
DM: "That's the middle of the grey waste? Why the hell do you want to go there? I don't have anything prepared for that..."
PC: "Well if you don't let us go there you'd be railroading us."
DM: "You don't even have an incharacter reason for going there! Sorry but no..."
PC: "Railroading whore!"
And lets face it. Sneaking into Mt.Doom is the best D&D quest among those.
You've got three options:
1.
Sneak the one ring into Mt. Doom: works great for D&D.
2.
Fight Sauron Army for army: Well considering we have no mass combat system and this doesn't really focus much on the heroes but rather on two armies, this isn't a particularly great storyline. most of the time the heroes are going to be sitting back while the NPCs do all the work. And if the armies of good happen to be that powerful, who needs the heroes anyway? This storyline ends up with the DM stealing all the thunder as the victory of the campaign is pretty much backstory. Like it or not, we don't have a great mass combat system in D&D and handling 20,000 orcs versus 10,000 humans just isn't feasable.
3.
Try to kill sauron directly: Wouldn't be a bad adventure if the PCs were that powerful, but they're not. You can't always kill everybody in a D&D game, and in this case Sauron happens to be beyond your means. It's rare in D&D when killing the enemy's god directly is a viable choice. It only happens in deep epic games and is generally the end of a campaign anyway.
4.
Craft your own ring: This one could be set up, but it would end up being outside the rules anyway, because to make it fun it would have to involve 2nd edition style component gathering as opposed to Gandalf sitting in a lab, which is exactly the kind of thing codified rules produce. The downside of course is that some PC is going to have an uber artifact by the end of this and pretty much be more powerful than all the other PCs. Might be kinda cool for a solo game, but in the context of a group game, you don't want that big of a power shift. So this one doesn't work particularly well.