Hey everyone!
I'm Deadly Whispers. I'm fairly new to the whole GM business and have run a couple small adventures thus far. My wife and I recently finished the Eye for an Eye adventure. We both had quite a bit of fun playing, even though it was her playing 2 PC's, we still made it work. In the end her elf stood up at the dinner table and yelled "I'm drunk! I'm going to bed.". This, combined with the poisoning in the venison both her characters ate ended up with them being sacrificed in the chaos ritual. She was fine with that since she wanted to build her own characters instead of using the characters I had built.
Anyway, on to my main point. About a year ago we tried playing with my brother-in-law and his girlfriend. This event turned out to be a major disaster. They didn't like the way I dynamically altered the difficulty of encounters because they were taking the easy way out and letting NPC's kill NPC's, (first beastman encounter, guards kill one ungor every round). What I had said was "One of the guards succmbs to the poisoning and passes out. As only one guard remains he is not as effective and therefore you have to roll for his attacks, instead of him automatically killing the enemies for you." My wife was excited about this, but the others were furious! Because of their behaviour as heroes (hiding and allowing others to handle business for them), I wasn't going to award any XP or fortune, which would have pissed them off even more.
Their belief is that story takes priority over encounters, battles, and task resolution. They think that story is 80-90% of the game, while other events and battles and skill checks, etc, are 10-20% of the experience.
My belief is that they are all equally important, as well as what happens in one aspect can and will affect the rest. What happens in one combat can affect the story significantly. A character could have been injured and would have to rest while the rest of the party goes to investigate. They may have all been injured and had to rest for a day. This would allow the cultists to go ahead with preparations for the sacrifice without pesky heroes probing them for clues, or possibly fighting them.
I was just curious about how other players and GM's stood on these issues. Would you forgo some encounters to advance the story? Or would you push for making the encounters challenging, yet fun?