Adventures v. Situations (Forked from: Why the World Exists)

Stoat

Adventurer
Forked from: Why the World Exists

The Ghost said:
To start, I do not plan out adventures, I just create opportunities for my players to find adventures. . . .

As the "Why the World Exists" thread evolved, several folks expressed a sentiment similar to the one quoted above. They don't plan out "adventures", they create "situations" and "opportunities" for the PC's to encounter.

I'm curious about the distinction. What's the difference between an adventure on one hand and an opportunity/situation on the other?
 

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What's the difference between an adventure on one hand and an opportunity/situation on the other?

If you get a chance, hop on over to Wizard's site and check out James Wyatt's Dungeoncraft articles. I believe that his early articles are still free and the latter ones are part of DDI. He does an excellent job of explaining how he goes about creating a DnD campaign. Methods, ideas, etc.

In his article on 2/13/08, he discusses concepts like quests, and long-term goals. In his next article on 4/30/08, he fleshes those ideas out into a loose outline of how the campaign will flow over the course of thirty levels. To me, this is adventure design.

Where I differ from this method is that I do no plan out quests, long-term goals, or campaign outlines. In their place, I create situations that the characters can pursue or ignore as they see fit. Imagine, if you will, a blank piece of paper. On it, I place a couple of towns, a horde of orcs, an undead-filled graveyard, a lich, a dragon, etc., etc. I do not know which the PCs will choose to pursue, but when they pick a direction, I then begin filling in things to enhance this adventure. They may follow multiple paths. they make connections between things that I didn't anticipate. To me, part of the fun comes from exploring the unknown.

There are positives and negatives to both ways. Part of it comes from when do you, the DM, want to do the work for the campaign, and how do you want to handle it when the PCs veer of path. In my method, I do a little bit of work at a time rather than a lot of work at the beginning. However, I also have to "wing it" more often because I do not have a lot of detail planned out. If that is something you are comfortable with, great, give it a try - I like it. If not, check out James's articles, they are a great description of how to do it another way. It really comes down to what you and your players are comfortable with.
 

As the "Why the World Exists" thread evolved, several folks expressed a sentiment similar to the one quoted above. They don't plan out "adventures", they create "situations" and "opportunities" for the PC's to encounter.

I'm curious about the distinction. What's the difference between an adventure on one hand and an opportunity/situation on the other?

Put most simply, the difference is this:

In both, there's an old haunted manor house on the hill outside town where monsters are said to dwell and treasure is to be found. In a "situation" the Dm essentially stops there. Whether the PCs investigate, why and how is entirely up to the players. In an "adventure" the Dm adds a hook and a plot -- maybe some kids when exploring and disappeared within; maybe the owner used to be a powerful cultist and there's some MacGuffin inside related to the PCs bigger quest. Whatever the case, the "adventure" creates some circumstance underwhich it is necessary the PCs investigate the manor.

Again, this is a simple example. it gets a lot more complex when you have not only locations 9like the amnor0 but events and individuals as well. This is the "situation" -- a collection of elements that the PCs interact with of their own accord, thereby creating their own adventure.
 


Guess I'm a werido because I do both?

No, you're just special. ;)

Actually, I think most, if not all, of us do both to some extent. I may place something with an idea of what will happen if the PCs follow it. But, I leave myself the opportunity to change it if the PCs go in another direction, without loosing much in terms of preparation.
 

Guess I'm a werido because I do both?
In a way I do both as well.

I have a long-term plot and campaign storyline. However, it is unravelled through situations that have "plot hooks" and lead to various plot points that slowly unravel the plot/mystery.

So, take a murder. That by itself is just a situation and the PCs either investigate or don't. I usually have some manner of plot hook, but again isn't a necessary one so they need not investigate it. However, I have many different situations with these plot hooks scattered about the campaign. As such whenever a adventure hook does grab the PCs and they take the upon themselves a situation then more plot unfolds and can lead to more situations with plot hooks.

I also have blatant plot-points, essentially set-pieces.

So yeah I don't think it is a one or the other aspect.
 

I'm not sure which label would apply to me. First off, I run Eberron games, so the world, its locals, factions, and history are mostly in place already. Then I pick where the game is going to be centered and how the party is going to be tied together.*

Then I put the players down and see what they want to do. I generally have an overall event or series of events that takes place around them, but they can choose to get involved or not. I'll give them a few quests or situations to get them started, but they drive the action from there. Sometimes I'll give them two or three quests at once, they have to pick what they are going to do. This sounds like the "situations" way of doing it, but I do definately give them plot hooks and plan out adventures. I guess it is a blend.



* Example - all former child slaves in the Lhazaar Principalities, now escaped --or-- all members of the same Dhakaani clan which is trying to cement its claim to the throne.
 

Forked from: Why the World Exists



As the "Why the World Exists" thread evolved, several folks expressed a sentiment similar to the one quoted above. They don't plan out "adventures", they create "situations" and "opportunities" for the PC's to encounter.

I'm curious about the distinction. What's the difference between an adventure on one hand and an opportunity/situation on the other?

Adventure: "You must battle through the necromancers hold to retrieve the holy gizmo from his corpse."

Situation: "There is a a necromancers hideout nearby and he has a holy gizmo"

When you create an adventure you tell the players what they should do. When you create opportunities the players are free to do what they want, including ignoring it or even talking or joining the enemy, things which will only upset looks when they try that in an adventure.
 
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