Aristo said:It does not appear to me that the real world has a storyline. Seasons come and go, animals are predators or prey, people do all the myriad things that people do ... but for their own reasons, not as "supporting cast" following a script about me. We tell stories about events that have occurred, but the shape of things to come is uncertain.
I think there is indeed a consensus as to the meaning of "railroad" among members of the culture that coined the term in the first place.
Do your NPC's have any goals? If yes, you have a plot in your game. End of story.
Isn't it funny that the anti-badwrongfun police have jumped up and down on me repeatedly in this thread, but, here's Aristo saying that any story based play is bad and it passes without comment. Nice to know that everything's on an even footing.
This has been said before, but apparently you didn't listen:
Plot = a plan that a person/character has
Plot = the sequence of events which make up a storyline
The two meanings of the term "plot" are not interchangeable. Trying to make them interchangeable is simply creating needless confusion for the sake of creating needless confusion.
So, given the clear context within this thread, let's focus on the second (and pertinent) definition of the term.
I would argue that the real world does have plots. Abraham Lincoln was elected President, he led through the Union through the Civil War, and then he was shot and killed in a theater by John Wilkes Booth. That's a plot.
Similarly, all the campaigns I have played in have plots: Character A did X, then they did Y, and then they did Z. That's a plot.
The difference, however, lies not in the story that can be told after the fact. It lies in the prep. If you're prepared a plot before you play the game, then that's very different than a game in which there is no plot before you play through the events. It is, in fact, possible to have a game in which there is no predetermined plot.
Ariosto was actually quite clear that he was speaking of only his own personal preference.
"...those of us who prefer "campaigns" in the traditional gaming sense see a "plot-line" as anathema."
""What's necessary" depends upon what one is trying to accomplish."
These quotes clearly indicate an acknowledgment of other styles of play.
You seem to be having a really difficult time reading posts in this thread for comprehension. Particularly Ariosto's. Why is that, do you think?
Aristo said:The shift to "planning a story" really got underway (as far as D&D went) in 2nd ed. AD&D. The "linear dungeon" (like "kosher pork" to traditionalists) is something of which I saw a lot in the 3E period, and have seen continued apparently as the default model in 4E. "Adventure path" (perhaps AKA "railroad"?) seems to have become the prevalent campaign concept, building on the "playing modules" approach that became widespread in the 2E era.
Umm, what? While yes, a plan that a person has is a plot, usually for some nefarious scheme, what does that meaning have to do with this thread?
No. It isn't. It really isn't. The second you have any connection between events, you have a plot.The difference, however, lies not in the story that can be told after the fact. It lies in the prep. If you're prepared a plot before you play the game, then that's very different than a game in which there is no plot before you play through the events. It is, in fact, possible to have a game in which there is no predetermined plot.
How is this NOT a badwrongfun post?The shift to "planning a story" really got underway (as far as D&D went) in 2nd ed. AD&D. The "linear dungeon" (like "kosher pork" to traditionalists) is something of which I saw a lot in the 3E period, and have seen continued apparently as the default model in 4E. "Adventure path" (perhaps AKA "railroad"?) seems to have become the prevalent campaign concept, building on the "playing modules" approach that became widespread in the 2E era.
I've seen you mention this "drag-and-drop style" on numerous occasions and have never quite known what you meant by it. Please explain; in small words and short sentences as I'm a Lanefan of very little brain tonight.I am sure you probably have seen me mention the drag-and-drop style. Well by using that one can quickly build wherever the PCs are going by taking these components and addressing them to what the PCs are planning on doing/planning to go too. Of course to not be predictable one would spice it up, add mystery, etc. But this be other components dragged into the core drag-and-drop element. Thus one need not know what the setting is like at all till the player's actions dictate the shape of the world.
Large-scale improvising (e.g. inventing entire empires on the fly) is exactly what I don't want to do, as all it does is give me more work later a) trying to remember it all correctly, and b) trying to fit it in with whatever else existed beforehand. I'd rather do the large-scale heavy lifting ahead of time rather than after the fact, to give myself time for the small-scale work that will inevitably come up as the campaign rolls along.I think that I would echo Fallen Seraph here and also elaborate on what you said Lanefan. What you wrote in your post is getting exactly at what the subtle difference is. Fallen Seraph points out the you do need to plan so that you can stay at least one step ahead of the characters, and the nature of that planning can potentiate or hinder your ability to improvise.
For a geographer (which by education at least, I am) maps are also important.I would again say that the big difference between worldbuilders and setting constructors is that for a worldbuilder, maps of physical areas are important. They help them to crystalize the relationships of the elements of the world around the PCs. This helps because you can't control what the PCs do, so if you know where things are, you can respond easily.
Yet you still end up with maps anyway, or at least you'd better if you're tracking what you improvise; only difference is you've built these maps as you go along. 15 adventures in, you're still tied to a map (unless your world has no internal consistency at all and the mountain range that was there last winter isn't there now, and that raises all kinds of other issues) so why not just build the flippin' map ahead of time and get done with it?Maps can be the bane of a setting constructor. Having a crystalized set of geographical relationships hinders a DMs ability to drop elements into his game wherever he wants them, and hinders his ability to respond in a plot apropriate manner.
No it's not, unless you specifically set out to make it so; impossible if there's more than one party operating concurrently in your world (right now, mine has three). While not perhaps railroads, linear campaigns - wherein one mostly-unchanging party goes through a series of adventures whether story-connected or not - are to me the most dull. (they are also, unfortunately, the most common; probably because they are the assumed playstyle)I think that the big difference is that the worldbuilder focuses on the geography and the world, while the setting constructionist focuses on the action that the PCs will find themselves in. Worldbuilding is a very multidimensional process, with at least two dimensions of a map, as well as a third in time, and many more in the economies, politics, etc... Setting construction is likely more linear. It focuses on events. This focus on time instead of space makes setting construction more efficient, because playing an RPG is an event, it is a linear structure.
So what. The worldbuilder doesn't know what will or will not be used until the campaign is over, but has already done much of the work and can mostly sit back and enjoy the ride. The setting builder has to work hard the whole time just to keep up...how is that more efficient?There will be tons of material that is not addressed in a worldbuilder's campaign. A good setting constructionist can minimize these inefficiencies.
And also a lot more realistic; a good thing, in my view. If I want to see Stonehenge, for example, I've got to go to the Salisbury Plain, because that's where Stonehenge is; it's not going to appear in front of me if I wander into the Sooke Hills west of Victoria.Detailed worlds place restrictions on PC action just as much as detailed plots. Detailed worlds specify where things will interacted with, and what those things are. The PCs can choose where to go, and what to do, but they have to go to specific places to do things, and there is no guarantee that there is anything interesting to do there. Just a detailed area of the map. That is a limitation on PC action.
Fine.Detailed plots specify what things happen to the PCs and why
Why not? The "where" could very well *be* part of the plot.but not necessarily where,
Huh? This seems a non-sequitur to me. In my world-built game, I can throw bad situations at my party with just as much gay abandon as I could if it was setting-built.and definitely do not demand a certain response by the PCs. The response of the PCs is completely open during play. I would contend that this is what heroism actually is. Responding to bad situations in a good way. If you want to play heros, it is much easier in a plot driven campaign.