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<blockquote data-quote="AbdulAlhazred" data-source="post: 9319056" data-attributes="member: 82106"><p>So, what you are asserting is that the content of the fiction of the campaign in any game is not a function of the material on proffer from the GM, in the form of a module or some other similar form of material that was generated largely or wholly indepedent of the specifics of the PCs being played? I find this assertion to be preposterous, to put it bluntly.</p><p></p><p>You're running Phandelver, there will be a mine, a town, a ruin full of goblinoids, a dragon lair, etc. Sure, the players can have their PCs visit them in several different orders (but the mine will always come last and typically the town first). They might even have some options involving whom they fight, I'm not sure as I only played through it, I didn't read it. </p><p></p><p>Regardless of anything else, the story will revolve around some PCs being hired to find a lost mine. Sure, they can just lark off in some random direction and ignore the entire content of the module, but that's VERY UNLIKELY to happen. Most GMs will probably deploy some in-game social persuasion to get things back on track, maybe even just a flat out appeal to the players at the table to not hose the GM. Some GMs might then go so far as to employ in-game force such that the PCs arrive at an appropriate location (IE by moving them around, making them get lost and stumble upon the location, capture, etc.). </p><p></p><p>Note that the material and situations bear no relationship to the PCs. There isn't the slightest anticipation that the content of the adventure is sensitive in any way to the PCs BIFTs for example. It is a canned adventure, it just happens how it happens. Sure, RP of your character may bear on what choices you make in terms of which locations to visit and what to do there, but play is ABOUT a story that was pre-authored! </p><p></p><p>Isn't this FUNDAMENTALLY different from playing, say, Dungeon World, where the GM could well devise the equivalent of Phandelver as an adventure front, but only after session 0, which is going to include elucidating the history and goals of the PCs, from a player perspective, and where the principles dictate that this information should form an important input to the construction of any front, steading, map, etc. That is, the game will be ABOUT the PCs. They are the main characters, the protagonists in the fullest and broadest sense of the term.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9319056, member: 82106"] So, what you are asserting is that the content of the fiction of the campaign in any game is not a function of the material on proffer from the GM, in the form of a module or some other similar form of material that was generated largely or wholly indepedent of the specifics of the PCs being played? I find this assertion to be preposterous, to put it bluntly. You're running Phandelver, there will be a mine, a town, a ruin full of goblinoids, a dragon lair, etc. Sure, the players can have their PCs visit them in several different orders (but the mine will always come last and typically the town first). They might even have some options involving whom they fight, I'm not sure as I only played through it, I didn't read it. Regardless of anything else, the story will revolve around some PCs being hired to find a lost mine. Sure, they can just lark off in some random direction and ignore the entire content of the module, but that's VERY UNLIKELY to happen. Most GMs will probably deploy some in-game social persuasion to get things back on track, maybe even just a flat out appeal to the players at the table to not hose the GM. Some GMs might then go so far as to employ in-game force such that the PCs arrive at an appropriate location (IE by moving them around, making them get lost and stumble upon the location, capture, etc.). Note that the material and situations bear no relationship to the PCs. There isn't the slightest anticipation that the content of the adventure is sensitive in any way to the PCs BIFTs for example. It is a canned adventure, it just happens how it happens. Sure, RP of your character may bear on what choices you make in terms of which locations to visit and what to do there, but play is ABOUT a story that was pre-authored! Isn't this FUNDAMENTALLY different from playing, say, Dungeon World, where the GM could well devise the equivalent of Phandelver as an adventure front, but only after session 0, which is going to include elucidating the history and goals of the PCs, from a player perspective, and where the principles dictate that this information should form an important input to the construction of any front, steading, map, etc. That is, the game will be ABOUT the PCs. They are the main characters, the protagonists in the fullest and broadest sense of the term. [/QUOTE]
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