As Dungeon World seems to be a central point of discussion, would it be helpful to link to the Dungeon World SRD? Here are the pages on Moves and Gamemastering, which people may find useful to read through.
This is quite a reductive view of fiction! Take any story--A Tale of Two Cities, Star Wars, Parable of the Sower--keep the setting and the minor characters, but change the protagonists. Give them different personalities, motivations, and skill sets. Would the story change in a pretty fundamental way? Probably!
In an RPG, and adventure path provides some of the elements of a story, but it is incomplete. To make it complete, it requires characters. Who those characters are, the choices they make, and who they become can significantly alter the end story. How and the degree to which the adventure changes will depend on the style and temperament of the group.
It would be like describing Lord of the Rings by saying "Well there was this evil ring and yada yada yada some people (doesn't matter who, could've been anybody) threw it in a fire and the world was saved." The journey is the whole story!
A critical difference, IMHO, is that the characters' dramatic needs drive the stories in the works of fiction you listed. Literary stories are written with these characters and their drama in mind. Their lives and desires are often a central point to the unfolding of these stories, and they propel the story forward in ways that create further drama. We can talk, for example, of the dramatic needs of Doctor Manette in
Two Cities, Luke and Han in
Star Wars, or Lauren in
Parable. In Episodes IV-VI, the story takes time to establish and remind us of two personal dramatic beats: Luke's quest to "become a jedi like his father" and Han's unpaid debts to Jabba. These are their dramatic needs, and serious story complications arise from these needs, especially in Episode V (i.e., Luke's true heritage and Jabba's bounty hunters have come to collect) that are finally addressed in Episode VI.
As the protagonist and deuterotagonist respectively to the story, the dramatic needs of characters like Frodo and Aragorn are also important factors that propels LotR forward: e.g., Frodo's quest to destroy the One Ring and Aragorn as the one true heir to the united throne of Gondor and Arnor. Not everyone in LotR is that central or has much of an arc. Tolkien flat out admits, for example, that Legolas grew the absolute least as a character as a result of their journey, and one could feasibly replace Legolas with some other elf, and the story would mostly play out the same.
However, the idea of characters' personal dramatic needs driving the plot forward is a far more questionable claim in the case of adventure path play. I have played no small amount of APs in Pathfinder, 3e, and 5e. Even when roleplaying my characters with integrity, I can't say that my characters' dramatic needs were ever significant to how these APs unfolded. Rise of the Runelords doesn't care about my Ulfen storm druid's conversion at sea or the decisions that led them to Sandpoint. My character's dramatic needs are irrelevant to the AP. It cares that I stop the goblins that are terrorizing Sandpoint and the follow-up plot threads, but it doesn't particularly care why or how about my character. If I played a Keleshite Inquisitor of Sarenrae instead, the aforementioned would still be the AP driving the plot forward moreso than my character's dramatic needs or their personal drives.
My character is a cog in an adventure path machine that doesn't particularly care how I as a player have painted my cog. Put a penny, a dime, a nickle, or a quarter in the device below. Why stop there? Use Euro coins, Japanese yen coins, or fake currencies like Canadian Loonies and Toonies. Will it roll differently and be in different sizes, patterns, or colors? Could one coin end up entering tails side up instead of heads side up? Sure to all these things. But it will still roll, spin, and/or slide towards the hole at the bottom.
Thanks for playing. We're glad you enjoyed the journey. Would you like to play again? Maybe with a different coin this time?
My play experience in a video game like Guild Wars 2 will be different if I pick an Asura Necromancer rather than a Charr Engineer, but it's still a linear story where my characters' motivations and drives are basically ignored and subsummed in favor of the meta-plot: i.e., unite the three orders and defeat the Elder Dragon Zhaitan. At a certain point, my character's arc becomes the same no matter which character I picked at the start. I was running my partner through the Titansgrave: Ashes of Valkana AP for Green Ronin's Fantasy AGE system. I had played T:AoV before, and I have run it twice now. Though the details change here and there with the different parties over the years, the overall story, plot, and arcs are essentially the same. There are ways to hook characters into the AP, but that basically involves hooking players to pre-authored backstory, which is not the same as play propelled by a character's dramatic needs. I will also point out that my partner liked the playing the AP, in part, essentially because of its Story Before nature. They are enamored with playing video games like KOTOR/SWTOR, so an AP feels like second nature.
All that said, that the play experience of an AP would differ with another set of characters is a banal assertion that misses the actual issue at stake. Did you also know if that I had rolled differently throughout the game with that same character that the play experience could also have unfolded differently? Or that if we played a game with different players - even with the same characters! - that the play experience would also be different too? Or that one player's psychological state from one session to a next may impact play? Or that if I as a GM had roleplayed the same NPC differently that the PCs would have done something differently? Or that the game could have been different if the party took a right turn rather than a left turn in the hallway?
What does pointing out any of this stuff meant to prove or establish? In general, I feel like pointing out that changing out the characters has an effect on the play experience has the same profundity as asserting the myriad ways that causality exists in a technical sense while either ignoring or failing to address the actual issue that is at stake: i.e., a play experienced propelled by the dramatic needs of the characters is different from one where the dramatic needs of characters is marginalized or orthogonal to that play. What purpose is served by trying to obfuscate that point with the banalities about different characters resulting in differences of color?
APs present themselves as an Adventure
Path, and this is also a self-coined endonym. (The Wikipedia article claims that it was first used by the adventures starting with
The Sunless Citadel.) This is fine IMO. I'm not trashing APs here. APs can be great fun. But let's not pretend that the focus of their play experience is even remotely concerned with the dramatic needs of the characters or that this is what propels these games forward. If I want my character's dramatic needs to be a part of play and I know the GM wants to run an AP, then I will probably shelf that character concept for a later game and either create a new character concept or dust-off a previously shelved one for that works for play in that AP and whose enjoyment thereof will not necessarily be impinged by the nature of AP play.
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I apologize if this all feels unfairly framed around your post. The conversation as of the past decade of pages have felt, to me at least, as some people trying to paint with broad strokes that these games are virtually the same or similar enough that we should ignore some key differences between them. If that's not what you,
yes you, dear Reader!, feel as if you are doing, then feel free to dismiss my rambling with a wave of your hands. I'm only conveying my own jaded sentiment as I have slogged through this thread trying to play catch-up while juggling the myriad of tangents and sub-tangents. But I also don't think that this broad-stroke painting does justice to either the respective games discussed or even to particular games, such as D&D 5e, which entertains a divergent set of potential campaign styles under its umbrella.
If we were to ignore Story Now, Dungeon World, or this nonsense discussion about quantum forges and look exclusively at D&D 5e, then there would likely be minimal contention that the play experience of a sandbox game would be different than an adventure path, including in terms of the role and expectations of the Player Characters as well as those of the GM. The dramatic needs of my character is
far likelier to propel play forward in a 5e Sandbox game than a 5e Adventure Path game. One reason for this is obviously because PCs in sandbox games are expected to be more proactive and drive play with their own goals. But simply establishing the rote point that the play experiences for either of these 5e games would also differ with a different set of characters does
nothing, IMHO, to enrich that conversation about the playstyle differences between APs and Sandbox games or why/when I should consider running/playing one campaign style versus another. It's just utterly baffling to me that if we were talking about Sandbox vs. AP play, then these key points of difference between the two playstyles would be mostly accepted as a given - with a large amount of users in these forums and in our hobby having talked about those differences - but now that we are talking about Story Now or [
insert other game here] that suddenly everyone is now supposed to pretend that those same character issues surrounding AP play are somehow non-existent.
This is entire conversation is becoming a real mind-blowing WTF moment of topsy-turvydom for me.
But the darkness has pass'd
And it's daylight at last
And the night has been long
Ditto ditto my song!
And thank goodness they're both of them over!