In this thread -
Why Jargon is Bad, and Some Modern Resources for RPG Theory -
@niklinna has helped me to understand what is meant by a "linear adventure".
My tentative conclusion is that "linear adventure" has two uses:
This thread is prompted by the first of those dot points.
I know the historical answer to the question: D&D has its origins as a game of exploring dungeons and exploring wildernesses.
But why has this endured? Why is there such a concern over
where things happen and
who gets to decide where things happen? Is it because of the additional premise I flagged - that
where a PC is determines what scene the GM frames? Or for some other reason?
Just thinking about it, my first thoughts are this (and maybe I am off base as I am thinking out loud): it probably goes deeper than a need for a place to explore (though that I am sure is part of it). Even novelists will frequently map out the geography of their world and have a setting bible. And novelists can, if they want, basically make it up as they go, or operate with a very elastic sense of place and distance. Obviously not every writer starts out with a map, or makes one. But I think many more do if you take a more expansive view of what geography is (and when I took my geography course in school I recall it encompassing more than maps of the world but also human geography and the underlying patterns that explain it). And all this is in the interest of things like consistency and giving depth. So that is probably similar when it comes to settings (it is a lot easier for example to prepare a bunch of adventures or dungeon crawls, even if they are almost entirely linear) if you know where those places are because that can inform the details: players might not know what the map even looks like but I think they can sense the geography is sound or being made up as you go (i.e. if you have a map of your setting that includes the extent of an ancient empire with a specific cutlure and there are places on the map where ruins and relics of that past exist, but overlap with the present, that gives a sense of the setting having roots and players can sense it (and some players have great memories or are sticklers for detail and will bring up when these kinds of setting details don't like up so a lot of GMs, even if they could care less about geography, probably feel an incentive to map stuff like that out, and also map out the geography of things like criminal underworlds, politics, etc).
That said, reasons I think you would want maps (and reasons I find I want maps in many campaigns: though certainly not all) are:
-Exploration: Obviously there are approaches where this isn't needed as much, but in many campaigns, if you are having players explore things, you need a place to explore and the more work you put into that, the more rewarded you are on the other end of exploration. Even in games like Hillfolk, where you don't need a map of physical geography (it begins with a map of human relationships), as the sessions unfold you might have to map out stuff and develop a setting bible just so you don't end up with inconsistencies (i.e. in game a place can suddenly appear out of nowhere if a player just says "The Germanites to the north from their cities of basalt are encroaching on our land"-----that is a detail you will want to track, especially as those details add up).
-Tradition: RPGs come from a tradition of map making. One of my first memories of fantasy is looking at the map of middle earth and before I even read the books I found the map itself fascinating
-History: I think there is considerable overlap between RPGs, especially fantasy RPGs, and an interest in history. And if you like history, you probably spend a good deal of time looking at maps, historical atlases, etc. Even if you don't, most history books will have several maps that you have to keep referring to
-Objective sense of place: This ties to exploration, but I hear this all the time from players when I run sandboxes: they say they like that the world feels real, that it has a consistent logic to it that exists outside their characters. I think what you are saying makes sense because there is a style of play where the world essentially exists around the characters (the setting sort of revolves around the PCs and it doesn't necessarily require a consistent planned geography for that to make sense). But even there, even if you are pushing suspension of disbelief to its limits (which I often do in more pulpy and genre heavy games) suspension of disbelief is still happening. So you may have more flexibility in a game like that. You may may have more room to hand wave, but the room you are given to do so isn't absolute or limitless. You will still hit points where players say "but how is he doing that if......". And that applies to geography as much as anything else. Obviously this doesn't mean you have to map everything out in advance. If things are fast and loose, or if you are making everything up as you go, and people aren't counting miles of distance when they travel, you have more room to be flexible and you can lay down details as they come up (but over a long campaign, those details will pile up and it is going to be handy to have a map to refer to, even if it is one you made over the course of play). I think this is no different than why GMs have logs.
-Consistency: Pretty much laid out this argument above in the final sentences but I think players expect a degree of consistency and mapping is one tool for ensuring consistency. It isn't that maps are central, it is that consistency is. I have to use similar tools for other things. For example if the players kill Jack Darkness in the first session, and he shows up five sessions down the road because I forgot they killed him, unless he is some kind of weird immortal immune to death, it is going to present a consistency issue, so I have a list of all the NPCs and mark whether they are alive or dead on that list . Obviously in some games, like ones with very few characters or where combat isn't significant, this might be less of an issue but even then you still have to track other details that could be contradicted later (especially details involving things the players did). So maps are just a way to make sure there isn't an unintentional contradiction later. Even if you are running linear adventures, the players still have freedom of movement and could decide to hike it to a nearby town (if that information doesn't match what you told them before, they may scratch their heads).
-Maps and world building are fun and a part of the hobby: Obviously some of us go off the deep end here and it isn't essential for every RPG or campaign, but world building and maps have a big place in the hobby in part because GMs enjoy mapping. My first experiences GMing always started out with maps. I had tons of maps I made just for fun before I even ran a single campaign. And the act of mapping itself, I find, leads to inspiration of ideas.