So, basically, any Adventure Path is bad for play?
Only if they involve railroading.
After all, every Adventure Path has a defined structure to it. You know you're going to do X and Y and Z. You might do them in different order, and you might skip some of it, but, at the end of the day, you're still going to be facing off with that NPC in that location.
Not necessarily. If the referee is being an honest collaborator and giving the players agency, there's no guarantee that anything in that adventure path will actually happen at the table except whatever the starting scene is. The referee does the prep and presents the opening scene to the players. The players then get to choose what they do next. Unless the players have the choice to opt out, they don't really have a choice. If you put the PCs at a crossroads and the $50 AP you bought is on the right, but the players go left...you as a referee have a choice to make. Honor the players' agency or deny it. You're not being an honest collaborator if you deny the players' agency. RPGs are collaborative storytelling. Railroading undermines that collaboration.
An example from my table. I generally don't run modules, but when I do they're DCC modules. I've run them from start to finish without railroading the players. I've also prepped a module and the players turned left when the module was to the right...so I simply ditched the module and followed the players.
The players at the table are the game...what their characters do is the story. Not the module.
I'm not sure I would agree that one is better than the other. For one, a structured game can be really good. It can be much better paced than an emergent one (not that it will always be, I'm saying CAN) simply because everyone is rowing in the same direction. Yes, there's some rails there, but, since no one minds them being there, they aren't a problem.
A lot more people mind the rails than people seem to think. It's an incredibly contentious topic and always is.
This notion that sandbox, emergent play, is somehow superior is one that I find really hard to justify.
You're conflating two distinct things. Sandbox is one thing. Emergent story is another. Sandboxes
involve emergent story, but
emergent story also exists outside of sandbox play.
Imagine this. You prep a module and offer to run it. Your players agree and you run the thing. If the players follow the beats of the module without you putting your thumb on the scales, moving things around to match the players' choices, etc...that's still emergent story. Again,
emergent story is shorthand for lack of railroading.
You can run a module without railroading. And when you do, that's emergent play. It simply requires the players to follow the breadcrumbs the module provides...without the referee forcing things.
I mean, I probably could, some of the time. When you describe zigging instead of zagging, or a pushover boss fight, you're describing a series of events, not a story (well, not necessarily a good one).
Right. Thank you for saying the quiet part loud. That's part of the problem. People are quietly adding modifiers to how they define story. Good, long, epic, grandiose, etc. Nothing guarantees any story that comes out of RPG play will be a good, long, epic, grandiose, etc one. Forcing the players to jump through hoops also doesn't guarantee those in a story. People are quietly assuming it does and arguing from that position. But that's simply not the case.
To that end, I give myself two roles as a Dungeon Master.
The first role is a pregame role. It is a designer and storyteller role. I put the puzzle pieces into place to tell a good story and set the PCs up to play a key role. Once I put something into place, it is generally locked in and part of my world - changed only through the actions of the PCs.
The second role is an in-game role. It is a facilitator and adjudicator role. I only insert things into the game as required when the PCs do something unexpected. Beyond that, I am just trying to move forward the story as the players engage with what I created for them. I do not try to make something new up on the spot to make a better story - I let the PCs take the lead in determining how we unfold the tale. I will not, for example, realize the PCs saw an easy way around my traps and add another just to keep it from being too easy. Nor will I add monsters to an encounter to make it tougher. Nor will I improvise a puzzle for them to solve on a whim. They face what I have ready to go - and I only add stuff if they go where I am unprepared (and I try to be prepared).
What this results in is my storytelling driving the game outside sessions, and theirs driving the game during sessions. They make substantial impacts into where the story gores that always feels open to them, but that plays into the larger world.
It works for me.
That sounds really close to my ideal.
elements of storytelling that make for a compelling tale.
And that's the crux of the question. What makes for a compelling story? You can't have story without conflict, at least in the western view. I'm aware of
Kishōtenketsu but we'll ignore that for now to save everyone the headache. You also need main characters and side characters. A setting. Etc. Okay, so then you also need something akin to story structure, raising tension, denouement, plot points, acts, scenes, action, reaction, try-fail cycles, etc. It's important to note that none of that requires the referee to predetermine the outcome of anything. You can have all that without the referee putting their thumb on the scale.
Robin Laws has done a lot of work translating story structure into game speak. His stuff is really incredible and well worth the read.
As we talked about up thread, even 6-word flash fiction is still a story. Length doesn't make it a story. Having the elements of a story make it a story. It's those quiet parts that aren't being said aloud that is causing trouble. Yes, a one-shot game is still a story. It might not be satisfying to some of the posters here because they wanted a sweeping, grandiose decades-long epic...but it's still a story.
But, and this is really, really important...RPGs are a
unique collaborative storytelling medium. They're not like other storytelling mediums. RPGs are not video games, not novels, not short stories, not movies, not TV shows. Etc. In other mediums the audience is passive to varying degrees. In RPGs the players are active. And, importantly, the table as a whole is the audience. The players are not the audience; the referee is not the storyteller.
The table as a whole is the audience;
the table as a whole is the storyteller.