Adventures v. Situations (Forked from: Why the World Exists)

A Hook is a communication from the DM to the players, always. It aprises the players of the situation, and attempts to lure them into interacting with it.

A Goal is set by the player(s), always. It may be suggested by the DM's Hook, but the seperate term is there so that we can discuss the two sides of the coin clearly.
What's the term for a reverse Hook, where the DM is apprising the players of the situation in an attempt to have them *not* interact with it, e.g. in-character "there's a big ol' Dragon rumoured to be in those woods and it'll eat you alive if you go in there" - out-of-character "don't you dare go in those bloody woods as I haven't designed what's in there yet!".
An Adventure is the series of actual encounters, as they play out, when the PCs interact with the situation, always.
And is invariably a result of some combination of Hooks and-or Goals.
A Scripted Adventure is an adventure where what will happen is largely predetermined by the DM.

An Unscripted Adventure is an adventure where what will happen is largely not predetermined by the DM.

A Scripted Encounter is a single encounter where what will happen is largely predetermined by the DM.

An Unscripted Encounter is a single encounter where what will happen is not largely predetermined by the DM.
So not predetermined by the DM equates to predetermined by the players? Or not predetermined by anyone?

And you may want to change "will happen" to "should happen" in each of those; I've seen many so-called Scripted events end in outcomes unforeseen by anyone involved. :)

Lanefan
 

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To me Stoat, an Adventure, as I think you are using the term, is a scenario that the DM writes but which the players play. But in playing the scenario they do so not with a fully developed Script but with a vague idea of setting, plot-line, theme, etc. What the player is most aware of is Character, and what the DM is most aware of is Story. It is not a rehearsed play, it is a practiced one. That is you get good at playing nay particular adventure through your practice of having played through other adventures. As it is played out the DM and the players reach a compromise of how events will actually play out, the players through "role-play," the DM through his various plot and story devices. But personally I don't think the DM should too rigidly demand that the story evolve as he insists or the players cannot role play their end of the compromise. Then again if the players detriment everything then there is no compromise and no reality of any kind to the world, it is simply a blank stage that has no substance other than the players. But in an adventure, as you're using the term, when story is well-structured by DM and then positively modified by players then a high degree of "adventure evolution" can and will occur. Too much insistence on DM control prevents the story from properly developing and evolving, and too much control by player prevents the story from having any substance other than what the player desires, in effect creating an "Ego-play," and not a Hero-Play.

A Situation is like an Adventure, but much less maturely developed at the onset or genesis of the scenario. It is much like a more purely improvised scenario in which DM (through his basic milieu) and players (through their characters) both improvise setting, plotline, story, etc.

As for a good hook, that can connect to the chin, the side of the face, the back of the head, the throat, or even to the ribcage if you know what you're doing, or the other fella moves funny. But that's another story.

Good thread idea by the way.
Examining these differences.
 

What's the term for a reverse Hook, where the DM is apprising the players of the situation in an attempt to have them *not* interact with it, e.g. in-character "there's a big ol' Dragon rumoured to be in those woods and it'll eat you alive if you go in there" - out-of-character "don't you dare go in those bloody woods as I haven't designed what's in there yet!".

Good question! For this terminology, I think we should call that a Warning.

And is invariably a result of some combination of Hooks and-or Goals.

An Adventure could take place through random encounters as well.

So not predetermined by the DM equates to predetermined by the players? Or not predetermined by anyone?

I would say, Unscripted means not predetermined by anyone. The DM (or writer) has, essentially, chosen to either follow the lead of the players and/or go with what seems right at the time. Unscripted has the advantage of seeming more organic when successful, and allowing the players greater leeway as to approaching the encounter, but has the disadvantage of potentially falling flat due to lack of prep.

Of course, by choosing not to follow the script, a DM can make a Scripted Encounter into an Unscripted Encounter on the fly. One cannot make an Unscripted Encounter into a Scripted Encounter on the fly, however (AFAICT).

And you may want to change "will happen" to "should happen" in each of those; I've seen many so-called Scripted events end in outcomes unforeseen by anyone involved. :)

Agreed! :Lol:


RC
 

Both of these approaches are nothing like what I do for my games. I try to destroy the world/kill the PCs, and they try to stop me. I make sure that the elements that they interact with are level appropriate when they see them. That doesn't mean that they are easy. Just that there is some chance of success. I kill PCs sometimes. Despite what people say, it is easy to kill PCs with level appropriate encounters in 4e.

It could seem railroady. The thing is, these are elements in my world, and the PCs need to deal with them, or there will be consequences. I hate waiting around for the PCs to decide that they will do something. My campaigns have events that are unrelated to the PCs that defiitely motivate the PCs. They could ignore these things. It just means that the adventure will be less fun while they wait around, and things can get bad for them/the world.

My philosophy is that PCs should live in interesting times. That means interesting events. There are campaign elements, set pieces, and stuff, but it is the situations/events that are interesting.
 

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