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

The terminology from the OP might not be the most felicitous, but clearly two different approaches were distinguished.

A severe reliance on improvising maps, NPCs, etc. could facilitate either more or less "railroad" play. I can't speak for the OP, but I think the really fundamental issue is whether what happens to PCs is largely predetermined.

Plopping down a castle, town, tomb or whatever on the map is one thing. Detailing the layout and inhabitants is still the same thing. A sequence of events that unfolds if players do not intervene is more of the same.


A sequence of events preordained to be "triggered" by the appearance of PCs (and only by the appearance of PCs) is something else.
 

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The terminology from the OP might not be the most felicitous, but clearly two different approaches were distinguished.

A severe reliance on improvising maps, NPCs, etc. could facilitate either more or less "railroad" play. I can't speak for the OP, but I think the really fundamental issue is whether what happens to PCs is largely predetermined.

Plopping down a castle, town, tomb or whatever on the map is one thing. Detailing the layout and inhabitants is still the same thing. A sequence of events that unfolds if players do not intervene is more of the same.

A sequence of events preordained to be "triggered" by the appearance of PCs (and only by the appearance of PCs) is something else.

Good points. I was equating detailing specific area with planning things to happen to the PCs in a way that they aren't really linked. That's probably a personal bias of mine based on what sort of ideas detailing things out tends to trigger.
 

I'd say:

Situation: An in-world location or event that can be interacted with. No component of PC interaction is part of the situation, though PC interaction can change the situation and/or create new situations. For example, the Forest of Evil between two villages is a situation, with its related wandering encounter tables, subset locations, etc., etc. .

Adventure: A series of smaller-scale events that takes place during game time. I.e., the encounter design is a situation; the encounters as they play out constitute an adventure. Travelling through the Forest of Evil is an adventure.

Hook: Anything that the DM uses to lure the PCs into the situation, and thereby turn the situation into an adventure. Needing to get to Village X by time Y, with the shortest route being through the Forest of Evil is a hook.

Goal: Anything that the player determines is of interest to his PC, thereby turning a situation into an adventure, regardless of the presence of absence of DM hooks. When a player buys into a hook, that hook also becomes a goal. The PCs wandering off the path in the Forest of Evil to examine something unrelated to the hook of going from Village B to Village X is a goal without being a hook.
Okay, these definitions make sense to me. :)
 


Anyway, I still don't see how anything you've said renders my questions to Imaro moot. If no one feels like answering them, that's fine, but the answers aren't moot to me (I am genuinely interested in the anwers if anyone cares to respond) and (despite what you, personally, may think) I DON'T pretend to have any foreknowledge about what the actual answers will be. Since I'm the one asking the questions I would think that's all that is required to render them relevant.

I answered your questions in post 75, in case you hadn't noticed.
 

I wouldn't agree with the claim that a 'railroad' is always a bad idea.

Hmm, okay I retract my statement in that case.

There is kind of this unspoken rule of D&D (well unspoken in the rulebooks at least) that if the DM spends a lot of time preparing for a session, its expected that you won't go running off for no good reason (as determined by the group dynamics). There are two good reason for this: 1) Your DM has put a lot of effort into it, and he's your friend, and you don't want to make your friend feel like he's wasted his time, and 2) Most DMs don't ad-hoc a game nearly as well as they can run a prepared one.

This isn't to say that PCs never go outside what DMs plan for. They do it all the freakin' time! It's one of the things that makes D&D worth playing, IMO. But, its a group game, and just as the DM makes concessions for the players, the players make concessions for the DM, usually, or at least without some kind of reason. And, that is a good thing. If that's something that you consider railroading, then I can definately see that point of view.

And clearly that's not what I'm talking about here. I'm talking about the fact that most adventures have a linear series of expected events, and the players are expected (and indeed often have to complete the adventure) go from A -> B -> C -> D in order. If you've got a better term than 'railroad' for that which will make you less uncomfortable, then by all means, I'll be happy to hear it and use it.

I like the term "linear design" taken from video games. The reason is that I think of the term "railroading" as something done in game. Two DMs could be using the same material to run a game, and it could play differently based on how strictly they preserve the A -> B -> C -> D structure in the presented module. So in this sense, I think its important to distinguish between how one prepares the game and how one runs the game.

At least, that's how I've been approaching this discussion. It's possible we aren't all quite on the same page as far as that is concerned. Would you say that the discussion is more about preparing for a session, running a session, or both? In other words, when does the distinction between "situation" and "adventure" become most important?

How about this for adventure:

A hazardous undertaking that the DM wants the players to explore in the game.

Question: If the players express an interest in exploring a "situation" and the DM prepares for it for the next session in exactly the same way that he would have if he had under the "Adventure" definition, is it a situation or is it an adventure? This goes into my question above about preparation vs. running. If two sessions are prepared identically, but one as the result of DM intent and one as a result of player intent, what does that mean as far as the distinction between situation and adventure as per this discussion?

Situation: An in-world location or event that can be interacted with. No component of PC interaction is part of the situation, though PC interaction can change the situation and/or create new situations. For example, the Forest of Evil between two villages is a situation, with its related wandering encounter tables, subset locations, etc., etc. .

Adventure: A series of smaller-scale events that takes place during game time. I.e., the encounter design is a situation; the encounters as they play out constitute an adventure. Travelling through the Forest of Evil is an adventure.

...

In the strongest version of the other paradigm, the DM creates situations wherein he envisions the sequence of small-scale events that will occur. He is, in effect, predetermining to some extent not only the situation but also what will occur when the players interact with that situation (i.e., the adventure).

This I can understand, but doesn't it go against what people have been saying in the thread? By that I mean that it has sounded like people have been making the point that "situations" and "adventures" are some kind of opposites that don't interact with each other. And, that has been my main problem with the whole idea of situations. But, in this definition they play off of each other and, in fact, improve each other. But, isn't that going against what Celebrim said above?

Or are we just agreeing, but having a hard time realizing that we agree? It has happened before on these boards...

Hmm... All this discussion makes me wonder if a separate thread where each person describes:

1a) How is a session (adventure/situation) developed?
1b) How is a typical session played out?

2a) How is a campaign developed?
2b) How does the campaign play out?

This may be harder or easier to describe depending on someone's style. But perhaps seeing how each person actually does the game could give some perspective.

I think that would be a great idea.
 

Or are we just agreeing, but having a hard time realizing that we agree? It has happened before on these boards...

It looks to me that this is largely the case. As I understand the responses to my question, "situations" are what I usually think of as "hooks". Those bits of information that, if investigated by the players, lead to adventures.

I don't consider the term "adventure" to imply "railroad" because I share ThirdWizard's understanding of the term railroad: it has more to do with how the game is run than how the game is prepared.
 

Before we go any farther can I ask you a question... why did you partially quote me totally out of context? I don't like to deal with purposefully disingenuous people and after the time wasted hunting down that quote (since you decided not to link to it so others could see the reall thread) I find it has nothing to do with what you are discussing and thus if you purposefully are being disingenuous let me know now and we can end our discussion.
I assumed that the item you described in the other thread was a good example of a "situation" that might be presented to the PCs in your campaign. I quoted only that part, because it seemed like the only relevant piece of the post for the point I was trying to make. If my assumption about the nature of that item was wrong, I apologize. It was not my intention to take your words out of context or misrepresent you.

thus nothings an adventure until they choose to embark upon it.
I think I understand your point of view and actually agree with it for the most part. Thanks for taking the time to respond.
 

My first question would be... is this why the necromancer was creating his horde? If not then why would he attack the village? In other words I don't think the necromancer is sitting in his tower creating undead because he's EEEVVILLL!! He has a goal a reason and most likely a plan for expending the effort and energy to create his horde. If that plan involves sacking the village then yes, he should if the PC's choose to do nothing about it.

If it makes no sense for him to go out of his way to attack this village, then no he shouldn't, of course if he attacks another nearby town there may still be reprecussions... perhaps friends of the PC in that town are murdered, perhaps refugees and bandits appear as displaced locals are forced from their homes and the resources of the PC's village are taxed even more, etc.

Sorry for the late response.

Simply having the necromancer sack the town seems to be overly narrow.

A bit more gradualism seems to be needed:

There are rumblings of strange creatures skulking the alleyways in the dead of night. (The necromancer's imp looking for good bodies to harvest.)

There might be an incident where a town patrol put down a pair of ghouls, and then one of the patrol had to be put down himself later because of a strange fever he caught. (A pair of ghouls escaped from the necromancer's tower.)

A couple of adventurers show up in the town tavern, shaken and distraught. (They attacked the necromancer, and half of the party was consumed by horrific undead.)

A new set of adventurers show up in town, bragging about their prior exploits, and spending lots of cash.

Those adventurers show up a week later with a bit of loot to trade, with a personal appearance of the town mayor to commend them for ensuring the safety of the town by ridding it of the fell necromancer. (The mayor hired the adventurers to get rid of the necromancer, and they went and did exactly that.)

One of the adventurers is found gruesomely slain a few days later, with no explanation, and the rest of that group is nowhere to be found. (One of the adventurers was infected by a necrotic symbiont, which erupted, killing the adventurer. Fearing that the necromancer was not wholly dealt with, the adventurers fled, taking their reward and other loot.)

There are rumblings of a new creature attacking townsfolk late at night ...

[EDIT: Are there any products which outline a series of events for multiple "situations" in a similar fashion? I think that would be a cool product.]
 
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Situation: An in-world location or event that can be interacted with. No component of PC interaction is part of the situation, though PC interaction can change the situation and/or create new situations. For example, the Forest of Evil between two villages is a situation, with its related wandering encounter tables, subset locations, etc., etc. .

Adventure: A series of smaller-scale events that takes place during game time. I.e., the encounter design is a situation; the encounters as they play out constitute an adventure. Traveling through the Forest of Evil is an adventure.

Hook: Anything that the DM uses to lure the PCs into the situation, and thereby turn the situation into an adventure. Needing to get to Village X by time Y, with the shortest route being through the Forest of Evil is a hook.

Goal: Anything that the player determines is of interest to his PC, thereby turning a situation into an adventure, regardless of the presence of absence of DM hooks. When a player buys into a hook, that hook also becomes a goal. The PCs wandering off the path in the Forest of Evil to examine something unrelated to the hook of going from Village B to Village X is a goal without being a hook.

So...

Situation: Merrix 'd Cannith has a secret warforged creation forge underneath Sharn.

Hook: Recently, he's been creating insane warforged who are going on murdering sprees through Sharn. A PCs relative barely survived such an attack, and House Cannith is stonewalling efforts of the Breish crown to investigate.

Adventure: The PCs will travel into the bowels of Sharn, face off against insane warforged and other constructs to destroy the Forge and stop Merrix, whose secretly being controlled by a mind flayer.

Goal: The PCs free Merrix and defeat the illithid, destroy Merrix, the Forge, and/or the illithid, or become brain food for the illithid.

Now, if that's true, the differences between "sandbox" and "scripted" are as follows.

Situation: Relatively unchanged. A situation can exist in either, but the scripted DM is much more likely to place only situations he thinks he can make into adventures.

Hook: Sandbox DMs expect PCs to create their own hooks, Scripted DMs will toss out hooks to lure PCs on the quest.

Adventure: Little change here between styles, with the exception that a scripted DM is more likely to make the adventure (and its foes) appropriate to both the setting and the relative power of the PCs (level appropriate) where the sandbox DM will only pay attention to what is appropriate to the setting, irregardless of the PCs actual potential power. In most situations though, this ends up at roughly the same effect (the PCs will face more level-appropriate encounters than not) but a sandbox DM could potentially use something of vastly different power (stronger or weaker) as fits his world.

Goal: In a sandbox, the DM has no set goal in mind. The goal is either generated by the PCs (lets loot this tomb for gold!) or generated as a result of the PCs actions (You fools! The necromancer in the swamp, annoyed at your trespassing, is summoning an army of the dead to march on Fallcrest. You have to stop him now!). A Scripted DM will have a goal in mind (defeat the necromancer, find the lost idol of Bahamut in the tomb) and attempts to make plans for the PCs success or failure at reaching said goal. (Railroad DMs have only one planned outcome, and will bend the game in order for PCs to reach that goal, be it success or failure)

Did I miss anything?
 

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