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General Tabletop Discussion
*TTRPGs General
Adventures v. Situations (Forked from: Why the World Exists)
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<blockquote data-quote="Cadfan" data-source="post: 4705032" data-attributes="member: 40961"><p>I think the difference is mostly semantics. Mostly. Because a lot of people who claim to run "situations" really don't, and because a lot of people who are labeled as running "adventures" really aren't.</p><p> </p><p>The "situations" that aren't generally go like this: "There's an evil necromancer over there. You can raid him if you want. Or not. Its totally up to you." And then two sessions later, "Undead hordes are burning down your town. If you don't like that then I guess you should have raided the necromancer. Aren't you glad that I've made your decisions meaningful by providing in game consequences? What? How is this different from railroading? Its too obvious for me to explain to the likes of you."</p><p> </p><p>The "adventures" that aren't generally go like this: "The king wants to hire you to raid the necromancer. Oh, you don't want to? You want to go become pirates instead? I... I guess... alright, you are pirates now. What do you do?"</p><p> </p><p>Though for the record I tend to run unashamed "adventures" by the definitions used in this thread. But I don't think it makes a difference if you really think about what's important and about how I do things.</p><p> </p><p>I tell the players up front what I'm considering running, ask their opinions, give them a synopsis, and THEN we create characters and start the game. The "freedom to choose what you will" is the <em>player's</em> right, not the character's. I generally find that this leads to more cohesive groups, plots, and games.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4705032, member: 40961"] I think the difference is mostly semantics. Mostly. Because a lot of people who claim to run "situations" really don't, and because a lot of people who are labeled as running "adventures" really aren't. The "situations" that aren't generally go like this: "There's an evil necromancer over there. You can raid him if you want. Or not. Its totally up to you." And then two sessions later, "Undead hordes are burning down your town. If you don't like that then I guess you should have raided the necromancer. Aren't you glad that I've made your decisions meaningful by providing in game consequences? What? How is this different from railroading? Its too obvious for me to explain to the likes of you." The "adventures" that aren't generally go like this: "The king wants to hire you to raid the necromancer. Oh, you don't want to? You want to go become pirates instead? I... I guess... alright, you are pirates now. What do you do?" Though for the record I tend to run unashamed "adventures" by the definitions used in this thread. But I don't think it makes a difference if you really think about what's important and about how I do things. I tell the players up front what I'm considering running, ask their opinions, give them a synopsis, and THEN we create characters and start the game. The "freedom to choose what you will" is the [I]player's[/I] right, not the character's. I generally find that this leads to more cohesive groups, plots, and games. [/QUOTE]
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