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Adventures v. Situations (Forked from: Why the World Exists)
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<blockquote data-quote="Woas" data-source="post: 4705526" data-attributes="member: 16317"><p>For me situations are exactly that, situations. They may not even have any real purpose per se or plus gain in 'dealing' with them. In fact the players may not even realize they are there.</p><p></p><p>Taking this as an example:</p><p><span style="font-size: 10px">Adventure: "You must battle through the necromancers hold to retrieve the holy gizmo from his corpse."</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Situation: "There is a a necromancers hideout nearby and he has a holy gizmo"</span></p><p>To me they are both adventures. The one labeled Situation is just the unrefined version that you'd find on some scrap paper during an initial brainstorming. Plus the Situation here is already presupposing the players to 'deal' with the necromancer for a gizmo. Whether they have to 'battle through' or use disguises or other means, it comes down to the players learning of a gizmo being held by a necromancer, an adventure to take it is undertaken.</p><p></p><p></p><p>Situations have no known outcome. They are completely left open to how (an even if) the characters deal with them. A situation would be something like: Students march on starport. Pirates operate in the asteroid belt. Rebels transport illegal weapons to Greenville.</p><p></p><p>Returning to the Necromancer above, a better example of a situation would be just, "There is a necromancer nearby." Because then, if/when the characters even encounter this situation by meeting the necromancer (via whatever circumstances) there is no set outcome. There is no set holy gizmo that WILL be taken (unless the plot calls for one). It will be completely up to the players to understand the situation and deal accordingly. Perhaps the necromancer just speaks with the dead or studies Life magic and isn't actually a big evil pile of XP making an army of zombies for the hell of it?</p></blockquote><p></p>
[QUOTE="Woas, post: 4705526, member: 16317"] For me situations are exactly that, situations. They may not even have any real purpose per se or plus gain in 'dealing' with them. In fact the players may not even realize they are there. Taking this as an example: [SIZE="2"]Adventure: "You must battle through the necromancers hold to retrieve the holy gizmo from his corpse." Situation: "There is a a necromancers hideout nearby and he has a holy gizmo"[/SIZE] To me they are both adventures. The one labeled Situation is just the unrefined version that you'd find on some scrap paper during an initial brainstorming. Plus the Situation here is already presupposing the players to 'deal' with the necromancer for a gizmo. Whether they have to 'battle through' or use disguises or other means, it comes down to the players learning of a gizmo being held by a necromancer, an adventure to take it is undertaken. Situations have no known outcome. They are completely left open to how (an even if) the characters deal with them. A situation would be something like: Students march on starport. Pirates operate in the asteroid belt. Rebels transport illegal weapons to Greenville. Returning to the Necromancer above, a better example of a situation would be just, "There is a necromancer nearby." Because then, if/when the characters even encounter this situation by meeting the necromancer (via whatever circumstances) there is no set outcome. There is no set holy gizmo that WILL be taken (unless the plot calls for one). It will be completely up to the players to understand the situation and deal accordingly. Perhaps the necromancer just speaks with the dead or studies Life magic and isn't actually a big evil pile of XP making an army of zombies for the hell of it? [/QUOTE]
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