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Adventures v. Situations (Forked from: Why the World Exists)
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<blockquote data-quote="ThirdWizard" data-source="post: 4705918" data-attributes="member: 12037"><p>Yeah, there are a lot of ideas here being thrown around, and some good ones, but it seems like the real difference between a situation and an adventure, as defined here, is more inherent to plot hooks given than it is to what actually happens with those plot hooks. Which, in the end, is quite underwhelming.</p><p></p><p>Check out the very first reply in this thread, in fact!</p><p></p><p></p><p></p><p>Once the players see a "situation" and decide to invest play time in it, it becomes an adventure. Full stop. There is <em>no reason</em> to say otherwise unless you do not like the term adventure or feel it is somehow too constrictive. <em>But</em>, by choosing to investigate this particular plot hook, you are <em>actively restricting what can be done</em>! There is only a limited amount of play time available, so if I go investigate the mummy's tomb, that means that there's another plot hook that can't be followed simply due to time constraints.</p><p></p><p>Investigating the mummy's tomb, that right there, is an adventure. Again: Full stop.</p><p></p><p>There is a difference, and in many cases, a laudable one I believe. I think there is a lot of good stuff in this thread. But, the reluctance to call something an adventure is a red herring. It's not fun, interesting, cool because it has a different name or is a different thing. It's fun, interesting, and cool because it is the same thing <em>carried out in a different way</em>. That, right there, is innovation, and calling it by a "situation" is just creating all kinds of unneeded confusion.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 4705918, member: 12037"] Yeah, there are a lot of ideas here being thrown around, and some good ones, but it seems like the real difference between a situation and an adventure, as defined here, is more inherent to plot hooks given than it is to what actually happens with those plot hooks. Which, in the end, is quite underwhelming. Check out the very first reply in this thread, in fact! Once the players see a "situation" and decide to invest play time in it, it becomes an adventure. Full stop. There is [i]no reason[/i] to say otherwise unless you do not like the term adventure or feel it is somehow too constrictive. [i]But[/i], by choosing to investigate this particular plot hook, you are [i]actively restricting what can be done[/i]! There is only a limited amount of play time available, so if I go investigate the mummy's tomb, that means that there's another plot hook that can't be followed simply due to time constraints. Investigating the mummy's tomb, that right there, is an adventure. Again: Full stop. There is a difference, and in many cases, a laudable one I believe. I think there is a lot of good stuff in this thread. But, the reluctance to call something an adventure is a red herring. It's not fun, interesting, cool because it has a different name or is a different thing. It's fun, interesting, and cool because it is the same thing [i]carried out in a different way[/i]. That, right there, is innovation, and calling it by a "situation" is just creating all kinds of unneeded confusion. [/QUOTE]
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