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Adventures v. Situations (Forked from: Why the World Exists)
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<blockquote data-quote="Raven Crowking" data-source="post: 4706405" data-attributes="member: 18280"><p>Neither am I, exactly, but I can nonetheless understand what <em><strong>his</strong></em> definitions are, and thereby understand his point, which I <strong><em>am</em></strong> in agreement with.</p><p></p><p>I'd say:</p><p></p><p>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. .</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p>In the strongest version of one paradigm, the DM creates situations (as defined above), allowing adventures to happen as they do. He does not create strong hooks, but encourages the players to develop goals. (This DM may not see that he is creating hooks, because while doing so is paradoxically necessary, it is also antiethical to what he hopes to achieve.)</p><p></p><p>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). He creates hooks, and encourages the players to make those hooks their characters' goals. He discourages goals that lead away from his precrafted and preenvisioned work. (This DM may not be able to see the difference between situation and adventure, as they are so tightly bound in his perspective.)</p><p></p><p>Most people do not fall under the strongest version of either paradigm, but lean more toward one than the other.</p><p></p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4706405, member: 18280"] Neither am I, exactly, but I can nonetheless understand what [I][B]his[/B][/I] definitions are, and thereby understand his point, which I [B][I]am[/I][/B] in agreement with. 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. In the strongest version of one paradigm, the DM creates situations (as defined above), allowing adventures to happen as they do. He does not create strong hooks, but encourages the players to develop goals. (This DM may not see that he is creating hooks, because while doing so is paradoxically necessary, it is also antiethical to what he hopes to achieve.) 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). He creates hooks, and encourages the players to make those hooks their characters' goals. He discourages goals that lead away from his precrafted and preenvisioned work. (This DM may not be able to see the difference between situation and adventure, as they are so tightly bound in his perspective.) Most people do not fall under the strongest version of either paradigm, but lean more toward one than the other. RC [/QUOTE]
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