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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: 4707413" data-attributes="member: 18280"><p>Close.</p><p></p><p>"Hook" is always the DM attempting to lure the players to investigate a situation, thus creating an adventure.</p><p></p><p>"Goal" is always one or more players choosing to investigate a situation with a particular end in mind.</p><p></p><p>When the players buy into a "Hook", it becomes their "Goal", but it is still also a "Hook".</p><p></p><p>When players choose a "Goal" of their own, it does not become a "Hook", because it is not the DM attempting to guide thier actions.</p><p></p><p>SO.....</p><p></p><p>Situation: Sandbox DMs create situations that do not assume specific PC goals. The scripted DM creates situations intended to resolve specific goals that he intends to hook the PCs into following. 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.</p><p></p><p>Hook: Sandbox DMs will toss out hooks in order to give players the information they need to set goals. They do not expect the PCs to follow every hook....indeed, they will include hooks that it would be foolish for the PCs to follow. Scripted DMs will toss out hooks to lure PCs on the quest.</p><p></p><p>Adventure: Sandbox DMs will allow adventures to happen, without any real expectation of outcome. The scripted DM has an expectation of goals, when the adventure is likely to be undertaken, and of the desired outcome, and is thus more likely to make the adventure (and its foes) appropriate to both the setting and the relative power of the PCs (level appropriate). The sandbox DM will only pay attention to what is appropriate to the setting, irregardless of the PCs actual potential power....indeed, he must, as he is uncertain when or if the PCs will investigate the situation that leads to the adventure.</p><p></p><p>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.</p><p></p><p>Goal: In a sandbox, the DM has no stake in the goals set by the PCs, as his work is not invalidated by unexpected goals. 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. As the scripted DM's work is directly tied into the goals, the scripted DM is more likely to work against unexpected goals the players might come up with. </p><p></p><p>(Railroad DMs have only one planned outcome, and refuse to consider any goal not on the tracks.)</p><p></p><p></p><p>Otherwise, you seem to get what I am saying.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4707413, member: 18280"] Close. "Hook" is always the DM attempting to lure the players to investigate a situation, thus creating an adventure. "Goal" is always one or more players choosing to investigate a situation with a particular end in mind. When the players buy into a "Hook", it becomes their "Goal", but it is still also a "Hook". When players choose a "Goal" of their own, it does not become a "Hook", because it is not the DM attempting to guide thier actions. SO..... Situation: Sandbox DMs create situations that do not assume specific PC goals. The scripted DM creates situations intended to resolve specific goals that he intends to hook the PCs into following. 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 will toss out hooks in order to give players the information they need to set goals. They do not expect the PCs to follow every hook....indeed, they will include hooks that it would be foolish for the PCs to follow. Scripted DMs will toss out hooks to lure PCs on the quest. Adventure: Sandbox DMs will allow adventures to happen, without any real expectation of outcome. The scripted DM has an expectation of goals, when the adventure is likely to be undertaken, and of the desired outcome, and is thus more likely to make the adventure (and its foes) appropriate to both the setting and the relative power of the PCs (level appropriate). The sandbox DM will only pay attention to what is appropriate to the setting, irregardless of the PCs actual potential power....indeed, he must, as he is uncertain when or if the PCs will investigate the situation that leads to the adventure. 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 stake in the goals set by the PCs, as his work is not invalidated by unexpected goals. 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. As the scripted DM's work is directly tied into the goals, the scripted DM is more likely to work against unexpected goals the players might come up with. (Railroad DMs have only one planned outcome, and refuse to consider any goal not on the tracks.) Otherwise, you seem to get what I am saying. RC [/QUOTE]
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