rycanada said:Fair enough. I'm trying to say that you should work on your next adventure, and let the macrolevel stuff work its way out in hindsight (as in, if the players show interest in it directly) rather than in advance.
rounser said:And you have an idea of what adventures cannot be run, because the setting forbids that kind of adventure because you've already decided that the setting is X, Y and Z, and not the A, B and C required by the adventure. So the adventure is compromised, when it should be the other way around IMO, because the adventure is effectively what the players spend their time "doing".
Reynard said:I think this cuts to the core of the disconnect we're having: variable definitions for "setting design" and "adventure design".
Raven Crowking said:(Since I run games in the same world, though, I feel that what is ignored by one group of PCs may well be of interest to another group of PCs, so the effort is far from wasted. YMMV.)
I'm thinking that the disconnect we're seeing between the sides of debate on this thread lay herein.Reynard said:I mean, sure, but what's the point of doing so if adventures that evoke a setting are what you're after?
I understand that there's not going to necessarily be any implicit expectation with a one-shot, especially if it's for a group other than your regular one (say, at a Gameday). I would still question how much macro-level data you really need in order to improvise when the players zig instead of zag.Mark CMG said:I was very purposeful to include both campaigns and one-shots in my example, since one might have such expectations but the other would have the opposite.
What level of improvisation are we talking about here, though? Cracking open your MM and improvising an encounter on the fly, or simply choosing from a selection of encounters you've prep-prepped "just in case"?Mark CMG said:IME, it doesn't really require any more time than that used to detail specific adventures. It's just a different approach.
Well, sure.Mark CMG said:IME, that is indicative of a broader problem and needs to be addressed out of game.
buzz said:I understand that there's not going to necessarily be any implicit expectation with a one-shot, especially if it's for a group other than your regular one (say, at a Gameday). I would still question how much macro-level data you really need in order to improvise when the players zig instead of zag.
So adventures are compromised by establishing a context for them to take place in?rounser said:And you have an idea of what adventures cannot be run, because the setting forbids that kind of adventure because you've already decided that the setting is X, Y and Z, and not the A, B and C required by the adventure. So the adventure is compromised...
A play also (usually) requires a place for the action to occur, which affects what "props" would be appropriate.Why not create the props that the script requires after it's written, and put them where they're needed?
Okay, then I guess we're back to the issue of what "setting design" means.Imaro said:Setting design helps me avoid the above situation. YMMV