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General Tabletop Discussion
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Setting Design vs Adventure Prep
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<blockquote data-quote="Reynard" data-source="post: 3438794" data-attributes="member: 467"><p>First off, those are very different questions. What is published has no bearing on the subject of this thread -- I should know, I started it -- because what we are talking about is what a DM does for his home campaign.</p><p></p><p>More to the point, i think what he was saying is that the hooks aren't ignored, the situation is such that the PCs can meander off to wherever because there's a detailed setting there that allows the DM to continue to run the game regardless of where the PCs tromp off to.</p><p></p><p>Again, there's some discrepencies in terminology and basic assumptions, and I think, for the sake of this discussion, we're better off actually defining our terms, individually, when we use them -- rather than making assumptions about what we and others think those words mean.</p><p></p><p>If I say adventure design, I mean "a situation with planned and established details, with a beginning, middle and presumed end". I do not mean "an owlbear's lair in the woods" -- the owlbear's lair is not an adventure. It is part of the setting, one that the PCs can interact with. The adventure happens when the PCs learn that the Poachers guild (part of the setting) of Lake Mauran (setting) will pay handsomely for owlbear pelts (setting), but one must contend with the Druid of Wayward Wood (setting) in way or another. that's the hook, based on the setting, that leads to an adventure, which may or may not need any more prep than that-- after all, owlbear stats are in the MM and the DMG has druid stat blocks -- depending on the DM's personal style.</p></blockquote><p></p>
[QUOTE="Reynard, post: 3438794, member: 467"] First off, those are very different questions. What is published has no bearing on the subject of this thread -- I should know, I started it -- because what we are talking about is what a DM does for his home campaign. More to the point, i think what he was saying is that the hooks aren't ignored, the situation is such that the PCs can meander off to wherever because there's a detailed setting there that allows the DM to continue to run the game regardless of where the PCs tromp off to. Again, there's some discrepencies in terminology and basic assumptions, and I think, for the sake of this discussion, we're better off actually defining our terms, individually, when we use them -- rather than making assumptions about what we and others think those words mean. If I say adventure design, I mean "a situation with planned and established details, with a beginning, middle and presumed end". I do not mean "an owlbear's lair in the woods" -- the owlbear's lair is not an adventure. It is part of the setting, one that the PCs can interact with. The adventure happens when the PCs learn that the Poachers guild (part of the setting) of Lake Mauran (setting) will pay handsomely for owlbear pelts (setting), but one must contend with the Druid of Wayward Wood (setting) in way or another. that's the hook, based on the setting, that leads to an adventure, which may or may not need any more prep than that-- after all, owlbear stats are in the MM and the DMG has druid stat blocks -- depending on the DM's personal style. [/QUOTE]
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