i wholeheartedly agree.No, I want there to be complicated and nuanced situations that do not have one obvious correct solution.
But is the scarcity of this due to effort or taste?
i wholeheartedly agree.No, I want there to be complicated and nuanced situations that do not have one obvious correct solution.
“The Halls Of Tizun Thane”Could you give an example of one of these? I'd be very interested in a worked example of the kind of thing that handles this well
I literally not was sure what people meant by "linear." Now as it seems that they do not mean linear by "linear" I better understand why people think that "linear" adventures ae different thing than railroading! But yeah, it is a terrible word choice that is bound to lead to confusion, so on those grounds I certainly object it!
Effort, taste, interest, capabilities of the DM, capabilities of the players, variation of degree, any number of things.i wholeheartedly agree.
But is the scarcity of this due to effort or taste?
The main issues?Are they being "railroaded" to go to the goblin caves? No. But it's just entirely logical why they would choose to do so. So what exactly would be the issue with this?
Explain to me the complicated and nuanced situation inherent in: the players found a map that tells them where both great treasure and a major villain are located.No, I want there to be complicated and nuanced situations that do not have one obvious correct solution.
Yes, thus it is not a complicated or nuanced situation. Hell, it is barely a situation at all, it is more of an exposition, a setup.Explain to me the complicated and nuanced situation inherent in: the players found a map that tells them where both great treasure and a major villain are located.
I think it's pretty much a given that except for the really ornery cusses, they're going to go check that location out.
The main issues?
1) "Follow the story hook to the next encounter site" was dishwater-dull 25 years ago. It's just overdone. It's generic MMO-style play at this point.
2) It has nothing to do specifically with the PCs. It prioritizes the crafted situation over the interests of the PCs.
If your table is still interested in that style of play, and wants to emphasize a group storyline over the individual characters, then these issues aren't actually issues, of course. But that's definitely not all tables.
And yet variations on equally simple situations are exactly what most of the RPG hobby is based on. If everything is complicated, then that's tedious after a while. Not everything is complicated. Most things aren't. I like complicated scenarios too, but the are more like the spice or maybe the dessert, not the main ingredient.Yes, thus it is not a complicated or nuanced situation. Hell, it is barely a situation at all, it is more of an exposition, a setup.
I feel like the reason no one can agree on the definition is because playing an RPG is not A to B to C. If it were, then there would be a lot more agreement.
For example, a group found a long-lost ancient tomb through the aid of a church. Thet recovered a rare gem. They return to the city and the church wants the gem since it was symbolic of their deity. You return it. There is a curse, and a mummy starts killing everyone who touched the gem. One of the major NPCs died. You attend the funeral. You gather clues as to how the NPC died. You do research at the library and find out about the curse. You go to get the gem. Rather than fight the priests, you decide to break in at night and steal it. You go back to the long-lost temple. You return the gem.
There are so many decision points in this it is ridiculous.
This can be written as a linear adventure. Yet, it clearly could have differences in part 1, part 2, part 3, part 4, etc. - not just the ending. And that is just four or five or six sessions of gaming, let alone a year! And that is why no one can agree. Because railroad, linear, etc. still allow a lot of choice. And the only thing differentiating it from the sandbox is, in the sandbox, you might not have the story arc.