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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="Charlaquin" data-source="post: 8655234" data-attributes="member: 6779196"><p>Ah. I think I see the disconnect here.</p><p></p><p>Adventure structure, in this context, concerns the design and planning of an adventure, not moment to moment gameplay. I think earlier someone said it was about what a published adventure instructs the GM to do, but that’s because a published adventure is essentially instructions for how to run an adventure someone else has designed. The designer has already made the plans and they’re instructing the DM on how to execute them. The reason this looks like a matter of geography is because, <em>in the case of a dungeon</em>, the geography is very closely linked with the structure of the adventure. There’s a quote from some game designer or other that goes something along the lines of “a dungeon is a place where the structure of the adventure directly corresponds to a physical structure.”</p><p></p><p>So, the fact that any given group of players may enact different scenes than any other given group isn’t really relevant here. We’re not concerned with how the gameplay shakes out, we’re discussing how the person planning it is designing it. If you lay out a flowchart of the encounters you have planned and how the players can move from one to the other, and those encounters all take place in a dungeon, you could overlay that flowchart with the map of the dungeon and they would line up pretty much 1:1. What makes the linked dungeon a linear adventure is that there’s really only one order in which the planned encounters can occur. There could of course be unplanned encounters, but that doesn’t really play into the design, as an unplanned encounter is by definition not something the design can account for, apart from I guess knowing <em>that</em> they will happen.</p><p></p><p></p><p>I don’t know, maybe I’m using illusionism wrong, or maybe participationism does describe what I’m talking about. I think my lack of intimate familiarity with GNS is pretty well-established at this point. Anyway, point is, yes, these are GMing techniques which can be used to insure that the planned encounters occur in the order they were planned, just as dungeon walls can be used to insure that the planned encounters occur in the order they were planned. </p><p></p><p>Hopefully framing it as concerning the planning and design of an adventure, and a dungeon as a physical structure that corresponds to a design structure has helped?</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8655234, member: 6779196"] Ah. I think I see the disconnect here. Adventure structure, in this context, concerns the design and planning of an adventure, not moment to moment gameplay. I think earlier someone said it was about what a published adventure instructs the GM to do, but that’s because a published adventure is essentially instructions for how to run an adventure someone else has designed. The designer has already made the plans and they’re instructing the DM on how to execute them. The reason this looks like a matter of geography is because, [I]in the case of a dungeon[/I], the geography is very closely linked with the structure of the adventure. There’s a quote from some game designer or other that goes something along the lines of “a dungeon is a place where the structure of the adventure directly corresponds to a physical structure.” So, the fact that any given group of players may enact different scenes than any other given group isn’t really relevant here. We’re not concerned with how the gameplay shakes out, we’re discussing how the person planning it is designing it. If you lay out a flowchart of the encounters you have planned and how the players can move from one to the other, and those encounters all take place in a dungeon, you could overlay that flowchart with the map of the dungeon and they would line up pretty much 1:1. What makes the linked dungeon a linear adventure is that there’s really only one order in which the planned encounters can occur. There could of course be unplanned encounters, but that doesn’t really play into the design, as an unplanned encounter is by definition not something the design can account for, apart from I guess knowing [I]that[/I] they will happen. I don’t know, maybe I’m using illusionism wrong, or maybe participationism does describe what I’m talking about. I think my lack of intimate familiarity with GNS is pretty well-established at this point. Anyway, point is, yes, these are GMing techniques which can be used to insure that the planned encounters occur in the order they were planned, just as dungeon walls can be used to insure that the planned encounters occur in the order they were planned. Hopefully framing it as concerning the planning and design of an adventure, and a dungeon as a physical structure that corresponds to a design structure has helped? [/QUOTE]
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