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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="Umbran" data-source="post: 8656067" data-attributes="member: 177"><p>The adventure gives two different framings - One being, "A guy hires you all to go deal with a problem, and the starting point is in the Witchlight Carnival." The other is a framing in character generation that gives each PC a reason to go to the Carnival. The PCs don't know all the details, or where the road leads, but if they want to continue, there is only one path from Chapter 1 to Chapter 2. </p><p></p><p>The framing, however, is not relevant. The shape of the path through the adventure is what matters.</p><p></p><p></p><p></p><p>Your personal estimation of the adventure's "courage" is not really relevant. </p><p></p><p></p><p></p><p>No. The smallish geographical regions (or rooms in a dungeon, or information nodes in a mystery) are arranged like beads on a string in a particular order. The only way to get to a later bead is through the previous ones in a prescribed order. They are <em>in a line</em>, not in a web or in a free area, and thus <em>linear</em>.</p><p></p><p>If an adventure has a pre-written path through it, from A to B to C to D, from which the PCs cannot meaningfully deviate, then you can say it is linear. </p><p></p><p>So, in the bit you were referencing, the halfling <em>cannot</em> skip room 2 and go on to room 3. Entry into room 3 is gated on something in room 2 that must be dealt with before you can move on.</p></blockquote><p></p>
[QUOTE="Umbran, post: 8656067, member: 177"] The adventure gives two different framings - One being, "A guy hires you all to go deal with a problem, and the starting point is in the Witchlight Carnival." The other is a framing in character generation that gives each PC a reason to go to the Carnival. The PCs don't know all the details, or where the road leads, but if they want to continue, there is only one path from Chapter 1 to Chapter 2. The framing, however, is not relevant. The shape of the path through the adventure is what matters. Your personal estimation of the adventure's "courage" is not really relevant. No. The smallish geographical regions (or rooms in a dungeon, or information nodes in a mystery) are arranged like beads on a string in a particular order. The only way to get to a later bead is through the previous ones in a prescribed order. They are [I]in a line[/I], not in a web or in a free area, and thus [I]linear[/I]. If an adventure has a pre-written path through it, from A to B to C to D, from which the PCs cannot meaningfully deviate, then you can say it is linear. So, in the bit you were referencing, the halfling [I]cannot[/I] skip room 2 and go on to room 3. Entry into room 3 is gated on something in room 2 that must be dealt with before you can move on. [/QUOTE]
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