In this thread - Why Jargon is Bad, and Some Modern Resources for RPG Theory - @niklinna has helped me to understand what is meant by a "linear adventure".
My tentative conclusion is that "linear adventure" has two uses:
I know the historical answer to the question: D&D has its origins as a game of exploring dungeons and exploring wildernesses.
But why has this endured? Why is there such a concern over where things happen and who gets to decide where things happen? Is it because of the additional premise I flagged - that where a PC is determines what scene the GM frames? Or for some other reason?
My tentative conclusion is that "linear adventure" has two uses:
This thread is prompted by the first of those dot points.* To describe geography (maybe with an additional premise in the neighbourhood, along the lines of where a PC is determines what scene the GM frames);
* To describe interdependencies between scenes, such that one has to finish a certain way (or within certain parameters) for the next to be framed.
I know the historical answer to the question: D&D has its origins as a game of exploring dungeons and exploring wildernesses.
But why has this endured? Why is there such a concern over where things happen and who gets to decide where things happen? Is it because of the additional premise I flagged - that where a PC is determines what scene the GM frames? Or for some other reason?