Why the focus on *geography* in RPGing?

pemerton

Legend
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:

* 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.
This thread is prompted by the first of those dot points.

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?
 

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Well the other historical answer is that maps have always been featured in adventures since the beginning. Also having origins to miniatures gaming, considering that's what TSR was before the existence of D&D - war gaming is played on a terrain map representation. Because this was before 3D and computer graphics, in 2D printed form you need to describe the area of activity or combat, and back then until the now a map best provides the playing environment to build the rules around. As to why it endures, consider that I've been playing D&D since 1977, I still play TTRPGs, I'm still alive, and I've always been the party's mapper, not withstanding that I also happen to be a pro game cartographer. I'm not saying this in defense of my profession, rather, I wouldn't even be in this profession hadn't maps always been necessary content to play the game - and a lifetime as an artist and party mapper...
 

I would have thought the geography was there to facilitate adventures and not the other way around.

So, it feels like I'm misunderstanding what linear adventure means?

Geography (at some level of focus) also feels necessary to me for versimilitude in many cases. (Although travel might just be glossed with dots going over the map like on some TV shows and movies).
 

Well see now, here I went and focused on your 2nd point, and now that you highlight the 1st, and elaborate on your thought, my mind is being mildly blown. Even though I've played games where the location of action is determined well into a scene, if at all (though that extremely rarely).

Especially since in recent years, with smartphones and videoconferencing and such, our physical location in the real world seemingly matters ever less for many activities....

I do not have an answer to your question, but I'm super keen to hear some proposals!
 

Well see now, here I went and focused on your 2nd point, and now that you highlight the 1st, and elaborate on your thought, my mind is being mildly blown.
Elaborate please? Tell us more of this blown mind! (Besides the usual spectator sport, I hadn't been expecting to blow your mind and so am curious what you read that's new. Maybe I said something that has implications I didn't notice?)

Especially since in recent years, with smartphones and videoconferencing and such, our physical location in the real world seemingly matters ever less for many activities....
This is making me remember some Traveller sessions which have involved physically separated but communicating PCs.

But when I made the OP I was thinking of something more pedestrian - like in The Green Knight that we were talking about, it doesn't matter where the Green Chapel is, or whether it's north or south or east or west of where the PCs meet the farmer. (Weirdly, the game box includes a stylised map of Britain (I think it is - many of the place names don't Google well, but Venonae is apparently in Leicestershire), but it plays no role in the actual play of the game.)
 

Even if the exact location of the Green Chapel isn't unnecessary in a regional map, don't you still require a map of the Green Chapel itself? Maybe there isn't always a need for a regional map (I think there is, because we don't play games in locations that don't belong to some larger region), but the encounter scale map is still necessary, thus maps are still necessary. I didn't realize you were asking about maps larger than encounter scale as within the parameters of your question. I've published adventures that had encounter scale maps only, but never one without a map.
 

Elaborate please? Tell us more of this blown mind! (Besides the usual spectator sport, I hadn't been expecting to blow your mind and so am curious what you read that's new. Maybe I said something that has implications I didn't notice?)
I commented in the original thread that linearity is an attribute of "situations"—locations, events, people, objects, objectives, etc.—but didn't really examine that location is generally assumed, as you pointed out here. Even if the linearity is of other things, those are commonly scripted at given locations, often with maps, as if that mattered for anything other than, say, the tactics of a fight or something. And maybe it does! But it could quite easily not. And I realize I failed to point out that situations in linear sequence need not be of the same kind! You might have to go to a particular location, obtain an object there, deliver that to particular NPC wherever they happen to be, and so on.

Also, there is a difference between enabling linearity (you need A to be able to get to B) and restricting linearity (you can only go from A to B). But usualy the latter is meant, and the enabler is added on. This is wandering off the point, apologies for free-associating.

As for "who gets to decide where things happen" and "where a PC is determines what scene the GM frames", I've seen many variations. Often the scripted adventure decides, or the GM decides, but I have played games where the GM asks us, "So where are you doing the thing?" (Blades in the Dark, in particular), or as noted, once the scene is framed in terms of who or what is there, "So where is this actually going down?"—not that it always mattered, but it's nice to have some grounding. My Blades GM never used site maps (we did work with the city map as a general background, but could have done without that too). So my experience has been this isn't required, but I hadn't really thought much of it until now.

I will admit to a certain fondness for maps and keys. I just like them and I like to have that sense of groundedness in place. But they are good for certain kinds of play, and just as easily a technical distraction for others. Some of the games I have played, in fact do not use maps. But some still do, even though it doesn't help (and I have seen GMs ditch them, especially on virtual tabletop platforms like roll20, where they just freeform things and don't worry about the grid). This is getting into more lower-level detail than I think you originally meant but it's still related.

This is making me remember some Traveller sessions which have involved physically separated but communicating PCs.

But when I made the OP I was thinking of something more pedestrian - like in The Green Knight that we were talking about, it doesn't matter where the Green Chapel is, or whether it's north or south or east or west of where the PCs meet the farmer. (Weirdly, the game box includes a stylised map of Britain (I think it is - many of the place names don't Google well, but Venonae is apparently in Leicestershire), but it plays no role in the actual play of the game.)
That's true, it's really irrelevant in a great many senses. Maybe the players have an interest in where on the island of Britain their characters are, but it still doesn't affect what they're going about.

Edit: Fixed a typo.
 
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As for "who gets to decide where things happen" and "where a PC is determines what scene the GM frames", I've seen many variations. Often the scripted adventure decides, or the GM decides, but I have played games where the GM asks us, "So where are you doing the thing?" (Blades in the Dark, in particular), or as noted, once the scene is framed in terms of who or what is there, "So where is this actually going down?"—not that it always mattered, but it's nice to have some grounding. My Blades GM never used site maps (we did work with the city map as a general background, but could have done without that too). So my experience has been this isn't required, but I hadn't really thought much of it until now.

<snip>

Maybe the players have an interest in where on the island of Britain their characters are, but it still doesn't affect what they're going about.
In my Prince Valiant game we used the map of Britain from Pendragon to keep track of where the PCs were, but only as colour just as you describe here - it didn't affect what they were doing, it just filled in some background flavour/context. I use the map of Greyhawk in a similar fashion in my BW play.

I think what you say about the city map in BitD is similar, too, if I've understood correctly.

Even if the exact location of the Green Chapel isn't unnecessary in a regional map, don't you still require a map of the Green Chapel itself? Maybe there isn't always a need for a regional map (I think there is, because we don't play games in locations that don't belong to some larger region), but the encounter scale map is still necessary, thus maps are still necessary. I didn't realize you were asking about maps larger than encounter scale as within the parameters of your question. I've published adventures that had encounter scale maps only, but never one without a map.
There is no map of the Green Chapel. The only map in The Green Knight is the (irrelevant) map of (what I think is) Britain.
 

A partial answer is the importance of the journey - something that LotR explored a fair bit, and something that - after living through a pandemic - made a lot of sense to me, and I imagine, other RPG players.
Journey can be done with maps, though, and certainly without using maps as a tool in scene framing and/or in action resolution.

I've run journey-centric Cortex+ Heroic Fantasy without using maps. The PCs were Viking types, and they headed north! And met giants, a dungeon, mountains, a village being pillaged by marauders, etc. But there were no maps.

In LotR, one of the more epic journeys is through Moria, but we don't get a map!

I don't know if you're old enough to remember the TV show Monkey: it was based around journeying, but didn't seem to be based around any maps, or any concern for the geographic details of where things were occurring.

So from the point of view of RPGing, what does a concern with geography - maps, precise locations - bring to the table?
 

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