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General Tabletop Discussion
*TTRPGs General
Why the focus on *geography* in RPGing?
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<blockquote data-quote="Voadam" data-source="post: 8657321" data-attributes="member: 2209"><p>I have only heard of "linear adventure" used as describing being restricted to going A to B and never as geography is an important part of framing.</p><p></p><p>Geography being important is normally on the other end opposite linear adventuring, sandboxing. If the geography is just there players can go different ways and develop different adventures based on the differences of what is there. They can go into the mountains where the giants live or investigate the ancient dungeon in the swamp and get different adventures. In a linear adventure it is A then B then C happens.</p><p></p><p>In a dungeon a linear adventure would basically be a series of rooms one after the next. A megadungeon allows movement and different routes enabling different encounters based on those choices.</p><p></p><p>I see geographic maps in RPGs as being used for context and framing. These two countries are adjacent and have peaceful trading connections or a history of hostile conflicts. Maps can show you that you are leaving the safety of cities and entering the frontier or wilderness. They can frame a consistent basis for how long to get to the city or a basis for how long a journey will take by different routes and means (highways versus sailing versus wilderness trekking). They can be a basis for using different encounter tables. If there is a famous oracle at a defined place on the map (fantasy Delphi) the difficulty of getting to them can be judged as its own factor. </p><p></p><p>Fantasy RPGs can be done without a significant map, things can be left vague in many aspects and work well, focusing on different aspects.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8657321, member: 2209"] I have only heard of "linear adventure" used as describing being restricted to going A to B and never as geography is an important part of framing. Geography being important is normally on the other end opposite linear adventuring, sandboxing. If the geography is just there players can go different ways and develop different adventures based on the differences of what is there. They can go into the mountains where the giants live or investigate the ancient dungeon in the swamp and get different adventures. In a linear adventure it is A then B then C happens. In a dungeon a linear adventure would basically be a series of rooms one after the next. A megadungeon allows movement and different routes enabling different encounters based on those choices. I see geographic maps in RPGs as being used for context and framing. These two countries are adjacent and have peaceful trading connections or a history of hostile conflicts. Maps can show you that you are leaving the safety of cities and entering the frontier or wilderness. They can frame a consistent basis for how long to get to the city or a basis for how long a journey will take by different routes and means (highways versus sailing versus wilderness trekking). They can be a basis for using different encounter tables. If there is a famous oracle at a defined place on the map (fantasy Delphi) the difficulty of getting to them can be judged as its own factor. Fantasy RPGs can be done without a significant map, things can be left vague in many aspects and work well, focusing on different aspects. [/QUOTE]
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Why the focus on *geography* in RPGing?
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