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What Is a Situation in an RPG? How to Create Dynamic Play.

There’s an idea that adventures are like trains. Each train car is a scene that has an obstacle. You need to overcome the obstacle in the train car before you move onto the next train car. When you get to the last train car the adventure is over. You get off the train at the station and then get on another train to have another adventure. Doing this repeatedly gives you a campaign. All the GM needs to do is keep providing trains and all the players need to do is keep getting on them. Classic. Simple. Easy. Nothing wrong with it. 

But what if we don’t just look at creating trains with a series of train cars for PCs to overcome? What if we provide something that is happening? Something that will have a distinct end if the PCs don’t get involved. What if that something has a variety of potential endings depending on: how the PCs get involved, the choices they make, and how those choices have an impact on the something that’s going on? That’s designing a situation.

The “Situation” in RPGs

I like to think of the situation as a moment of instability in the ongoing narrative where multiple forces want incompatible outcomes and time or pressure will push events forward whether the PCs act or not. I don’t think of a situation as a scene, or an encounter, or a plot point. I see it as an evolving problem. By reframing adventure design to fit this idea we can craft and facilitate games where there is a lot of choice, unexpected outcomes, and tension beyond someone living or dying.

The Five Essential pieces of a Situation

One. Something Is Already Wrong

A situation begins in motion. The problem exists before the PCs get involved and it doesn’t wait for them to get involved. If nothing is currently happening, you do not have a situation yet.

I don’t think of a situation as a scene, or an encounter, or a plot point. I see it as an evolving problem.

Practice this by coming up with problems in your own games that exist without having the PCs involved.

Two. There Are Competing Interests

At least two entities want different things, and those desires cannot all be satisfied at once. These entities may be people, factions, creatures, institutions, environments, or abstract forces like law or tradition. One of these competing interests should be the PCs and a GM should make it personal to one or more PCs if possible… and it’s almost always possible.

Practice this by taking the problem you came up with and figuring out who the competing interests are and what they want. Make one of them the PCs and decide how you can make it personal for them. 

Three. Pressure Exists Independent of the Players

Time, danger, scarcity, or attention applies pressure that escalates the situation. If the players do nothing, the situation changes on its own. This creates tension and a sense of urgency. While things escalate it’s worth asking yourself and maybe even jotting down a note or two about how far an interest will go to achieve their desire and when they’ll back off. What’s too much? When is desperate action their only recourse? That way you can understand how the pressure will push these interests when deciding how things progress and have a better idea of what to do when the PCs apply their own pressure.

Practice this by deciding how the situation ends if the PCs do not get involved. How will the different competing interests fare when the situation resolves itself? Many games have mechanics, formats, or frameworks for how things can escalate. If the game you’re running doesn’t have methods for escalation, just write down a couple of ways you think the situation escalates and what drives those escalations. You should give yourself at least two escalations that can be felt in the setting so the PCs have a way to know what’s going on.

Four. The Outcome Is Not Predetermined

A situation does not assume its ending. Throwing down, talking, switching sides, letting go, success, and failure are all possible outcomes. The GM can think about consequences but their time is better spent understanding how the competing interests think and react when pressured, so when the PCs act the competing interests act in a manner that suits the narrative in the game. People only do something to their ultimate doom or demise when they’re desperate and have no other recourse. It’s worth giving it some thought to when an interest has had enough and will decide to take a different path. Last thing on this: while it’s ok to telegraph potential danger and pay it off when appropriate, this kind of play isn’t about set piece scenes you’re driving the game towards. It’s about making choices matter on a larger narrative scale.

Practice this by asking yourself what the potential outcomes you can see are. If you can’t see more than two then you don’t have enough competing interests with differing desires, ways for the situation to escalate, or moments when a competing interest decides their current desire can’t be satisfied by the way they’re doing things and either need to escalate or deescalate their influence on the situation.

Five. The PCs Actions Change the Setting and Ongoing Situation

Even when the players “solve” the current situation it should change the setting in some meaningful ways. Their choices shift alliances, have costs, create future problems, and can impact how the setting views the PCs. They can even create the next situation from the complications and costs of the PCs previous choices. Even if the next situation doesn’t have a direct relationship to the previous situation, those events should have had a lasting impact on the setting.

Practice this by answering some of the questions that arise from step four, kind of like a game of make believe in your head. Once you do, ask yourself how the setting would change if those questions you just answered happened. 

Not Much Different, Just Different Choices

Situations aren’t much different from other kinds of adventures. There’s just more narrative choices to be made instead of mechanical choices. Instead of which spell to use we ask “What do these interests do?” Instead of spell lists we have desires and how far these interests are willing to go. As the situation evolves you just do the thing that feels like the most reasonable and enjoyable action that interest would take. When the dust settles, make sure things have been affected. The fact that ttrpgs have these features is a strength and we shouldn’t be afraid to utilize that strength.

If you do decide to practice these ideas, I’d love to see what you come up with in the comments. Each of the examples I’ve provided is a very cribbed notes version of games I’ve run. The third example is from the AP on the polygamero.us [1] site called Skritches [1]. All episodes are out right now for you to listen to. Now I’m off to find some stew from the stew pot. I heard we just threw in some JT and Vecchione in there and that makes for some savory stew. Later.

2 Comments (Open | Close)

2 Comments To "What Is a Situation in an RPG? How to Create Dynamic Play."

#1 Comment By Matthew J. Neagley On January 19, 2026 @ 8:36 am

I think if you think about it you’d be hard pressed to give an example of a kind of adventure that aren’t this kind.

Let’s look at the oldest quintessential for of adventure: the dungeon. In the most basic dungeon setup, each faction of monsters (sometimes each monster, like the ogre on level 2, sometimes a group of monsters like the kobolds and dragon cultists on level 1-3 led by the young dragon on level 4) is one of your interests. Minimally, they want to defend their lair, eat and maybe just live peacefully, though others want to expand, or gather treasure, or hunt other sentients down for their juicy brains, or find the ruby dragon egg artifact, whatever. The PCs come in because the goblins on level 2 kidnapped the Duke, or because they thing there will be clues to sealing the rift to the great old one or just cause there’s gold in them thar hills. Situation evolves.

Let’s look at your opening train car example: whether that’s a five room dungeon or if it’s the narrative storytelling plot du jour doesn’t matter. From an abstracted POV there’s no difference and there’s also no difference from a very simple dungeon with only a handful of rooms in a line. From a storytelling perspective, it’s the same as the situation but all the reactions of the interest etc… have been reduced to a degenerate form.

Point being, I think if you master the situation style, most other common styles will come with it.

Feel free to tell me about a handful of weird indie games in which the above does not apply. I’m sure they exist. If nothing else Normality will spit in the face of anyone who attempts to make generalities re: TTRPGs. 😛

#2 Comment By Cyan On January 22, 2026 @ 2:04 am

This is similar to how I think about arcs in my games. I sometimes even label them “The Situation” in my notes — I think I got that from Fate or something. Even so, this breakdown is super helpful to help me think through the steps more methodically. I’m currently running a magical girl (think Sailor Moon) campaign, so I’m in the interesting position of needing to juggle both fantasical plotlines and slice-of-life high school ones. I’ve struggled on the latter — either neglecting it too much or making everything way too melodramatic — so I’m going to go through these steps and try to tone consciously down *all* the stakes lol. It’s a fine line to walk, right? Gotta keep the players interested, but also, like this situation needs to be about what the lunch room is serving