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Friday, 25th September, 2009, 12:46 PM #1
Magsman (Lvl 14)
- Join Date
- Jan 2002
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° Block Mustrum_Ridcully
Adventure Paths, Sandboxes- What is the Middle Ground?
Forked from: http://www.enworld.org/forum/general...-you-care.html
This reminded me of something:
You start with a narrow beginning. Your hometown, a particular event that attracts the characters and requires dealing with it by them. Then the campaign opens up. The players have several options they can pursue and deal with. But at the end, the campaign is approaching a kind of climax or conclusion - the major bad guy or issue is revealed and requires (and allows) dealing with.
Is it possible to create a set of adventures that would allow a campaign in such a way? We don't always want adventure paths that require following a line of adventures with pretty much determined entrances and exists each time, and we don't always want a pure sandbox, that has no focus or "end-game" in mind.
How would a line of adventures support such a campaign model?
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