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General Tabletop Discussion
*TTRPGs General
Adventure Paths, Sandboxes- What is the Middle Ground?
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<blockquote data-quote="Jan van Leyden" data-source="post: 4943136" data-attributes="member: 20307"><p>Perhaps one could provide "hints" in each adventure, which hint to several different follow-ups. So the players could decide which adventure to tackle next - and their next adventure would give them more "hints" for other adventures.</p><p></p><p>The adventures themselves would have to be designed for a whole level range instead of a fixed level or a narrow band. If the players decide to go to the Dungeon of Nasties right after the introductory adventure they'll have to fight kobolds. If the go after other adventures first and explore the Dungeon of Nasties later, the denizens might be goblins or orcs instead of kobolds.</p><p></p><p>The real villains - boss monsters if you like - might be defined according to the schedule of the campaign and not according to a single adventure. So Grug the Evil Side-kick of the BBG might occur as major villain in the 5th adventure of the campaign, regardless of whether this adventure is the Dungeon of Nasties or The Thespians of Waterdeep.</p><p></p><p>With intelligently designed hints the person of the next evil guy might be left unclear so he might be fitted into the proper adventure. The Masked Slavemaster of adventure #7 might be a mind flayer if the players decide to go to the Dungeon of Nasties as #7 or a human if they choose The Thespians of Waterdeep at this point in the campaign.</p><p></p><p>One might even design stand-alone adventures and provide a separate system of "hints", plot and evil guys to tie the adventures together into a campaign. The game master could thus choose the adventures he wants to run in this campaign.</p><p></p><p>This system would give the players some sort of control over the way the campaign plays out, while allowing for some overarching plot and fitting enemies.</p></blockquote><p></p>
[QUOTE="Jan van Leyden, post: 4943136, member: 20307"] Perhaps one could provide "hints" in each adventure, which hint to several different follow-ups. So the players could decide which adventure to tackle next - and their next adventure would give them more "hints" for other adventures. The adventures themselves would have to be designed for a whole level range instead of a fixed level or a narrow band. If the players decide to go to the Dungeon of Nasties right after the introductory adventure they'll have to fight kobolds. If the go after other adventures first and explore the Dungeon of Nasties later, the denizens might be goblins or orcs instead of kobolds. The real villains - boss monsters if you like - might be defined according to the schedule of the campaign and not according to a single adventure. So Grug the Evil Side-kick of the BBG might occur as major villain in the 5th adventure of the campaign, regardless of whether this adventure is the Dungeon of Nasties or The Thespians of Waterdeep. With intelligently designed hints the person of the next evil guy might be left unclear so he might be fitted into the proper adventure. The Masked Slavemaster of adventure #7 might be a mind flayer if the players decide to go to the Dungeon of Nasties as #7 or a human if they choose The Thespians of Waterdeep at this point in the campaign. One might even design stand-alone adventures and provide a separate system of "hints", plot and evil guys to tie the adventures together into a campaign. The game master could thus choose the adventures he wants to run in this campaign. This system would give the players some sort of control over the way the campaign plays out, while allowing for some overarching plot and fitting enemies. [/QUOTE]
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