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It needs to be more of a sandbox than a railroad?
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<blockquote data-quote="Yora" data-source="post: 6381479" data-attributes="member: 6670763"><p>The One Ring has a couple of pretty neat adventures that have a clear story, villain, and other NPCs, but leave very much room for the players to decide how the story will play out and end.</p><p></p><p>For example, one adventure has the players searching for a criminal who escaped on his way to trial when his two guards were killed in an orc ambush. He decided to leave his life behind and start somewhere else, but got captured by a large band of outlaws, whose leader wants him to become their friend and tell them about the local defenses. And he was never popular among his people and going to be exiled or hanged for his crime anyway.</p><p>It's up to the players to decide if they consider him a murderer who needs to be recaptured dead or alive, or if they want him to come back and confess the truth so he can plead for mercy. They may treat him as a captive of the outlaws, a traitor to his people, or a stupid kid who has no idea what kind of person his new friend is. They may want to kill him before he can tell the outlaws too much, drag him back to be interrogated and executed, or try to convince him to tell his people everything he knows about the outlaws or even lead them into an ambush to make up for his original crime.</p><p>There are so many possible ways things can go, which entirely depend on how the players interpret things and what they consider the right thing to do. The adventure shows no preference either way and is structured in a way that you still have pretty much the same encounters. What varies is how many opponents the players might face and who might be fighting on whose side. And the amount of opponents they are facing might in turn have quite some impact on the players descision to fight, flee, or negotiate. The adventure does not need any alternative branches to follow, it still uses all the material and visits all the locations. It's not that the writers had to write different paths and only one of them would be used.</p><p>That particular adventure is only 22 pages, but the same principle is used for the 140 page Darkening of Mirkwood campaign.</p><p></p><p>There's no reason to not make adventures like this for D&D, but WotC and Paizo <strong>want</strong> to do their linear dungeon crawls with balanced encounters. It's their choice, no necessity in any way.</p></blockquote><p></p>
[QUOTE="Yora, post: 6381479, member: 6670763"] The One Ring has a couple of pretty neat adventures that have a clear story, villain, and other NPCs, but leave very much room for the players to decide how the story will play out and end. For example, one adventure has the players searching for a criminal who escaped on his way to trial when his two guards were killed in an orc ambush. He decided to leave his life behind and start somewhere else, but got captured by a large band of outlaws, whose leader wants him to become their friend and tell them about the local defenses. And he was never popular among his people and going to be exiled or hanged for his crime anyway. It's up to the players to decide if they consider him a murderer who needs to be recaptured dead or alive, or if they want him to come back and confess the truth so he can plead for mercy. They may treat him as a captive of the outlaws, a traitor to his people, or a stupid kid who has no idea what kind of person his new friend is. They may want to kill him before he can tell the outlaws too much, drag him back to be interrogated and executed, or try to convince him to tell his people everything he knows about the outlaws or even lead them into an ambush to make up for his original crime. There are so many possible ways things can go, which entirely depend on how the players interpret things and what they consider the right thing to do. The adventure shows no preference either way and is structured in a way that you still have pretty much the same encounters. What varies is how many opponents the players might face and who might be fighting on whose side. And the amount of opponents they are facing might in turn have quite some impact on the players descision to fight, flee, or negotiate. The adventure does not need any alternative branches to follow, it still uses all the material and visits all the locations. It's not that the writers had to write different paths and only one of them would be used. That particular adventure is only 22 pages, but the same principle is used for the 140 page Darkening of Mirkwood campaign. There's no reason to not make adventures like this for D&D, but WotC and Paizo [B]want[/B] to do their linear dungeon crawls with balanced encounters. It's their choice, no necessity in any way. [/QUOTE]
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Community
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It needs to be more of a sandbox than a railroad?
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