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What do you want in a published adventure? / Adventure design best practices?
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<blockquote data-quote="shoak1" data-source="post: 7157487" data-attributes="member: 54380"><p>Good question. Rather than try to answer that question directly, let me give you an example that might better articulate what I seek. Let's look at curse of strahd. </p><p></p><p>CoS is a sandbox module that allows PCs to venture wherever they wish, to any of the areas therein regardless of level. A linear adventure however, would put up strong roadblocks to deviating from the course outlined therein on p.6. Of course in between those two extremes there are many other styles and options re. strength of either "roadblocks" or the lesser control method we might call "steering mechanisms."</p><p></p><p>I would like to have seen a half page sidebar with "roadblocks" that could be used to support linear play as well as "steering mechanisms" that could support a halfway sandbox/linear style. In actuality they provided just storyline elements ("nudging mechanisms?") that gently nudged players in certain directions, and an outline on p6 that showed a possible sequence by level.</p><p></p><p>It doesn't seem like what I am asking for is too much, and it would provide a much more ready to use module for those of us who eschew sandbox play or prefer a hybrid style.</p></blockquote><p></p>
[QUOTE="shoak1, post: 7157487, member: 54380"] Good question. Rather than try to answer that question directly, let me give you an example that might better articulate what I seek. Let's look at curse of strahd. CoS is a sandbox module that allows PCs to venture wherever they wish, to any of the areas therein regardless of level. A linear adventure however, would put up strong roadblocks to deviating from the course outlined therein on p.6. Of course in between those two extremes there are many other styles and options re. strength of either "roadblocks" or the lesser control method we might call "steering mechanisms." I would like to have seen a half page sidebar with "roadblocks" that could be used to support linear play as well as "steering mechanisms" that could support a halfway sandbox/linear style. In actuality they provided just storyline elements ("nudging mechanisms?") that gently nudged players in certain directions, and an outline on p6 that showed a possible sequence by level. It doesn't seem like what I am asking for is too much, and it would provide a much more ready to use module for those of us who eschew sandbox play or prefer a hybrid style. [/QUOTE]
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What do you want in a published adventure? / Adventure design best practices?
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