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D&D 5E Hoard of the Dragon Queen, Linear Adventures and Sandbox Wishes

Reynard

Legend
Supporter
I impulse bought HotDQ yesterday when I picked up my preorder PHB. While I have not had time to read it throroughly, I did do an hour-ish flip through, mostly looking how each chapter begins, ends and leads to the next. Maybe I have missed some nuance in the meat of each episode, but to me the plot and trajectory of HotDQ seems very linear. The module assumes the characters do A-B-C-D, and while it seems there might be a little elbow room within each episode, there is not much between them.

This is, I think, a problem with Adventure Path style design that has been pervasive for over 10 years since the advent of Shackled City (obviously there are also earlier examples such as the classic DragonLance modules). While I understand the popularity of this kind of campaign/adventure design, I personally do not prefer it. Given the freedom inherent in table top RPGs over similar forms (adventure board games, CRPGs) I think that same freedom should be reflected in modules, even this big event modules. In other words, I prefer Sandbox play.

So how would you do HotDQ as a Sandbox? The key, I think, is to focus on situation over plot. By that I mean instead of going with the idea that the plot is that the heroes must stop the cultists, simply focus on what the Cult of the Dragon are trying to achieve and what they are doing to achieve it. This is a layer of activity and NPCs that goes on top of a location (an area of the Sword Coast, for example). Once you establish the relationship between the two -- the situation and the location I mean -- and maybe include a timeline (which can be driven by time, events or both), it is easy to drop the PCs in and let them become part of the mix. Aftrer a few run ins with Dragon Cultists on unconnected adventures and they'll start to see the bigger picture -- or not, which is fine too because you still have this detailed region to explore. Maybe they won't even realize there's a looming threat until Tiamat herself emerges from her Abyssal prison. Imagine the look on their faces as the disparate clues fall into place in their minds like the end of an M. Night Shyamalan move!

Anyway, my point is a) I am a little underwhelmed by HotDQ because it does seem very linear, and b) in my own experience as a DM for 30 years or so, I think "Sandboxes with Situations" create better, more fun play experiences than "Adventure Path" style campaign setups.

Thoughts?
 

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Psikerlord#

Explorer
Thats a shame if true, I also greatly prefer sandbox/exploring to railed adventures. Hopefully it can be easily adapted, or some 3rd party modules will be sandbox (the isle of dread modulwnthey redid for the playtest qas fantastic, so they can do it).
 

Some DMs prefer sandbox, some prefer railroad. Whenever a sandbox adventure gets published, a good chunk of DMs can't use it. Whenever a railroad gets published, a good chunk of DMs can't use it.
 


What type of layout/presentation is the module in?

Is it a hardback book? Linear or sandbox, I don't care for adventures that aren't produced to be handy to use at the table. I love the softcover with the map inside. So easy to stand up behind the DM screen without having to flip constantly to refer back to a map.

The pdf release also leads me to believe that all the creature stats are in the back. MORE constant flipping or trying to photocopy multiple pages from a hardback just to easily use at the table. No thanks.

I can take a railroad module and yank the programmed script right out by the roots. No problem. I DO want something physically useful at the table though.
 

Reynard

Legend
Supporter
What type of layout/presentation is the module in?

Is it a hardback book? Linear or sandbox, I don't care for adventures that aren't produced to be handy to use at the table. I love the softcover with the map inside. So easy to stand up behind the DM screen without having to flip constantly to refer back to a map.

The pdf release also leads me to believe that all the creature stats are in the back. MORE constant flipping or trying to photocopy multiple pages from a hardback just to easily use at the table. No thanks.

I can take a railroad module and yank the programmed script right out by the roots. No problem. I DO want something physically useful at the table though.

It is a hardbound book, which makes laying it down a pain. There is NOT a big monster section at the back -- it is just a few pages long and does not include anything in the PDF. The Introduction makes it clear that this was the intent: make HotDQ playable with just it, the Basic Rules PDF and the PDF Supplement. I like that attitude and think it is a good way to hook players, but it does mean a lot of printed pages or tablet scrolling while also fighting with the book.
 

Reynard

Legend
Supporter
Also, only tangentially related, would it have killed them to include a screen in the Starter Set, even a flimsy 3.0 style one?
 

Umbran

Mod Squad
Staff member
Supporter
. While I understand the popularity of this kind of campaign/adventure design, I personally do not prefer it. Given the freedom inherent in table top RPGs over similar forms (adventure board games, CRPGs) I think that same freedom should be reflected in modules, even this big event modules.

I think there's an issue of efficiency to be considered. In a linear adventure, you have some reasonable expectation that the players will run into most of the things in the adventure - in other words, most of the content will get used. You have no such guarantee for a sandbox, as the characters are going to wander around in an unscripted manner, and are likely to bypass large sections of the adventure - in order to provide the same number of hours of play, a sandbox has to provide a whole lot more content up front, much of which will never be used.

From the content provider's side, this is inefficient, so I can see why they'd tend to work in the path mode.
 


wwanno

First Post
I believe that every adventure must have some "milestones". Points where PCs can put togheter clues, reorganize and start again to accomplish new deeds.
This allows the DM to build a campaign storyline, lets the PCs to choose the way to reach those milestone, and (most important) gratify players for reaching goals.

If there was not "mileastones" (those you call A-B-C....) the players would have no way to uncover the plans of the cultists, and if you, as DM, provide them with other clues, you are just helping them to let the campaign go onward.
Of course you could design other ways to uncover those plans, but you would be writing just another "railroaded" pattern.
You, don't think that would be a sandbox!

In a real total sandbox game players must not be good players to uncover the clues. They must be lucky, in the right time and place. And if you provide a world to explore (becouse you want a great sandbox game), I can assure they will never play any adventure.

Even Kingmaker, the sandbox adventure path for PF, has milestones.
 

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