TheSword
Legend
That is where we disagree fundamentally.Okay. But that's completely besides the point. This is about railroading and deception, not about fun.
That is where we disagree fundamentally.Okay. But that's completely besides the point. This is about railroading and deception, not about fun.
Surely the Ogre being put in your path (irrespective of the route in space you take) and you using your character abilities and wits to avoid the ogre in front of you, is more satisfying and gives greater agency than you avoiding an ogre you never new existed because you took an arbitrary path that led one mile to the east of where the DM arbitrarily placed the ogre.
Though for the record, my players tend to go around looking for encounters not trying to avoid them. Though that comes down to that heroic aspect again.
The idea of generic encounters and main events implies a particular sort of play, where there’s Main Content and Side Content instead of just Content.Some people don't find minor combats interesting. They'd rather just skip them and get to the main event (which is presumably not the ogre or it wouldn't be put together as a generic encounter).
The location of the ogre has no bearing on it’s importance, difficulty or relevence. The ogre could have a useful item or be a lieutenant of a major foe. It might have captured a useful NPC ally, or have information to impart of its own accord. Defeating the ogre might mean not fighting it at its home base with its mate or in support of a BBEG. It might also be a potential ally of its own in games where ogres are not monolithically evil.Some people don't find minor combats interesting. They'd rather just skip them and get to the main event (which is presumably not the ogre or it wouldn't be put together as a generic encounter).
Its not opening stiff jam jars, its rescuing a village from destruction. Just because its not a threat to your character doesn't mean it isn't a threat to somebody. Sure, superman fights intergalactic threats like Darkseid, but he also rescues people from burning buildings. He could decimate the joker with a single punch, but he doesn't consider his threats any less serious.I don’t get satisfaction from my character Hercules opening stiff jam jars for the local village. Tiers of play exist for a reason
You don't need to make fully comprehensive encounters before they go to waterdeep (at least, not from the start). But there should be something there if it isn't meant to be an empty settlement.Not a lot of XP one would hope for a 15th lvl party.
I don’t get satisfaction from my character Hercules opening stiff jam jars for the local village. Tiers of play exist for a reason.
Sorry, perhaps I wasn’t clear. If the party have the teleport spell, the cultists were always at Waterdeep. If they choose not to use it and walk the distance, then the trip via Red Larch gets hand waved and the party arrive at Waterdeep where the action happens.
Yes they do explore, they just spend more time exploring Waterdeep than Red Larch. Independent encounters for every location the party might visit has very low reward v effort ratio as a DM. I’d rather put more effort into adding quality to a small number of encounters than try and be comprehensive. See the effort/detail/choice Iron Triangle.
They aren't really forced to do anything, it's just that the world doesn't revolve around them. If there is a threat, and they choose not to engage with it, then there are consequences. It's allowing the players to choose what scenarios they want to engage with, e.g. a sandbox not a railroad.So basically you force them back on the railroad!![]()
I just showed that the fun happens with or without your deceptive railroading, but if you want to cut that portion out in order to win some sort of point...That is where we disagree fundamentally.
Adventure Path play absolutely can result in a changing world. For instance I’m currentlyOne of the hallmarks of sandbox play is that the world reacts to the PCs choices. So it's not just that they can choose options A, B, and C, but that if they choose A something still happens at B and C, and this is communicated to the players. For example, maybe there is a timer, and if they choose A, B is not longer available. Or clearing out section of megadungeon A means that the creatures from C move into location A. etc.
I consider this to be great fun, and makes the world feel real more so than any illusion of dm preparedness would. Does this happen in linear, adventure path style play? Is this sort of world reactivity fun for people who enjoy linear adventures? Genuinely curious as I don't run those modules, though I have flipped through some of them. wotc's idea of a sandbox (starter kit, etc) seems to be that the players have the choice of which content to engage with first, but it's more or less just sitting out there waiting for the players to arrive. Pathfinder APs that I've read assume that particular events will have happened by the end of chapter 1, and assuming all that happened tell the dm how the 'bad guys' react (which stretches plausibility, imo, when you have a world-destroying threat that the PCs are messing with from level 1).
Thoughts?