D&D 5E Justin Alexander's review of Shattered Obelisk is pretty scathing

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I would go so far as to say that it's impossible to make a large-scale adventure that doesn't have a significant element of railroading in it. Those are more properly termed sourcebooks. Or, I guess, dungeons.
I think you could. A big sandbox or dungeon. Make no story but set the scene and what the NPCs want and will do without interference.

I think it's harder to make, harder to run, and probably harder to sell.

I also have a "take", I think most players want a story. Or they want to play that story, which isn't the same as passively watching a TV show or reading a book. Definitely more "railroady" than an open sandbox or variant path dungeon.
 

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If I had a dollar for every D&D adventure where that wasn't accused of at least one of those things, I could retire and write my own railroady, messy, and implemented poorly modules.
I like what the alexandrian points out a lot of the time, BUT Rem you got a good point because lets be real: He is very incentivised (monetarily) in building a brand on fixing these things. With the slower release schedule as compared to, say, pathfinder, well....sometimes whats broken may just be blemished, but blemished doesnt write articles.
 

I think you could. A big sandbox or dungeon. Make no story but set the scene and what the NPCs want and will do without interference.

I think it's harder to make, harder to run, and probably harder to sell.

I also have a "take", I think most players want a story. Or they want to play that story, which isn't the same as passively watching a TV show or reading a book. Definitely more "railroady" than an open sandbox or variant path dungeon.
What you're describing is my preferred style. Shame it's so uncommon nowadays.
 

I think you could. A big sandbox or dungeon. Make no story but set the scene and what the NPCs want and will do without interference.

I think it's harder to make, harder to run, and probably harder to sell.

I also have a "take", I think most players want a story. Or they want to play that story, which isn't the same as passively watching a TV show or reading a book. Definitely more "railroady" than an open sandbox or variant path dungeon.
Not everyone enjoys the "spend weeks of time on something that may end up narratively unsatisfying". I love immersive play, but I also love professional storylines. Good lord, I know I have a hard time coming up with ideas that are more than just "Heres my lame take on bladerunner, but you know: magic is there too"
 

Not everyone enjoys the "spend weeks of time on something that may end up narratively unsatisfying". I love immersive play, but I also love professional storylines. Good lord, I know I have a hard time coming up with ideas that are more than just "Heres my lame take on bladerunner, but you know: magic is there too"
Yea. This.

A lot of players, I think, are far more casual than a lot of us here.
 

Not everyone enjoys the "spend weeks of time on something that may end up narratively unsatisfying". I love immersive play, but I also love professional storylines. Good lord, I know I have a hard time coming up with ideas that are more than just "Heres my lame take on bladerunner, but you know: magic is there too"
That's why both should be available. I for one would rather have a setting full of stuff I can rip apart and rearrange for my own use than a "professional storyline" I'm expected to follow. The players decide what's satisfying to them and pursue such, not me or some designer. I just make a world and provide options.
 





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