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<blockquote data-quote="MerricB" data-source="post: 3897673" data-attributes="member: 3586"><p>Just to give you an idea of an event-triggered adventure that "burns" an idea (at least for that group):</p><p></p><p>A comet falls to earth, and the king offers a reward to the adventurers who will return the fallen comet to him.</p><p></p><p>If the PCs decide to do something else, the comet adventure can't be used again. (How many comets fall to Oerth, anyway?)</p><p></p><p>####</p><p></p><p>This is a different case to a limited environment, like the Keep of the Borderlands adventure. In that case, there are limits to where the PCs can go (the borders of the map!), but if they stay within those limits, there are lots of things they can do, and we're certainly not talking about a linear adventure here.</p><p></p><p>For these "mini-campaign" settings, the classics are Keep on the Borderlands, Village of Hommlet, and Secret of Bone Hill.</p><p></p><p>###</p><p></p><p>For "channelled adventure" but still with a lot of freedom as to how it progresses, consider Dragons of Despair; Pharoah; and the Giant/Drow series.</p><p></p><p>In those cases, there is a direction the PCs eventually need to go in. In DL1, the PCs eventually need to reach Xak Tsaroth. In Pharoah, they need to enter the pyramid. In Giant/Drow, they need to kill giants and find the way to the next adventure. There are bottlenecks that they need to get through; however, before that happens, they can do quite a lot of interesting things. (D3 becomes the most free, especially because it doesn't have a conclusion, unlike the Hickman adventures).</p><p></p><p>###</p><p></p><p>For "linear" adventures, you're looking at things like White Plume Mountain, Slave Pits of the Undercity, and other tournament-style adventures. Dragons of Fire also comes to mind - it's so much more linear than about every other Dragonlance module!</p><p></p><p>Either with a linear dungeon or a linear storyline, there's not much opportunity for the PCs to deviate from the plot.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 3897673, member: 3586"] Just to give you an idea of an event-triggered adventure that "burns" an idea (at least for that group): A comet falls to earth, and the king offers a reward to the adventurers who will return the fallen comet to him. If the PCs decide to do something else, the comet adventure can't be used again. (How many comets fall to Oerth, anyway?) #### This is a different case to a limited environment, like the Keep of the Borderlands adventure. In that case, there are limits to where the PCs can go (the borders of the map!), but if they stay within those limits, there are lots of things they can do, and we're certainly not talking about a linear adventure here. For these "mini-campaign" settings, the classics are Keep on the Borderlands, Village of Hommlet, and Secret of Bone Hill. ### For "channelled adventure" but still with a lot of freedom as to how it progresses, consider Dragons of Despair; Pharoah; and the Giant/Drow series. In those cases, there is a direction the PCs eventually need to go in. In DL1, the PCs eventually need to reach Xak Tsaroth. In Pharoah, they need to enter the pyramid. In Giant/Drow, they need to kill giants and find the way to the next adventure. There are bottlenecks that they need to get through; however, before that happens, they can do quite a lot of interesting things. (D3 becomes the most free, especially because it doesn't have a conclusion, unlike the Hickman adventures). ### For "linear" adventures, you're looking at things like White Plume Mountain, Slave Pits of the Undercity, and other tournament-style adventures. Dragons of Fire also comes to mind - it's so much more linear than about every other Dragonlance module! Either with a linear dungeon or a linear storyline, there's not much opportunity for the PCs to deviate from the plot. Cheers! [/QUOTE]
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