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General Tabletop Discussion
*TTRPGs General
Adventure Design Philosophy (was: Best D&D Adventures)
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<blockquote data-quote="MerricB" data-source="post: 4405619" data-attributes="member: 3586"><p>Forked from: <a href="http://www.enworld.org/forum/showpost.php?postid=4405535" target="_blank"> Best D&D Adventures </a></p><p></p><p></p><p></p><p>Honestly, it does depend on the adventure you look at. 3rd edition had a dearth of official (non-Dungeon) adventures during its run, but you get a wide variety of adventures even from the official ones.</p><p></p><p><em>The Sunless Citadel</em>, <em>The Forge of Fury</em> and <em>Deep Horizon</em> are pretty classic sandbox-style adventures, although they provide more hooks than, say <em>The Keep on the Borderlands</em>.</p><p></p><p><em>The Speaker in Dreams</em> is a situation/urban adventure, of which there aren't that many classic examples. <em>The Veiled Society</em>, a basic adventure, comes to mind.</p><p></p><p><em>Red Hand of Doom</em> is a storyline adventure; of similar vintage to some of the Dragonlance adventures. Indeed, the classic <em>Against the Giants</em> series has a linear plotline, although the players have a great deal of freedom of how they approach each part.</p><p></p><p>I don't think many adventures of classic times used the "investigation" plot - <em>The Assassin's Knot</em>, perhaps, but mostly they're either exploration or goal-orientated.</p><p></p><p>###</p><p></p><p>You mention that you don't see a plot in "Giants" - I suggest you haven't looked hard enough. It's there, and indeed, it's as linear as they come. It might just not be presented in a form that you're familiar with. (It's also utterly confused by Q1, which bears little relationship to the motivations laid out in D1-3!)</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 4405619, member: 3586"] Forked from: [url=http://www.enworld.org/forum/showpost.php?postid=4405535] Best D&D Adventures [/url] Honestly, it does depend on the adventure you look at. 3rd edition had a dearth of official (non-Dungeon) adventures during its run, but you get a wide variety of adventures even from the official ones. [i]The Sunless Citadel[/i], [i]The Forge of Fury[/i] and [i]Deep Horizon[/i] are pretty classic sandbox-style adventures, although they provide more hooks than, say [i]The Keep on the Borderlands[/i]. [i]The Speaker in Dreams[/i] is a situation/urban adventure, of which there aren't that many classic examples. [i]The Veiled Society[/i], a basic adventure, comes to mind. [i]Red Hand of Doom[/i] is a storyline adventure; of similar vintage to some of the Dragonlance adventures. Indeed, the classic [i]Against the Giants[/i] series has a linear plotline, although the players have a great deal of freedom of how they approach each part. I don't think many adventures of classic times used the "investigation" plot - [i]The Assassin's Knot[/i], perhaps, but mostly they're either exploration or goal-orientated. ### You mention that you don't see a plot in "Giants" - I suggest you haven't looked hard enough. It's there, and indeed, it's as linear as they come. It might just not be presented in a form that you're familiar with. (It's also utterly confused by Q1, which bears little relationship to the motivations laid out in D1-3!) Cheers! [/QUOTE]
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