Dannager
First Post
I propose a motion: that when referring to a series of adventures that link together we henceforth use the term "adventure arc" or, failing that, "story arc".
But I like adventure path.
I propose a motion: that when referring to a series of adventures that link together we henceforth use the term "adventure arc" or, failing that, "story arc".
That's fair; I don't mean to suggest that people who use published adventures are lazy or incapable.I think you miss my point. Adventures are not only for lazy people, they are also for the ones that want to know what D&D is all about. They showcase the strengths of the game. Unfortunately TSR and WotC only published good (or average one in my opinion) adventures at the end of the life of each edition...
I can't think of a faster way to get me not to buy than to design a game around an adventure (*) path specifically.
Now, if they want to do an adventure (*) path, and a site-based/event-based hyrid and then also a wide-open sandbox--and then show how the game works in all three, then I'm interested.
The assumption that the adventure (*) path is the guiding light would pretty much convince me that the designers were incapable of even understanding what I would like, let alone producing it.
That's what I had in mind.I second this motion.
Maybe a different bersion would be to do several stand-alone adventures and then give a rough guideline how they can be strung together into an arc if so desired.
I propose a motion: that when referring to a series of adventures that link together we henceforth use the term "adventure arc" or, failing that, "story arc".
They need a real classic of an adventure to kick the game off. Remember really good adventures? They did exist, back in the day, though I'm not sure how much was nostalgia!
Not just for D&D either, but Call of Cthulhu, Traveller, Runequest, they all had classics - and those classics are, often, still remembered today. They need something with that quality and impact.
Red Hand of Doom was the last decent WoTC adventure I interacted with (as a GM). I played two 4E adventures, but I didn't enjoy the game, and that was partly down to the adventures and their focus.
(My 'dream team' is probably Bruce Cordell, Ari Marmell, Wolfgang Baur and the Alexandrian for his work on "node-based design".)