Right, sorry, that came out stronger than I meant it--or at least misdirected. My point is that there was a single style of adventure pursued at launch, this will inevitably have bad repercussions for the design. Even the decision to limit to such a narrow style would have those repercussions. If nothing else, it will seriously cramp the playtesting.
I'm seldom in favor of putting all the eggs in one basket. I'm really not in favor of it when the basket is front and center as your selling point.
Indeed! I did not mean to imply that the adventure path was to be a series of scenarios with the same style or taste.
I want WotC to explore all the strengths of the fantasy roleplaying game that
Dungeon & Dragons should be. If
D&D5 is good for only one kind of adventure, then I don't need it.
I want quality handouts, maps (both world, regional and tactical), visuals (NPC portraits, magic items, landscapes, etc.).
I want all kinds of scenes that matter : social interaction (gathering information, negociating, performing, etc.), exploring strange and mysterious places, searching a crime scene for clues, facing dangers (hazards, traps, monsters), facing moral dilemnas, uncovering evil twisted plots, solving puzzles, etc.
I also want
WotC to baffle me with scenes I never expected to be fun to play.
If the system doesn't akllow for this kind of wonders, then
D&D5 is not worth the legacy of the first roleplaying game.