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[+]APs, Railroads and Other Linear Adventures
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<blockquote data-quote="toucanbuzz" data-source="post: 8661560" data-attributes="member: 19270"><p><strong>Customized characters. </strong>I've gamed with all types including many who prefer a linear adventure design as they can create characters specifically tailored for that campaign and immerse even more. In <em>Curse of Strahd, </em>we immersed in gothic Transylvania style art, music, and characters (e.g. no dragonborn, no tieflings) just for that ride.</p><p></p><p><strong>Player Personalities. </strong>Some gamers don't respond well to "make your own adventures" and I see some players tend to dominate the roleplay and adventure generation in those circumstances. If you see only 2 people tending to do all the planning, it's a concern. For me, it increases the involvement of gamers because everyone begins focused on the same overarching goal (e.g. escape the Underdark or Barovia). </p><p></p><p><strong>Epic focus. </strong>You expect a linear adventure to be epic with an epic finale. Sometimes, it's fun to take that ride for that reason, intending to effectively take on the role of major movie characters who are united in the effort to throw the Ring in the Volcano.</p><p></p><p><strong>Maps and Encounters. </strong>With linear adventures wherein you know players are headed for Castle Ravenloft, you can, in advance, work up more detailed maps, traps, and encounters than you might when having to generate material on the go. I had players make desert pieces for a Dark Sun campaign, and in an <em>Out of the Abyss </em>module, some gamers printed and painted 3-D massive minis for our demon lords after I hinted what I would want on the table. Because players are voluntarily accepting the "railroad" (roller coaster is better), they can get involved in a different way than full sandbox.</p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 8661560, member: 19270"] [B]Customized characters. [/B]I've gamed with all types including many who prefer a linear adventure design as they can create characters specifically tailored for that campaign and immerse even more. In [I]Curse of Strahd, [/I]we immersed in gothic Transylvania style art, music, and characters (e.g. no dragonborn, no tieflings) just for that ride. [B]Player Personalities. [/B]Some gamers don't respond well to "make your own adventures" and I see some players tend to dominate the roleplay and adventure generation in those circumstances. If you see only 2 people tending to do all the planning, it's a concern. For me, it increases the involvement of gamers because everyone begins focused on the same overarching goal (e.g. escape the Underdark or Barovia). [B]Epic focus. [/B]You expect a linear adventure to be epic with an epic finale. Sometimes, it's fun to take that ride for that reason, intending to effectively take on the role of major movie characters who are united in the effort to throw the Ring in the Volcano. [B]Maps and Encounters. [/B]With linear adventures wherein you know players are headed for Castle Ravenloft, you can, in advance, work up more detailed maps, traps, and encounters than you might when having to generate material on the go. I had players make desert pieces for a Dark Sun campaign, and in an [I]Out of the Abyss [/I]module, some gamers printed and painted 3-D massive minis for our demon lords after I hinted what I would want on the table. Because players are voluntarily accepting the "railroad" (roller coaster is better), they can get involved in a different way than full sandbox. [/QUOTE]
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