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Are DMs getting lazy?
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<blockquote data-quote="Reynard" data-source="post: 6547872" data-attributes="member: 467"><p>The rise of the Adventure Path is, IMO, one of the worst things to happen in the gaming space. Not the multiple-part adventure, mind you. We have had those forever. But this idea of a self contained campaign story in predetermined form, taking characters from level 1 to whatever in a closed, linear plot. It not only puts way too much emphasis on a predetermined long form story, which I do not think provides any real benefit to play and creates problems with things like character death and player turnover, but it also is too restrictive in style, tone and feel. A good campaign is episodic, it reacts to the PCs' actions and it allows for variation over the course of time. The best way to achieve these things is through a sandbox environment, IMO, but I have seen it successfully done with travelogue style campaigns and ones designed to emulate a TV show structure. In any case, while consistent threads and underlying continuity can go a long way toward creating a cohesive feeling campaign, an actual campaign level plot is stifling and restrictive.</p><p></p><p>That all said, I get why they are popular. What I do not understand is why with 5 E would rely exclusively on them, especially how good a mini sandbox they created with the Starter Set ( and it still boggles that Phandelver is not on the schedule in a standalone, expanded form, but that's another thread).</p><p></p><p>Anyway, I'm way off topic.</p></blockquote><p></p>
[QUOTE="Reynard, post: 6547872, member: 467"] The rise of the Adventure Path is, IMO, one of the worst things to happen in the gaming space. Not the multiple-part adventure, mind you. We have had those forever. But this idea of a self contained campaign story in predetermined form, taking characters from level 1 to whatever in a closed, linear plot. It not only puts way too much emphasis on a predetermined long form story, which I do not think provides any real benefit to play and creates problems with things like character death and player turnover, but it also is too restrictive in style, tone and feel. A good campaign is episodic, it reacts to the PCs' actions and it allows for variation over the course of time. The best way to achieve these things is through a sandbox environment, IMO, but I have seen it successfully done with travelogue style campaigns and ones designed to emulate a TV show structure. In any case, while consistent threads and underlying continuity can go a long way toward creating a cohesive feeling campaign, an actual campaign level plot is stifling and restrictive. That all said, I get why they are popular. What I do not understand is why with 5 E would rely exclusively on them, especially how good a mini sandbox they created with the Starter Set ( and it still boggles that Phandelver is not on the schedule in a standalone, expanded form, but that's another thread). Anyway, I'm way off topic. [/QUOTE]
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