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Are DMs getting lazy?
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<blockquote data-quote="Greg Benage" data-source="post: 6549024" data-attributes="member: 93631"><p>For me, this isn't an issue of "railroad vs. sandbox." The classic dungeon is either a branching railroad or a constrained sandbox, depending which elements you choose to emphasize. The key is that that the dungeon is much easier to prepare than a heavily plotted story game with a cast of thousands and wheels within wheels. If the latter is your expectation for "how a D&D adventure should be," your estimation of the time you must invest in it will be considerably greater.</p><p></p><p>Adventure Path-style adventures (starting with the first one, Dragonlance) are popular because (in my opinion and in my experience as a publisher) the majority of customers who purchase them are reading rather than playing them. And, in fact, this is a trend that I think drives some of the demand for published products, as the "how often do you play" thread suggests: a sizable segment of the audience doesn't play very often, but has found other ways to engage with the hobby by reading products and discussing the game online. For this segment, the usual response that "you can create whatever you want!" entirely misses them.</p><p></p><p>P.S. I crossposted with halfling rogue, but I think he's pointing in the same direction.</p></blockquote><p></p>
[QUOTE="Greg Benage, post: 6549024, member: 93631"] For me, this isn't an issue of "railroad vs. sandbox." The classic dungeon is either a branching railroad or a constrained sandbox, depending which elements you choose to emphasize. The key is that that the dungeon is much easier to prepare than a heavily plotted story game with a cast of thousands and wheels within wheels. If the latter is your expectation for "how a D&D adventure should be," your estimation of the time you must invest in it will be considerably greater. Adventure Path-style adventures (starting with the first one, Dragonlance) are popular because (in my opinion and in my experience as a publisher) the majority of customers who purchase them are reading rather than playing them. And, in fact, this is a trend that I think drives some of the demand for published products, as the "how often do you play" thread suggests: a sizable segment of the audience doesn't play very often, but has found other ways to engage with the hobby by reading products and discussing the game online. For this segment, the usual response that "you can create whatever you want!" entirely misses them. P.S. I crossposted with halfling rogue, but I think he's pointing in the same direction. [/QUOTE]
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