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<blockquote data-quote="Uller" data-source="post: 6852475" data-attributes="member: 413"><p>Exactly. Not all mysteries are meant to be solved. When running homebrews, I place hooks and clues to various things for the PCs to find (about 2 or 3 per adventure). They frequently expire and my players wonder about them..."So what was going on in that town where once every 7 years merchants from out of town go missing."...you missed it...I guess you'll have to wait 7 years to find out...the reality is I have no idea where they would have lead. </p><p></p><p></p><p>I don't have problems with APs having a railroad approach to the start of the adventure. APs are a big investment of time for players and DMs alike and I wouldn't embark on them without player buy-in so providing an intro that is essentially a big sign that reads "THIS WAY TO CURSE OF STRAHD...NO EXIT" is fine, imo. I've played in many games where the DM was unable to get the PCs onto his plot-line and we felt like we were stumbling around looking for the hook and felt like saying "Just tell us where the adventure starts already! We're tired of wandering around talking to random NPCs!"</p><p></p><p>A clever and experienced DM can hew is own path into the AP. Some are better at it than others. In my old age, I've grown so tired of it I prefer to start my adventures with some crisis. The players can figure out how they came to be there and their backstory later. I always fall back to action movies...Indiana Jones and the Temple of Doom is, to me, the iconic D&D adventure.</p><p></p><p>"So you're in the tavern and have the gem you were hired to find. You are sitting at the table with the man that hired you. You don't trust him..." how and why you came to be there can be filled in later. Every adventure starts somewhere. So a campaign may as well start with the adventure.</p></blockquote><p></p>
[QUOTE="Uller, post: 6852475, member: 413"] Exactly. Not all mysteries are meant to be solved. When running homebrews, I place hooks and clues to various things for the PCs to find (about 2 or 3 per adventure). They frequently expire and my players wonder about them..."So what was going on in that town where once every 7 years merchants from out of town go missing."...you missed it...I guess you'll have to wait 7 years to find out...the reality is I have no idea where they would have lead. I don't have problems with APs having a railroad approach to the start of the adventure. APs are a big investment of time for players and DMs alike and I wouldn't embark on them without player buy-in so providing an intro that is essentially a big sign that reads "THIS WAY TO CURSE OF STRAHD...NO EXIT" is fine, imo. I've played in many games where the DM was unable to get the PCs onto his plot-line and we felt like we were stumbling around looking for the hook and felt like saying "Just tell us where the adventure starts already! We're tired of wandering around talking to random NPCs!" A clever and experienced DM can hew is own path into the AP. Some are better at it than others. In my old age, I've grown so tired of it I prefer to start my adventures with some crisis. The players can figure out how they came to be there and their backstory later. I always fall back to action movies...Indiana Jones and the Temple of Doom is, to me, the iconic D&D adventure. "So you're in the tavern and have the gem you were hired to find. You are sitting at the table with the man that hired you. You don't trust him..." how and why you came to be there can be filled in later. Every adventure starts somewhere. So a campaign may as well start with the adventure. [/QUOTE]
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