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<blockquote data-quote="Hussar" data-source="post: 9254217" data-attributes="member: 22779"><p>So, basically, any Adventure Path is bad for play? After all, every Adventure Path has a defined structure to it. You know you're going to do X and Y and Z. You might do them in different order, and you might skip some of it, but, at the end of the day, you're still going to be facing off with that NPC in that location.</p><p></p><p>I'm not sure I would agree that one is better than the other. For one, a structured game can be really good. It can be much better paced than an emergent one (not that it will always be, I'm saying CAN) simply because everyone is rowing in the same direction. Yes, there's some rails there, but, since no one minds them being there, they aren't a problem.</p><p></p><p>This notion that sandbox, emergent play, is somehow superior is one that I find really hard to justify. I dunno. I've certainly had bad experiences with both. And, for myself, with my extremely limited free time, the odds that you're going to get the freedom that you want is virtually non-existent. I just don't have the time to build that much stuff. It's why I tend to run episodic campaigns. I prep for the next session, maybe two, and that's about it. I have no idea what's over yonder hill because that's not part of this adventure. The adventure is THAT WAY. If you want to go somewhere else, well, you run the game. I just don't have time to devote to that.</p><p></p><p>OTOH, within each episode of episodic campaigns that I run, I do strive to give as much freedom as I possibly can. They might not be very big sandboxes, but, I do try to make them as sandbox as possible.</p></blockquote><p></p>
[QUOTE="Hussar, post: 9254217, member: 22779"] So, basically, any Adventure Path is bad for play? After all, every Adventure Path has a defined structure to it. You know you're going to do X and Y and Z. You might do them in different order, and you might skip some of it, but, at the end of the day, you're still going to be facing off with that NPC in that location. I'm not sure I would agree that one is better than the other. For one, a structured game can be really good. It can be much better paced than an emergent one (not that it will always be, I'm saying CAN) simply because everyone is rowing in the same direction. Yes, there's some rails there, but, since no one minds them being there, they aren't a problem. This notion that sandbox, emergent play, is somehow superior is one that I find really hard to justify. I dunno. I've certainly had bad experiences with both. And, for myself, with my extremely limited free time, the odds that you're going to get the freedom that you want is virtually non-existent. I just don't have the time to build that much stuff. It's why I tend to run episodic campaigns. I prep for the next session, maybe two, and that's about it. I have no idea what's over yonder hill because that's not part of this adventure. The adventure is THAT WAY. If you want to go somewhere else, well, you run the game. I just don't have time to devote to that. OTOH, within each episode of episodic campaigns that I run, I do strive to give as much freedom as I possibly can. They might not be very big sandboxes, but, I do try to make them as sandbox as possible. [/QUOTE]
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