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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 5523692"><p>I think people will be debating the history of RPGs for some time. But I found this section of the article interesting:</p><p></p><p>"While the problem of "railroaded" adventures is old news to many role-players, it seems clear that the industry is still struggling with finding a solution to it.  How do you provide effective support for running adventures without laying out a plot to follow?  During the 90's, the approach of providing maps and background had all but disappeared in favor of chapter-by-chapter or scene-by-scene plots. With the revival success of D&D, though, this may be reconsidered."</p><p></p><p>Something we pride ourselves on is our non-linear adventure design. We've even had a reviewer comment on this aspect of our modules.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 5523692"] I think people will be debating the history of RPGs for some time. But I found this section of the article interesting: "While the problem of "railroaded" adventures is old news to many role-players, it seems clear that the industry is still struggling with finding a solution to it. How do you provide effective support for running adventures without laying out a plot to follow? During the 90's, the approach of providing maps and background had all but disappeared in favor of chapter-by-chapter or scene-by-scene plots. With the revival success of D&D, though, this may be reconsidered." Something we pride ourselves on is our non-linear adventure design. We've even had a reviewer comment on this aspect of our modules. [/QUOTE]
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