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Do you prefer your character to be connected or unconnected to the adventure hook?
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<blockquote data-quote="Lanefan" data-source="post: 8081958" data-attributes="member: 29398"><p>True. That said, I suppose they call them adventure <strong>paths</strong> for a reason. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I do see a difference between truly linear (within an adventure, this would be having the encounters/rooms put together like a string of beads where you can't get to any one without having done all the ones before) and not-quite-so-linear, where you've got choices all over the place but eventually they're going to funnel you either to a choke point or to the BBEG at the end. I don't mind the latter, I'm not at all a fan of the former.</p><p></p><p>True. IMO the best adventure paths are the ones that seem from the player side to just emerge organically out of the run of play (and this can happen even within a true sandbox) where something that happens in the fiction prompts the party to undergo a connected series of adventures by their own choice.</p><p></p><p>Were my players reading this there'd be a loud chorus of "Hey, send those treasure maps over here - if they don't want 'em, we do! We like treasure!"</p><p></p><p>And yes, some players prefer to simply ride the train. Makes DMing them easier, to be sure, but it's nowhere near as much fun. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 8081958, member: 29398"] True. That said, I suppose they call them adventure [B]paths[/B] for a reason. :) I do see a difference between truly linear (within an adventure, this would be having the encounters/rooms put together like a string of beads where you can't get to any one without having done all the ones before) and not-quite-so-linear, where you've got choices all over the place but eventually they're going to funnel you either to a choke point or to the BBEG at the end. I don't mind the latter, I'm not at all a fan of the former. True. IMO the best adventure paths are the ones that seem from the player side to just emerge organically out of the run of play (and this can happen even within a true sandbox) where something that happens in the fiction prompts the party to undergo a connected series of adventures by their own choice. Were my players reading this there'd be a loud chorus of "Hey, send those treasure maps over here - if they don't want 'em, we do! We like treasure!" And yes, some players prefer to simply ride the train. Makes DMing them easier, to be sure, but it's nowhere near as much fun. :) [/QUOTE]
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