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Forked Thread: Rate WotC as a company: 4e Complete?
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<blockquote data-quote="pemerton" data-source="post: 4397602" data-attributes="member: 42582"><p>I did express it as a hope, not a prediction. After I posted I read through Heathen more closely and I think it's not bad for a WoTC adventure. H1 I haven't seen but reviews suggest it is a dungeon crawl of the sort I don't really like. Sleeper I want to look at more closely but I'm sure you're right. H2 I don't know.</p><p></p><p>I'm not sure I share your notion of non-railroading. I'm not talking about sandbox play. I'm talking about an adventure when the players get to choose how they respond to the climax (eg get to decide who to oppose and who to support, and what thematic attitude to take towards the whole affair).</p><p></p><p>This sort of adventure does require a pre-planned set-piece encounter (sandbox play tends not to produce dramatic climaxes). But it requires the players to be free to choose how their PCs deal with that climax. This generally requires a degree of flexibility in the lead up also, as the players learn more about the different parties to the situation, what is at stake, and therefore what possible responses their PCs might have.</p><p></p><p>Of d20 modules, the main ones I know that support this approach to play are the Penumbra adventures (especially Maiden Voyage, Belly of the Beast and Ebon Mirror, and to an extent Last Dance, Three Days to Kill and Hallowed Hall). What Evil Lurks, from Necromancer, also does to an extent. So does Heathen, although the adventure author squibs on the most challenging option the PCs might take.</p><p></p><p>Dungeon crawls generlly don't support this sort of adventure, as they have too many thematicaly extraneous encounters. Most 3E WoTC adventures that I know are very bad for this sort of play, because the adventure only gets off the ground if the players can be relied upon to agree with the GM as to the moral evaluation of the whole situation.</p></blockquote><p></p>
[QUOTE="pemerton, post: 4397602, member: 42582"] I did express it as a hope, not a prediction. After I posted I read through Heathen more closely and I think it's not bad for a WoTC adventure. H1 I haven't seen but reviews suggest it is a dungeon crawl of the sort I don't really like. Sleeper I want to look at more closely but I'm sure you're right. H2 I don't know. I'm not sure I share your notion of non-railroading. I'm not talking about sandbox play. I'm talking about an adventure when the players get to choose how they respond to the climax (eg get to decide who to oppose and who to support, and what thematic attitude to take towards the whole affair). This sort of adventure does require a pre-planned set-piece encounter (sandbox play tends not to produce dramatic climaxes). But it requires the players to be free to choose how their PCs deal with that climax. This generally requires a degree of flexibility in the lead up also, as the players learn more about the different parties to the situation, what is at stake, and therefore what possible responses their PCs might have. Of d20 modules, the main ones I know that support this approach to play are the Penumbra adventures (especially Maiden Voyage, Belly of the Beast and Ebon Mirror, and to an extent Last Dance, Three Days to Kill and Hallowed Hall). What Evil Lurks, from Necromancer, also does to an extent. So does Heathen, although the adventure author squibs on the most challenging option the PCs might take. Dungeon crawls generlly don't support this sort of adventure, as they have too many thematicaly extraneous encounters. Most 3E WoTC adventures that I know are very bad for this sort of play, because the adventure only gets off the ground if the players can be relied upon to agree with the GM as to the moral evaluation of the whole situation. [/QUOTE]
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