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Hoard of the Dragon Queen - a solid D effort.
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<blockquote data-quote="Olgar Shiverstone" data-source="post: 6376598" data-attributes="member: 5868"><p>A few small dungeons does not a sandbox make. One of them only has one real choice in it. One is a manor house, so not a lot of choice. The other two have a couple of possible routes through them -- but does not change the fact that the arc of the entire adventure is essentially linear and the PCs are required to spend much of the adventure following the bad guys around.</p><p></p><p>If the adventure were seeded with options for more hooks and information that might allow investigation to lead to different points of the adventure, allow the PCs to get ahead of the bad guys, or even reach the final location after bypassing some earlier locations, I might credit it as a sandbox.</p><p></p><p>But as written -- nope, pretty much linear.</p><p></p><p>IMO, a good adventure, not just a good dungeon, should allow through good play or luck for the players to make choices about what elements, in what order, they tackle much of the adventure. It doesn't have to be the whole adventure, but if you flow chart the major elements, you should strive for a couple of good paths. For my own personal model of this, check out <em>The Desolation of Oakhurst</em>, available here at EN World -- although the PCs can follow a linear arc through the adventure, there is an included flowchart that supports multiple means of progressing through the adventure.</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 6376598, member: 5868"] A few small dungeons does not a sandbox make. One of them only has one real choice in it. One is a manor house, so not a lot of choice. The other two have a couple of possible routes through them -- but does not change the fact that the arc of the entire adventure is essentially linear and the PCs are required to spend much of the adventure following the bad guys around. If the adventure were seeded with options for more hooks and information that might allow investigation to lead to different points of the adventure, allow the PCs to get ahead of the bad guys, or even reach the final location after bypassing some earlier locations, I might credit it as a sandbox. But as written -- nope, pretty much linear. IMO, a good adventure, not just a good dungeon, should allow through good play or luck for the players to make choices about what elements, in what order, they tackle much of the adventure. It doesn't have to be the whole adventure, but if you flow chart the major elements, you should strive for a couple of good paths. For my own personal model of this, check out [I]The Desolation of Oakhurst[/I], available here at EN World -- although the PCs can follow a linear arc through the adventure, there is an included flowchart that supports multiple means of progressing through the adventure. [/QUOTE]
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