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*Dungeons & Dragons
Hoard of the Dragon Queen, Linear Adventures and Sandbox Wishes
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<blockquote data-quote="Reynard" data-source="post: 6355995" data-attributes="member: 467"><p>I impulse bought HotDQ yesterday when I picked up my preorder PHB. While I have not had time to read it throroughly, I did do an hour-ish flip through, mostly looking how each chapter begins, ends and leads to the next. Maybe I have missed some nuance in the meat of each episode, but to me the plot and trajectory of HotDQ seems very linear. The module assumes the characters do A-B-C-D, and while it seems there might be a little elbow room within each episode, there is not much between them.</p><p></p><p>This is, I think, a problem with Adventure Path style design that has been pervasive for over 10 years since the advent of Shackled City (obviously there are also earlier examples such as the classic DragonLance modules). While I understand the popularity of this kind of campaign/adventure design, I personally do not prefer it. Given the freedom inherent in table top RPGs over similar forms (adventure board games, CRPGs) I think that same freedom should be reflected in modules, even this big event modules. In other words, I prefer Sandbox play.</p><p></p><p>So how would you do HotDQ as a Sandbox? The key, I think, is to focus on situation over plot. By that I mean instead of going with the idea that the plot is that the heroes must stop the cultists, simply focus on what the Cult of the Dragon are trying to achieve and what they are doing to achieve it. This is a layer of activity and NPCs that goes on top of a location (an area of the Sword Coast, for example). Once you establish the relationship between the two -- the situation and the location I mean -- and maybe include a timeline (which can be driven by time, events or both), it is easy to drop the PCs in and let them become part of the mix. Aftrer a few run ins with Dragon Cultists on unconnected adventures and they'll start to see the bigger picture -- or not, which is fine too because you still have this detailed region to explore. Maybe they won't even realize there's a looming threat until Tiamat herself emerges from her Abyssal prison. Imagine the look on their faces as the disparate clues fall into place in their minds like the end of an M. Night Shyamalan move!</p><p></p><p>Anyway, my point is a) I am a little underwhelmed by HotDQ because it does seem very linear, and b) in my own experience as a DM for 30 years or so, I think "Sandboxes with Situations" create better, more fun play experiences than "Adventure Path" style campaign setups.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Reynard, post: 6355995, member: 467"] I impulse bought HotDQ yesterday when I picked up my preorder PHB. While I have not had time to read it throroughly, I did do an hour-ish flip through, mostly looking how each chapter begins, ends and leads to the next. Maybe I have missed some nuance in the meat of each episode, but to me the plot and trajectory of HotDQ seems very linear. The module assumes the characters do A-B-C-D, and while it seems there might be a little elbow room within each episode, there is not much between them. This is, I think, a problem with Adventure Path style design that has been pervasive for over 10 years since the advent of Shackled City (obviously there are also earlier examples such as the classic DragonLance modules). While I understand the popularity of this kind of campaign/adventure design, I personally do not prefer it. Given the freedom inherent in table top RPGs over similar forms (adventure board games, CRPGs) I think that same freedom should be reflected in modules, even this big event modules. In other words, I prefer Sandbox play. So how would you do HotDQ as a Sandbox? The key, I think, is to focus on situation over plot. By that I mean instead of going with the idea that the plot is that the heroes must stop the cultists, simply focus on what the Cult of the Dragon are trying to achieve and what they are doing to achieve it. This is a layer of activity and NPCs that goes on top of a location (an area of the Sword Coast, for example). Once you establish the relationship between the two -- the situation and the location I mean -- and maybe include a timeline (which can be driven by time, events or both), it is easy to drop the PCs in and let them become part of the mix. Aftrer a few run ins with Dragon Cultists on unconnected adventures and they'll start to see the bigger picture -- or not, which is fine too because you still have this detailed region to explore. Maybe they won't even realize there's a looming threat until Tiamat herself emerges from her Abyssal prison. Imagine the look on their faces as the disparate clues fall into place in their minds like the end of an M. Night Shyamalan move! Anyway, my point is a) I am a little underwhelmed by HotDQ because it does seem very linear, and b) in my own experience as a DM for 30 years or so, I think "Sandboxes with Situations" create better, more fun play experiences than "Adventure Path" style campaign setups. Thoughts? [/QUOTE]
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