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How Did I Survive AD&D? Fudging and Railroads, Apparently
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<blockquote data-quote="Stormonu" data-source="post: 9468577" data-attributes="member: 52734"><p>I'm only vaguely familiar with the <em>The Enemy Within</em> and <em>Masks of Nyarlahotep.</em></p><p></p><p>Most of the pre-Dragonlance 1E adventures are sandboxes, with at best guard rails around the outer bounds. There may be an expected path, but players pretty much have free agency in how and/or if they will tackle the various encounters. Most of the time, the players have quite a bit of control of the order they will even approach certain encounters.</p><p></p><p>2E is really bad about (boxed text) scripted <em>scenes</em> where player agency is revoked. Some even go so far as to tell the players how their characters feel and react, without the player having any sort of control over the situation. There's not just bumpers to keep the players on track, there's a monorail underneath them forcing them into particular actions to tell a predetermined story. They're cut scenes without the button interplay, and usually pretty heavy-handed as well as poorly written for assuming how players will actually react (or what they could possibly do, especially with spells at the ready).</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9468577, member: 52734"] I'm only vaguely familiar with the [I]The Enemy Within[/I] and [I]Masks of Nyarlahotep.[/I] Most of the pre-Dragonlance 1E adventures are sandboxes, with at best guard rails around the outer bounds. There may be an expected path, but players pretty much have free agency in how and/or if they will tackle the various encounters. Most of the time, the players have quite a bit of control of the order they will even approach certain encounters. 2E is really bad about (boxed text) scripted [I]scenes[/I] where player agency is revoked. Some even go so far as to tell the players how their characters feel and react, without the player having any sort of control over the situation. There's not just bumpers to keep the players on track, there's a monorail underneath them forcing them into particular actions to tell a predetermined story. They're cut scenes without the button interplay, and usually pretty heavy-handed as well as poorly written for assuming how players will actually react (or what they could possibly do, especially with spells at the ready). [/QUOTE]
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How Did I Survive AD&D? Fudging and Railroads, Apparently
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