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How dungeons have changed in Dungeons and Dragons
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<blockquote data-quote="Hussar" data-source="post: 3248551" data-attributes="member: 22779"><p>Then how can you consider Tomb of Horrors not a railroad? If the players step off the bread crumb trail even a little, they die. Not, they fight, and perhaps die, not, they might suffer some, they die. Never mind that the adventure is completely linear as well. Two false entrances (both of which have a fairly high chance of killing you) and a bleeding path to lead you down the proper entrance.</p><p></p><p>B2 Keep on the Borderlands, I fully agree, is not a railroad and is more of a mini-campaign than a dungeon. Heck, it's more like 10 small dungeons with a common starting point. For a truly free module, I don't think you can beat X1 Isle of Dread. That adventure isn't really an adventure at all, just a very large location with lots of goodies. Again, a mini-campaign rather than a strict single adventure.</p><p></p><p>But, point to later modules and saying that they are mostly railroads while early modules weren't is pattently untrue. I've already outlined 5 very early modules that were complete railroads. </p><p></p><p>No, you don't have to start a module in medias res. In fact, looking at many Dungeon modules, you see that they have five or six hooks for attracting the players to the adventures, all depending on what the group may or may not want to do. Even the first of the Savage Tide AP modules allows the party to deal with the main villain in any number of ways including joining her.</p><p></p><p>You want a module that doesn't railroad, try the World's Largest Dungeon. Beyond the initial entrance where you cannot leave, the actual exploration of the WLD is entirely up to the party. An entire campaign where the players are in total control of their actions. How's that for the antithesis of railroading?</p></blockquote><p></p>
[QUOTE="Hussar, post: 3248551, member: 22779"] Then how can you consider Tomb of Horrors not a railroad? If the players step off the bread crumb trail even a little, they die. Not, they fight, and perhaps die, not, they might suffer some, they die. Never mind that the adventure is completely linear as well. Two false entrances (both of which have a fairly high chance of killing you) and a bleeding path to lead you down the proper entrance. B2 Keep on the Borderlands, I fully agree, is not a railroad and is more of a mini-campaign than a dungeon. Heck, it's more like 10 small dungeons with a common starting point. For a truly free module, I don't think you can beat X1 Isle of Dread. That adventure isn't really an adventure at all, just a very large location with lots of goodies. Again, a mini-campaign rather than a strict single adventure. But, point to later modules and saying that they are mostly railroads while early modules weren't is pattently untrue. I've already outlined 5 very early modules that were complete railroads. No, you don't have to start a module in medias res. In fact, looking at many Dungeon modules, you see that they have five or six hooks for attracting the players to the adventures, all depending on what the group may or may not want to do. Even the first of the Savage Tide AP modules allows the party to deal with the main villain in any number of ways including joining her. You want a module that doesn't railroad, try the World's Largest Dungeon. Beyond the initial entrance where you cannot leave, the actual exploration of the WLD is entirely up to the party. An entire campaign where the players are in total control of their actions. How's that for the antithesis of railroading? [/QUOTE]
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