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How dungeons have changed in Dungeons and Dragons
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<blockquote data-quote="gizmo33" data-source="post: 3249351" data-attributes="member: 30001"><p>I disagree. I think S1 has a vareity of different outcomes. Plus the important thing is that S1 doesn't innately encourage a plot railroad by, for example, setting up a "scene" later in the module that requires certain NPCs to be alive or whatever - making it unusable if things didn't follow the plot. S1 is site-based, and I think any site-based adventure that basically gives PCs the choice of doing whatever they want isn't railroady. </p><p></p><p>Of course that relies on a definition of "railroady" that's useful, and IMO useful is one that emphasises player choice. There are 99+ ways to die in S1, but the way you die is pretty much up to the player. </p><p></p><p>And you can't rule out the role that a DM has in interpreting the material and making it more or less railroady. The GDQ series of adventures is extremely open-ended depending on what you're willing to do to expand it, but there aren't sections that suddenly become completely unusable just because the PCs decided to take a detour or a key NPC got killed or whatever. That's not the case with Dragonlance or any other module or module series that I would use the term "railroady" for.</p><p></p><p></p><p></p><p>Most 3E adventures I've seen have been in Dungeon magazine and those, by far, are all site-based which I think by definition is about as un-railroady as you can get. The "adventure paths", by nature, lean more towards the Dragonlance side of things, but there are usually large pieces of the adventure that are site based and useable if you don't follow the plot.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3249351, member: 30001"] I disagree. I think S1 has a vareity of different outcomes. Plus the important thing is that S1 doesn't innately encourage a plot railroad by, for example, setting up a "scene" later in the module that requires certain NPCs to be alive or whatever - making it unusable if things didn't follow the plot. S1 is site-based, and I think any site-based adventure that basically gives PCs the choice of doing whatever they want isn't railroady. Of course that relies on a definition of "railroady" that's useful, and IMO useful is one that emphasises player choice. There are 99+ ways to die in S1, but the way you die is pretty much up to the player. And you can't rule out the role that a DM has in interpreting the material and making it more or less railroady. The GDQ series of adventures is extremely open-ended depending on what you're willing to do to expand it, but there aren't sections that suddenly become completely unusable just because the PCs decided to take a detour or a key NPC got killed or whatever. That's not the case with Dragonlance or any other module or module series that I would use the term "railroady" for. Most 3E adventures I've seen have been in Dungeon magazine and those, by far, are all site-based which I think by definition is about as un-railroady as you can get. The "adventure paths", by nature, lean more towards the Dragonlance side of things, but there are usually large pieces of the adventure that are site based and useable if you don't follow the plot. [/QUOTE]
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