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General Tabletop Discussion
*Pathfinder & Starfinder
It needs to be more of a sandbox than a railroad?
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<blockquote data-quote="gamerprinter" data-source="post: 6394420" data-attributes="member: 50895"><p>For the Kaidan setting of Japanese horror (PFRPG), <a href="http://rpg.drivethrustuff.com/product/91394/The-Gift-Curse-of-the-Golden-Spear-Part-1-PFRPG?term=The+Gift" target="_blank"><strong>The Curse of the Golden Spear</strong></a> mini-AP (5th - 8th level) has both linear and sandbox elements. The base storyline is the delivery of a gift as part of a trade introduction, a merchant hires a band of PCs to escort him and his item to a noble lord in an exotic land. Thus taking an item from point A to B, makes it linear. However, 2 courses of getting from point A to B is included - one across the wilderness mountains through a little traveled mountain pass, and one along the coast requiring passage through several coastal towns. Circumstances make the trip through the mountain pass the most viable option, though instructions are included if the PCs take the other route. At the end of the first adventure, the PCs find themselves in a small town about to get hit by brigands. This is an event based action, since the town would get hit that day, whether the PCs were there or not. There are ramifications in modules 2 and 3, on whether the PCs chose to help defend the town, as well as the level of success attained if they do chose to defend the town. Allies may or may not be available in later modules depending on the actions of the PCs, thus this encounter is very sandboxy and event driven.</p><p></p><p>Once the PCs leave the gift with the noble at point B, its all about returning to port to get in their ship and go home. And there are several avenues open for such a return. While one way is more detailed in a linear return as written, included gray box text, discuss if the PCs choose a different route. Also the curse included in the title of the AP becomes apparent during the return trip. It will certainly help to have some allies on the PCs side, but as mentioned, based on the defense of the town hit by brigands in the first module determines whom and how much help the PCs can get - so prior PCs actions determine this part of the adventure. The rest of the modules are both escape from Kaidan combined with how to deal with the curse the PCs find themselves under.</p><p></p><p>So this mini-AP, as mentioned by many in this thread regarding most published adventures has elements of railroad and sandbox throughout the storyline, with additional instructions if the PC party chooses to be more sandbox than the included linear parts - the adventures are designed to accomodate either style depending on how the GM and PCs desires to run it. And as an introductory exploration of Kaidan, the land and its unique rules, this mini-AP is nothing like other adventures and campaign settings. Despite possible similarities with other pre-written adventures, The Curse of the Golden Spear is a very different kind of adventure - occuring in a place you've never likely experienced before.</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 6394420, member: 50895"] For the Kaidan setting of Japanese horror (PFRPG), [URL="http://rpg.drivethrustuff.com/product/91394/The-Gift-Curse-of-the-Golden-Spear-Part-1-PFRPG?term=The+Gift"][B]The Curse of the Golden Spear[/B][/URL] mini-AP (5th - 8th level) has both linear and sandbox elements. The base storyline is the delivery of a gift as part of a trade introduction, a merchant hires a band of PCs to escort him and his item to a noble lord in an exotic land. Thus taking an item from point A to B, makes it linear. However, 2 courses of getting from point A to B is included - one across the wilderness mountains through a little traveled mountain pass, and one along the coast requiring passage through several coastal towns. Circumstances make the trip through the mountain pass the most viable option, though instructions are included if the PCs take the other route. At the end of the first adventure, the PCs find themselves in a small town about to get hit by brigands. This is an event based action, since the town would get hit that day, whether the PCs were there or not. There are ramifications in modules 2 and 3, on whether the PCs chose to help defend the town, as well as the level of success attained if they do chose to defend the town. Allies may or may not be available in later modules depending on the actions of the PCs, thus this encounter is very sandboxy and event driven. Once the PCs leave the gift with the noble at point B, its all about returning to port to get in their ship and go home. And there are several avenues open for such a return. While one way is more detailed in a linear return as written, included gray box text, discuss if the PCs choose a different route. Also the curse included in the title of the AP becomes apparent during the return trip. It will certainly help to have some allies on the PCs side, but as mentioned, based on the defense of the town hit by brigands in the first module determines whom and how much help the PCs can get - so prior PCs actions determine this part of the adventure. The rest of the modules are both escape from Kaidan combined with how to deal with the curse the PCs find themselves under. So this mini-AP, as mentioned by many in this thread regarding most published adventures has elements of railroad and sandbox throughout the storyline, with additional instructions if the PC party chooses to be more sandbox than the included linear parts - the adventures are designed to accomodate either style depending on how the GM and PCs desires to run it. And as an introductory exploration of Kaidan, the land and its unique rules, this mini-AP is nothing like other adventures and campaign settings. Despite possible similarities with other pre-written adventures, The Curse of the Golden Spear is a very different kind of adventure - occuring in a place you've never likely experienced before. [/QUOTE]
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It needs to be more of a sandbox than a railroad?
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