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Let's Talk About How to "Fix" D&D
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<blockquote data-quote="Lanefan" data-source="post: 8199275" data-attributes="member: 29398"><p>Slight nitpick: the difference is that there's no <em>predetermined</em> waypoints or branches.</p><p></p><p>Every time the players make a decision on what to do next they've just generated another waypoint with many potential branches and then chosen one.</p><p></p><p>For experienced players this is fine. For new ones, some (many?) wouldn't have a clue what to do next until the DM gave them a gentle shove in the right direction.</p><p></p><p>My own preference is that the first adventure a new party does actually be something of a railroad, as least in terms of getting them to it and started on it, just to get them going. Once they've done that adventure (and found the 97 hooks you've put in that each lead to a different further adventure!), open up the sandbox to player/PC choice.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8199275, member: 29398"] Slight nitpick: the difference is that there's no [I]predetermined[/I] waypoints or branches. Every time the players make a decision on what to do next they've just generated another waypoint with many potential branches and then chosen one. For experienced players this is fine. For new ones, some (many?) wouldn't have a clue what to do next until the DM gave them a gentle shove in the right direction. My own preference is that the first adventure a new party does actually be something of a railroad, as least in terms of getting them to it and started on it, just to get them going. Once they've done that adventure (and found the 97 hooks you've put in that each lead to a different further adventure!), open up the sandbox to player/PC choice. [/QUOTE]
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