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General Tabletop Discussion
*Dungeons & Dragons
One of the biggest problems with WoTC's vision of published adventures
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<blockquote data-quote="hawkeyefan" data-source="post: 6897758" data-attributes="member: 6785785"><p>Lots of the old AD&D or 2nd Edition era adventures are like this. Or have parts that are.</p><p></p><p>I recently ran "Dead Gods" a 2E Planescape adventure by Monte Cook, and it was pretty great to see how loose a lot of the sections were. For example, part of the adventure involves the PCs traveling through the Demonweb Pits to the Vault of the Drow on Oerth. Once inside the vault, the situation is described...the city is in the midst of a civil war, the main area is held by one faction, the main gates are under siege by the opposing faction, and the upper vault area where all the noble houses are is on lockdown. </p><p></p><p>The PCs have to make their way through the upper vault, down into the city, and then through the city to the main gate. Ther person they are seeking is a drow warrior that is among the commanders of the faction besieging the city.</p><p></p><p>No specific encounters for this task are given. Just the situation and enough material for the DM to come up with ideas on his own, or let the players decide how to approach it. A journey through a drow city torn apart by civil war? You could spend weeks on it, or a session....totally up to the players and DM. </p><p></p><p>Lots of the old adventures were like that. They gave a set up and then left the specific sequence of events up to the gaming group. </p><p></p><p></p><p></p><p>I think the 5E approach is a middle ground. The 1E- 2E approach was generally loose, and then 3E- 4E adventures generally consisted of pretty tightly plotted sequence of events.</p><p></p><p>I find 5E to be a nice mix of the two, provided I am willing to basically toss out everything in the books if need be and just improv, and then lean on the books only when needed. I find that kind of approach best for me, and I think 5E is a good match for me because of that. For others who prefer one method or the other, it may not work so well.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 6897758, member: 6785785"] Lots of the old AD&D or 2nd Edition era adventures are like this. Or have parts that are. I recently ran "Dead Gods" a 2E Planescape adventure by Monte Cook, and it was pretty great to see how loose a lot of the sections were. For example, part of the adventure involves the PCs traveling through the Demonweb Pits to the Vault of the Drow on Oerth. Once inside the vault, the situation is described...the city is in the midst of a civil war, the main area is held by one faction, the main gates are under siege by the opposing faction, and the upper vault area where all the noble houses are is on lockdown. The PCs have to make their way through the upper vault, down into the city, and then through the city to the main gate. Ther person they are seeking is a drow warrior that is among the commanders of the faction besieging the city. No specific encounters for this task are given. Just the situation and enough material for the DM to come up with ideas on his own, or let the players decide how to approach it. A journey through a drow city torn apart by civil war? You could spend weeks on it, or a session....totally up to the players and DM. Lots of the old adventures were like that. They gave a set up and then left the specific sequence of events up to the gaming group. I think the 5E approach is a middle ground. The 1E- 2E approach was generally loose, and then 3E- 4E adventures generally consisted of pretty tightly plotted sequence of events. I find 5E to be a nice mix of the two, provided I am willing to basically toss out everything in the books if need be and just improv, and then lean on the books only when needed. I find that kind of approach best for me, and I think 5E is a good match for me because of that. For others who prefer one method or the other, it may not work so well. [/QUOTE]
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One of the biggest problems with WoTC's vision of published adventures
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