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<blockquote data-quote="SharonParis" data-source="post: 7938689" data-attributes="member: 7021050"><p>Despite the freedom of a dungeon sandbox, most D&D players craved story and deeper motivations. The D&D game changed to provide. When <strong>Tracy and Laura Hickman</strong> penned a series of classic modules including <em>Ravenloft</em> and the <em>Desert of Desolation</em> trilogy, they led the change. Their introduction to a self-published version of <em>Pharoah</em> gives D&D adventures four, new requirements:</p><p></p><p></p><ol> <li data-xf-list-type="ol">A player objective more worthwhile than pillaging and killing.</li> <li data-xf-list-type="ol">An intriguing story that is intricately woven into the play itself.</li> <li data-xf-list-type="ol">Dungeons with some sort of architectural sense.</li> <li data-xf-list-type="ol">An attainable and honorable end within one or two sessions of playing time.</li> </ol><p></p><p>When characters explore Castle Ravenloft, they quest for more than loot. They aim to free the land from the menace of Lord Strahd. Adopting the goal of a story takes a measure of freedom from players. Now the their options narrow to the choices that lead to the magic items that will help defeat Strahd. Few players mind. They see clear options that take them closer to achieving their characters’ aims. As the adventure progresses, the players’ paths narrow to a railroad that leads to a final confrontation.</p><p></p><p></p><p><span style="color: rgb(44, 130, 201)">Of course, at any time, the characters could leave the railroad and open a tavern in Barovia, but that never happens. Partly because D&D players like doing D&D things such as smiting evil and winning treasure. Partly because players follow D&D’s social contract by honoring the DM’s preparation. Mostly because players enjoy stories in D&D and they willingly abandon the freedom of a sandbox to foster them.</span></p><p><span style="color: rgb(44, 130, 201)"></span></p><p><span style="color: rgb(44, 130, 201)">Thanks & Regards</span></p><p><span style="color: rgb(44, 130, 201)"><strong><a href="https://autoclicker.me" target="_blank">Auto Clicker</a></strong></span></p></blockquote><p></p>
[QUOTE="SharonParis, post: 7938689, member: 7021050"] Despite the freedom of a dungeon sandbox, most D&D players craved story and deeper motivations. The D&D game changed to provide. When [B]Tracy and Laura Hickman[/B] penned a series of classic modules including [I]Ravenloft[/I] and the [I]Desert of Desolation[/I] trilogy, they led the change. Their introduction to a self-published version of [I]Pharoah[/I] gives D&D adventures four, new requirements: [LIST=1] [*]A player objective more worthwhile than pillaging and killing. [*]An intriguing story that is intricately woven into the play itself. [*]Dungeons with some sort of architectural sense. [*]An attainable and honorable end within one or two sessions of playing time. [/LIST] When characters explore Castle Ravenloft, they quest for more than loot. They aim to free the land from the menace of Lord Strahd. Adopting the goal of a story takes a measure of freedom from players. Now the their options narrow to the choices that lead to the magic items that will help defeat Strahd. Few players mind. They see clear options that take them closer to achieving their characters’ aims. As the adventure progresses, the players’ paths narrow to a railroad that leads to a final confrontation. [COLOR=rgb(44, 130, 201)]Of course, at any time, the characters could leave the railroad and open a tavern in Barovia, but that never happens. Partly because D&D players like doing D&D things such as smiting evil and winning treasure. Partly because players follow D&D’s social contract by honoring the DM’s preparation. Mostly because players enjoy stories in D&D and they willingly abandon the freedom of a sandbox to foster them. Thanks & Regards [B][URL='https://autoclicker.me']Auto Clicker[/URL][/B][/COLOR] [/QUOTE]
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