Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Princes of the Apolcalypse/Adventurer's Handbook by Sasquatch Game Studios
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Blackbrrd" data-source="post: 6366429" data-attributes="member: 63962"><p>Same here. I like adventures are more open-ended, and not an endless railroad towards the final module. It's why I like modules that covers a relatively small set of levels, usually three, but sometimes a bit more. Red Hand of Doom covers about 7 levels and is still pretty open. I bet it would play out even better in 5e because of bounded accuracy.</p><p></p><p>I am about 66% done with Reavers of Harkenworld, which is a module that is really cool to incorporate into a campaign. My players focused on getting their own domain, so now they are helping out, hoping to get a little village called Redwood, the ancestral home of the Vrylokka PC. When you have a module like this (3 levels), with a start and end that can easily be changed to fit with the PC's action it's much more rewarding for me as a DM, and would have been as a player as well. </p><p></p><p>This, as opposed to a opposed by an "adventure path" that has assumptions about the general outcome of the previous module, and general assumptions about it's outcome. In Reavers of Harkenworld, the PC's could have decided to do something outside the box, like subverting part of the Iron Circle and taking the power there for themselves. It's something you can do in a 3-level module without breaking anything, while it would probably render much of an adventure path inconsistent and/or really hard to run, since just about everything would have to be changed to allow for an outcome so outside the box.</p></blockquote><p></p>
[QUOTE="Blackbrrd, post: 6366429, member: 63962"] Same here. I like adventures are more open-ended, and not an endless railroad towards the final module. It's why I like modules that covers a relatively small set of levels, usually three, but sometimes a bit more. Red Hand of Doom covers about 7 levels and is still pretty open. I bet it would play out even better in 5e because of bounded accuracy. I am about 66% done with Reavers of Harkenworld, which is a module that is really cool to incorporate into a campaign. My players focused on getting their own domain, so now they are helping out, hoping to get a little village called Redwood, the ancestral home of the Vrylokka PC. When you have a module like this (3 levels), with a start and end that can easily be changed to fit with the PC's action it's much more rewarding for me as a DM, and would have been as a player as well. This, as opposed to a opposed by an "adventure path" that has assumptions about the general outcome of the previous module, and general assumptions about it's outcome. In Reavers of Harkenworld, the PC's could have decided to do something outside the box, like subverting part of the Iron Circle and taking the power there for themselves. It's something you can do in a 3-level module without breaking anything, while it would probably render much of an adventure path inconsistent and/or really hard to run, since just about everything would have to be changed to allow for an outcome so outside the box. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Princes of the Apolcalypse/Adventurer's Handbook by Sasquatch Game Studios
Top