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Princes vs Tyranny
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<blockquote data-quote="Zaran" data-source="post: 6590113" data-attributes="member: 56710"><p>My only real problem with Tyranny of Dragons is that there is no room for my PCs to do anything else but save the world. They found out exactly what was going on from the cultist they captured for Greenest and from then on if they quit, then the world was toast. It's the worst kind of railroad that the players have to be on board with from the beginning and create their characters to work with that. If someone wants to overthrow their uncle waldo who killed their parents and took over their small fiefdom then they are going to be disappointed because if they did that then they can't save the world instead. </p><p></p><p>Also, I could give them truck loads of gold or 100 gold. It doesn't matter because they don't get a chance to spend it. At least not in Dairy Queen. I didn't read through Rinse of the Laundromat because I was that fed up with it. Tyranny might have a fantastic story where the heroes save the world but it takes a lot of the ability of the players to add to the story. I'm not saying that it can't be done, just that a lot of players (and GMs) will not like that kind of thing.</p><p></p><p>If I ever did HotDQ again, I'd make sure that the players do not find out about what is going on until much later and I probably would throw out whole chapters and let the plot play out over years with the PCs stumbling on the cultists at different points in their lives. </p><p></p><p>Everything I have heard about the Princess of Hockey Pucks is that it's a more traditional set up where the PCs aren't held hostage to the plot and have more freedom to explore around.</p></blockquote><p></p>
[QUOTE="Zaran, post: 6590113, member: 56710"] My only real problem with Tyranny of Dragons is that there is no room for my PCs to do anything else but save the world. They found out exactly what was going on from the cultist they captured for Greenest and from then on if they quit, then the world was toast. It's the worst kind of railroad that the players have to be on board with from the beginning and create their characters to work with that. If someone wants to overthrow their uncle waldo who killed their parents and took over their small fiefdom then they are going to be disappointed because if they did that then they can't save the world instead. Also, I could give them truck loads of gold or 100 gold. It doesn't matter because they don't get a chance to spend it. At least not in Dairy Queen. I didn't read through Rinse of the Laundromat because I was that fed up with it. Tyranny might have a fantastic story where the heroes save the world but it takes a lot of the ability of the players to add to the story. I'm not saying that it can't be done, just that a lot of players (and GMs) will not like that kind of thing. If I ever did HotDQ again, I'd make sure that the players do not find out about what is going on until much later and I probably would throw out whole chapters and let the plot play out over years with the PCs stumbling on the cultists at different points in their lives. Everything I have heard about the Princess of Hockey Pucks is that it's a more traditional set up where the PCs aren't held hostage to the plot and have more freedom to explore around. [/QUOTE]
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