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Princes vs Tyranny
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<blockquote data-quote="pukunui" data-source="post: 6591308" data-attributes="member: 54629"><p>I would say that players have more agency in <em>Tyranny</em> than they do in <em>Age of Worms</em>, which is almost universally praised as a classic AP. I'm finding the latter to be much more of a railroad than <em>Tyranny</em> appears to be just from reading through it. For one thing, the actions PCs take in <em>Hoard</em> can have an effect on the help they're able to get for the final battle in <em>Rise</em>. That's some real player agency right there. I can't say with any certainty that anything my <em>Age of Worms</em> PCs have done has had any effect on the campaign at all. I would also say there are plenty of little things sprinkled throughout the episodes that enable the players to have quite a bit of agency in how they tackle each episode - eg. posing as cultists and/or gaining the help of allies (like the rebellious lizardfolk in the swamp) can make some episodes much easier.</p><p></p><p>I didn't find the writing to be sloppy, either. Most of the issues I found had to do with the maps, but even then, it's all relatively minor stuff. I'd say that <em>Princes</em> actually has worse map issues than <em>Tyranny</em> does. (See my other thread about that.)</p><p></p><p>I hate repetition. I have a feeling I would quickly find this to be boring grind. They could've made each cult so much more unique than they did. Imagine, for instance, if the water temple and/or node were completely underwater. What if Feathergale Spire looked more like the "air beacon" in the concept art at the back of the book? That would've been rad.</p></blockquote><p></p>
[QUOTE="pukunui, post: 6591308, member: 54629"] I would say that players have more agency in [I]Tyranny[/I] than they do in [I]Age of Worms[/I], which is almost universally praised as a classic AP. I'm finding the latter to be much more of a railroad than [I]Tyranny[/I] appears to be just from reading through it. For one thing, the actions PCs take in [I]Hoard[/I] can have an effect on the help they're able to get for the final battle in [I]Rise[/I]. That's some real player agency right there. I can't say with any certainty that anything my [I]Age of Worms[/I] PCs have done has had any effect on the campaign at all. I would also say there are plenty of little things sprinkled throughout the episodes that enable the players to have quite a bit of agency in how they tackle each episode - eg. posing as cultists and/or gaining the help of allies (like the rebellious lizardfolk in the swamp) can make some episodes much easier. I didn't find the writing to be sloppy, either. Most of the issues I found had to do with the maps, but even then, it's all relatively minor stuff. I'd say that [I]Princes[/I] actually has worse map issues than [I]Tyranny[/I] does. (See my other thread about that.) I hate repetition. I have a feeling I would quickly find this to be boring grind. They could've made each cult so much more unique than they did. Imagine, for instance, if the water temple and/or node were completely underwater. What if Feathergale Spire looked more like the "air beacon" in the concept art at the back of the book? That would've been rad. [/QUOTE]
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