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Schooling Classic and Modern Adventures
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 5587288"><p>I think most adventures are really a mix of different approaches. But I will give it a shot. Most of my modules growing up were Ravenloft so sticking with those:</p><p></p><p>Feast of Goblyns</p><p>Living adventure plus some sandbox. I can't remember if this is what they called it themselves, or if I just added it later on. But the whole idea is the NPCs are stuck to one spot, they move and act on their own, responding realistically to what the PCs do. </p><p></p><p>The sandbox isn't from the adventure itself, but the fact that the module feels like a setting. You can ignore the actual adventure, but use the domain, the two fleshed out cities, the Kartakan Inn (one of the greatest locations in Ravenloft), etc. Just drop the PCs in the Domain of Kartakass and use Feast of Goblyns as a reference guide (which I've done plenty). </p><p></p><p>The Created</p><p>Railroad and storyteller. This module had a few places where things could go one of two ways, but pretty much the was a track people were expected to follow. On the whole it is actually a fun module, but there are way too many instances where the GM is instructed to get the players on track by using NPCs. There is even an NPC the GM is instructed not to kill, even if the PCs reduce him below 0 HP. The storyteller aspect comes in with the drama. The final scene, is essentially taken out of the players hands once it starts. Set inside a theatre, when the players confront the villain, the ghosts of the people he killed rise up, board the doors and burn the place down (shouting "burn him, burn him"). I had to tweak this module a lot and remove those kinds of elements to use it myself.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 5587288"] I think most adventures are really a mix of different approaches. But I will give it a shot. Most of my modules growing up were Ravenloft so sticking with those: Feast of Goblyns Living adventure plus some sandbox. I can't remember if this is what they called it themselves, or if I just added it later on. But the whole idea is the NPCs are stuck to one spot, they move and act on their own, responding realistically to what the PCs do. The sandbox isn't from the adventure itself, but the fact that the module feels like a setting. You can ignore the actual adventure, but use the domain, the two fleshed out cities, the Kartakan Inn (one of the greatest locations in Ravenloft), etc. Just drop the PCs in the Domain of Kartakass and use Feast of Goblyns as a reference guide (which I've done plenty). The Created Railroad and storyteller. This module had a few places where things could go one of two ways, but pretty much the was a track people were expected to follow. On the whole it is actually a fun module, but there are way too many instances where the GM is instructed to get the players on track by using NPCs. There is even an NPC the GM is instructed not to kill, even if the PCs reduce him below 0 HP. The storyteller aspect comes in with the drama. The final scene, is essentially taken out of the players hands once it starts. Set inside a theatre, when the players confront the villain, the ghosts of the people he killed rise up, board the doors and burn the place down (shouting "burn him, burn him"). I had to tweak this module a lot and remove those kinds of elements to use it myself. [/QUOTE]
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