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Vecna: Eve of Ruin Player Advice from WotC
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<blockquote data-quote="MerricB" data-source="post: 9331240" data-attributes="member: 3586"><p>Even linear adventures have differing levels of player agency.</p><p></p><p>In Hoard of the Dragon Queen, there are some sections that can be approached completely differently depending on the group. Consider Castle Naerytar, for instance, where you can incite a revolt, go in all spells blazing, sneak in, bluff your way in, etc. Hoard's overall structure is very linear, but each chapter tends to give more agency to players.</p><p></p><p>Curse of Strahd has a beginning and end point, but the path in-between has pointers but the players can choose how to approach it. (Want to go to the Amber Temple with 3rd level characters, be my guest!)</p><p></p><p>An adventure like Descent into Avernus feels a lot more constrained. (It's one that feels like it began as more sandboxy, but then had a mostly linear plotline imposed on it. And the final chapter is from the first draft...) Generally each section has very little agency about how the players approach them. Shadow of the Dragon Queen, despite being an adventure I generally liked, also felt more linear. (I dislike how it represents the setting, but I think the adventure is fairly solid).</p><p></p><p>The Shattered Obelisk (the new sections) had differing levels of agency for players. I think The Briny Maze was a real missed opportunity - far more linear than it should have been. But at other times there were more options. (I still consider it, as a whole, disappointing). It strays towards the more linear side of things.</p><p></p><p>I'm not expecting much from Vecna, but we'll see how it goes. (I expect a lot of <em>very</em> shallow nods to other settings).</p><p></p><p>Cheers,</p><p>Merric</p></blockquote><p></p>
[QUOTE="MerricB, post: 9331240, member: 3586"] Even linear adventures have differing levels of player agency. In Hoard of the Dragon Queen, there are some sections that can be approached completely differently depending on the group. Consider Castle Naerytar, for instance, where you can incite a revolt, go in all spells blazing, sneak in, bluff your way in, etc. Hoard's overall structure is very linear, but each chapter tends to give more agency to players. Curse of Strahd has a beginning and end point, but the path in-between has pointers but the players can choose how to approach it. (Want to go to the Amber Temple with 3rd level characters, be my guest!) An adventure like Descent into Avernus feels a lot more constrained. (It's one that feels like it began as more sandboxy, but then had a mostly linear plotline imposed on it. And the final chapter is from the first draft...) Generally each section has very little agency about how the players approach them. Shadow of the Dragon Queen, despite being an adventure I generally liked, also felt more linear. (I dislike how it represents the setting, but I think the adventure is fairly solid). The Shattered Obelisk (the new sections) had differing levels of agency for players. I think The Briny Maze was a real missed opportunity - far more linear than it should have been. But at other times there were more options. (I still consider it, as a whole, disappointing). It strays towards the more linear side of things. I'm not expecting much from Vecna, but we'll see how it goes. (I expect a lot of [I]very[/I] shallow nods to other settings). Cheers, Merric [/QUOTE]
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