Paul Farquhar
Legend
The trick with foreshadowing is that it only has to be foreshadowing in retrospect...
I'd like to explore this. For many editions of D&D and lots of other RGPS there were plenty of non-Adventure Path adventures put out. So it was completely possible to run adventure-eposodic, but not at all sandbox. I've played with multiple DMs who did this.Well, it's a matter of taste. The alternative to having no AP is a large sandbox. Some groups prefer that and it's fine. But there are also a lot of people who like an epic storyline, which no sandbox can provide because you need some sort of uber-arc to do this.
I'd like to explore this. For many editions of D&D and lots of other RGPS there were plenty of non-Adventure Path adventures put out. So it was completely possible to run adventure-eposodic, but not at all sandbox. I've played with multiple DMs who did this.
But really, your comment brought me to a different place - could there be a call for uber-arc products, that's separated from individual adventures? Actual seeds to be built on that provide an arc, lots of ways to tie in other adventures, sample NPCs and pertanent things for NPCs to do to help tie things in, suggested foes and locations, some set pieces for various Acts, rumors, information and lore, and a big finale run. Designed so that DMs can run whatever adventure modules they want, from homebrew to 3pp to official. Something to layer on top of existing adventures.
I'd like to explore this. For many editions of D&D and lots of other RGPS there were plenty of non-Adventure Path adventures put out. So it was completely possible to run adventure-eposodic, but not at all sandbox. I've played with multiple DMs who did this.
But really, your comment brought me to a different place - could there be a call for uber-arc products, that's separated from individual adventures? Actual seeds to be built on that provide an arc, lots of ways to tie in other adventures, sample NPCs and pertanent things for NPCs to do to help tie things in, suggested foes and locations, some set pieces for various Acts, rumors, information and lore, and a big finale run. Designed so that DMs can run whatever adventure modules they want, from homebrew to 3pp to official. Something to layer on top of existing adventures.
Probably Against the Giants -> Queen of the Demonweb Pits. But none of these where planned as a campaign, they where modules that spawned sequel modules. The first planned-from-the-start as a campaign would be Dragonlance.I'm actually not sure when the first campaign appeared, probably around T1 into the Temple of Elemental Evil, or Maybe the Slave Lords. But GDQ was fantastic.
Probably Against the Giants -> Queen of the Demonweb Pits. But none of these where planned as a campaign, they where modules that spawned sequel modules. The first planned-from-the-start as a campaign would be Dragonlance.
Wish I would have thought of using the Deck of Many Things. Much more fun than the Stone.I'm 35 sessions (about 70 hours) into my version of Dragon Heist. I used the Alexandrian Remix as inspiration, changed some of the factions, and replaced the Stone of Golorr with the Deck of Many Things. The result is arguably the best campaign I have ever run. It's thematically focused, has a variety of gameplay, and is always unpredictable. Lots of fun. I expect we'll wrap it up before session 50 with the characters just about 10th level.
Heh. To be fair, Dragon Heist, at least the adventure part, is about 32 pages long and it's not like a single line is a complex flowchart.Well, as someone who has just recently prepped an OSE version of B1: In Search of the Unknown, I would completely agree with that. However, those were like two of the very first adventures for Basic D&D - and the tradition of "fill out this dungeon to learn how to be a DM" more or less ended 40 years ago.
I know there were semantics on here (maybe another post, but in another Post-Mortem anyway) in which someone was saying "Adventure Paths" don't apply to the mega-campaign adventures by WotC. I'd say that it's been the norm for the entirety of Pathfinder's existence and basically all of 5e - so pretty much the last decade.
Again, if they presented these as campaign "toolboxes" for creating a mystery investigation (or a hexcrawl, etc.) I don't think I'd have as big of an issue. However, I'm trying to imagine myself as a 13 year-old trying to DM my friends in their first game. I'd be at a complete loss with many of these adventures - not to mention terribly overwhelmed by a 200+ page hardcover adventure (to go along with the three core books).
Definitely need more 32 page adventures, or at least more straightforward things that don't have complex flowcharts, etc.
Unrelated to WotC's adventures or 5e, I'm currently running "The Enemy Within" for the group featured in my Curse of Strahd and Rime of the Frostmaiden Post-Mortems. They have certainly been feeling railroaded and have openly complained to me that "nothing they do matters." At least the first part of "The Enemy Within" ("The Enemy in Shadows" is the first book) is probably the most railroaded campaign adventure I've seen - though Masks of Nyarlahotep is close.There is another point to remember. People get very, very bent out of shape about how AP's are railroading.
I've had players though, that are perfectly happy, I daresay happiest, when the DM is leading them by the nose. They are simply not interested in being the slightest bit proactive in how the campaign runs. The DM wheels up the plot wagon, spoon feeds the players, and then players then run through that.
I find Curse of Strahd to be quite free. Literally the only thing that is set in stone is “If you ever want to leave Barovia, Strahd must die.” Everything else that happens between the players arriving in Barovia and that moment is determined by player choice (especially if you don’t use Death House, which is pretty railroady but fun).Unrelated to WotC's adventures or 5e, I'm currently running "The Enemy Within" for the group featured in my Curse of Strahd and Rime of the Frostmaiden Post-Mortems. They have certainly been feeling railroaded and have openly complained to me that "nothing they do matters." At least the first part of "The Enemy Within" ("The Enemy in Shadows" is the first book) is probably the most railroaded campaign adventure I've seen - though Masks of Nyarlahotep is close.
So this begs the question, is it possible to have an epic, pre-planned adventure that isn't railroaded? You can have certain story beats, but when that story requires certain things to happen in a certain order, that's when it becomes a railroad.
So as you know I’m also running it. How is it a railroad if you don’t mind me asking?Unrelated to WotC's adventures or 5e, I'm currently running "The Enemy Within" for the group featured in my Curse of Strahd and Rime of the Frostmaiden Post-Mortems. They have certainly been feeling railroaded and have openly complained to me that "nothing they do matters." At least the first part of "The Enemy Within" ("The Enemy in Shadows" is the first book) is probably the most railroaded campaign adventure I've seen - though Masks of Nyarlahotep is close.
Each time a campaign ends, I try to learn from it. This will be about my Waterdeep: Dragon Heist campaign.
I was inspired by the 4E adventure "Madness at Gardmore Abbey", which features the Deck of Many Things. In order to unlock the vault, each character will need to draw a card from the assembled deck. Can't wait to see what happens!Wish I would have thought of using the Deck of Many Things. Much more fun than the Stone.
Sure, players often like to be given direction "This way to the epic story ->" but they don't like to feel that there decisions don't matter. And eventually even the most biddable players are going to make a decision that the AP writer didn't anticipate. The longer the path, the more likely that becomes. An experienced DM will deal with that and create new content that reacts to the new timeline, but some DMs will try to force the party to follow WHAT IS WRITTEN DOWN.There is another point to remember. People get very, very bent out of shape about how AP's are railroading.
I've had players though, that are perfectly happy, I daresay happiest, when the DM is leading them by the nose. They are simply not interested in being the slightest bit proactive in how the campaign runs. The DM wheels up the plot wagon, spoon feeds the players, and then players then run through that.
I was inspired by the 4E adventure "Madness at Gardmore Abbey", which features the Deck of Many Things. In order to unlock the vault, each character will need to draw a card from the assembled deck. Can't wait to see what happens!
So this begs the question, is it possible to have an epic, pre-planned adventure that isn't railroaded? You can have certain story beats, but when that story requires certain things to happen in a certain order, that's when it becomes a railroad.