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<blockquote data-quote="pukunui" data-source="post: 7528212" data-attributes="member: 54629"><p>I'm glad I'm not the only one!</p><p></p><p>For me, it doesn't even necessarily need to be a "railroad" as such. I'm having a helluva lot more fun running SKT than I am WDH. The latter is more of an adventure outline than an actual adventure - lots of broad strokes and not enough attention to detail or quality control (resulting in it feeling noticeably unfinished).</p><p></p><p>LMoP isn't exactly a "railroad" either. However, it is fairly straightforward and doesn't require a lot of tinkering or filling in the blanks. I was able to run it for a group of newbies with very little preparation at all.</p><p></p><p></p><p>Again, I don't mind that too much, as it's been pretty clear from the start that the 5e hardcover adventures are designed with some cut-and-paste modularity. For instance, if I don't use all the giant lairs in SKT, I can easily plonk them into another campaign. (I have done that to great effect with pieces of PotA and OotA, among others, in the past.) That said, the fact that there are four whole chapters of optional material (that nevertheless reads as though it wasn't originally intended to be entirely optional) in WDH is rather irksome, even if those chapters can be reskinned and used elsewhere. It just adds to that whole unfinished outline feel.</p><p></p><p>Also, with SKT, what material ends up not getting used is more dependent on the choices the players make (and all of it technically can be used if you play your cards right), whereas with WDH, it's a lot more difficult to use it all in one go (and the DM is supposed to decide which content to use ahead of time). What's more, there are so many options in so many places that it's easy to become paralyzed by indecision. (For instance, I really struggled to choose the main season/villain as there were aspects of all of them that I liked and disliked.)</p></blockquote><p></p>
[QUOTE="pukunui, post: 7528212, member: 54629"] I'm glad I'm not the only one! For me, it doesn't even necessarily need to be a "railroad" as such. I'm having a helluva lot more fun running SKT than I am WDH. The latter is more of an adventure outline than an actual adventure - lots of broad strokes and not enough attention to detail or quality control (resulting in it feeling noticeably unfinished). LMoP isn't exactly a "railroad" either. However, it is fairly straightforward and doesn't require a lot of tinkering or filling in the blanks. I was able to run it for a group of newbies with very little preparation at all. Again, I don't mind that too much, as it's been pretty clear from the start that the 5e hardcover adventures are designed with some cut-and-paste modularity. For instance, if I don't use all the giant lairs in SKT, I can easily plonk them into another campaign. (I have done that to great effect with pieces of PotA and OotA, among others, in the past.) That said, the fact that there are four whole chapters of optional material (that nevertheless reads as though it wasn't originally intended to be entirely optional) in WDH is rather irksome, even if those chapters can be reskinned and used elsewhere. It just adds to that whole unfinished outline feel. Also, with SKT, what material ends up not getting used is more dependent on the choices the players make (and all of it technically can be used if you play your cards right), whereas with WDH, it's a lot more difficult to use it all in one go (and the DM is supposed to decide which content to use ahead of time). What's more, there are so many options in so many places that it's easy to become paralyzed by indecision. (For instance, I really struggled to choose the main season/villain as there were aspects of all of them that I liked and disliked.) [/QUOTE]
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