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General Tabletop Discussion
*Dungeons & Dragons
What separates a sandbox adventure from an AP?
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<blockquote data-quote="pemerton" data-source="post: 6552922" data-attributes="member: 42582"><p>This raises the same question: who gets to decide what counts as terrible? (More generally: who gets to impose values on the gameworld?) The players or the GM?</p><p></p><p>I don't agree that it is all but impossible in a published adventure.</p><p></p><p>A published adventure will (of course) narrow the possible range of choices, but can still permit the players to choose what counts as success.</p><p></p><p>In the D&D adventure <a href="http://www.wizards.com/dnd/files/155_heathen.pdf" target="_blank">Heathen</a> (which is free on the WotC website), the players can choose whether to fight or redeem the fallen paladin at the end of the module. Now this is not a perfect example - it has a lot of pointless padding in the build-up, and it squibs at the end when the paladin kills himself even if redeemed - but it shows the sort of thing that can be done. (And it's easy enough to change that squibbing ending.)</p><p></p><p>Another example, but not D&D, is the Demon of the Red Grove scenario in Robin Laws's Narrator's Book for the original version of HeroWars. This allows the players (via their PCs) to choose whether to fight the demon, banish it, or bargain with it, and sketches out the likely consequences of these various choices.</p><p></p><p>I think this works better for the initial campaign framing - it is part of the mutual cooperation between players and GM to get the game going. (When I started my 4e campaign, I told the players that each PC had to have a reason to be ready to fight goblins.)</p><p></p><p>But once the campaign gets under way, I don't think it works so well, as it seems to impede the players' authorship of their own PCs.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6552922, member: 42582"] This raises the same question: who gets to decide what counts as terrible? (More generally: who gets to impose values on the gameworld?) The players or the GM? I don't agree that it is all but impossible in a published adventure. A published adventure will (of course) narrow the possible range of choices, but can still permit the players to choose what counts as success. In the D&D adventure [url=http://www.wizards.com/dnd/files/155_heathen.pdf]Heathen[/url] (which is free on the WotC website), the players can choose whether to fight or redeem the fallen paladin at the end of the module. Now this is not a perfect example - it has a lot of pointless padding in the build-up, and it squibs at the end when the paladin kills himself even if redeemed - but it shows the sort of thing that can be done. (And it's easy enough to change that squibbing ending.) Another example, but not D&D, is the Demon of the Red Grove scenario in Robin Laws's Narrator's Book for the original version of HeroWars. This allows the players (via their PCs) to choose whether to fight the demon, banish it, or bargain with it, and sketches out the likely consequences of these various choices. I think this works better for the initial campaign framing - it is part of the mutual cooperation between players and GM to get the game going. (When I started my 4e campaign, I told the players that each PC had to have a reason to be ready to fight goblins.) But once the campaign gets under way, I don't think it works so well, as it seems to impede the players' authorship of their own PCs. [/QUOTE]
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What separates a sandbox adventure from an AP?
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