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What type of adventuring do you prefer?
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<blockquote data-quote="Traveon Wyvernspur" data-source="post: 5857981" data-attributes="member: 73201"><p>I picked "One or more mega adventures combined with shorter adventures" for my selection.</p><p></p><p>The reasoning: I enjoy an "epic" type of campaign with plenty of world events that can shake the very foundations of what everything is built upon. To me, this makes the most memorable experience(s). I like having choices as well, when there are lots of small adventures attached that we can go off on to explore other places and not be railroaded into a specific path.</p><p></p><p>I felt that "an adventure path" was way too restrictive as it is just a polite way of doing a railroad adventure because it is pre-written with things that NEED to happen in order to move the story or path forward. It is not very adaptable if the party strays from the confinement of the story in the AP. </p><p></p><p>I also felt that "lots of short adventures" felt too sandboxy to me, I like an overarching plot line that is "moveable" and changes with the decisions made by the group of adventurers, something that is reactive. Sure lots of short adventures can be fun, but then it just feels unimaginative to me in the end when the party's choices make little or no difference in the world other than to say rescue a kidnapped goat from a group of goblins and get paid a few silver by the farmer for the deed.</p><p></p><p>The last option "it doesn't matter" wasn't even given a second thought when looking at your choices.</p></blockquote><p></p>
[QUOTE="Traveon Wyvernspur, post: 5857981, member: 73201"] I picked "One or more mega adventures combined with shorter adventures" for my selection. The reasoning: I enjoy an "epic" type of campaign with plenty of world events that can shake the very foundations of what everything is built upon. To me, this makes the most memorable experience(s). I like having choices as well, when there are lots of small adventures attached that we can go off on to explore other places and not be railroaded into a specific path. I felt that "an adventure path" was way too restrictive as it is just a polite way of doing a railroad adventure because it is pre-written with things that NEED to happen in order to move the story or path forward. It is not very adaptable if the party strays from the confinement of the story in the AP. I also felt that "lots of short adventures" felt too sandboxy to me, I like an overarching plot line that is "moveable" and changes with the decisions made by the group of adventurers, something that is reactive. Sure lots of short adventures can be fun, but then it just feels unimaginative to me in the end when the party's choices make little or no difference in the world other than to say rescue a kidnapped goat from a group of goblins and get paid a few silver by the farmer for the deed. The last option "it doesn't matter" wasn't even given a second thought when looking at your choices. [/QUOTE]
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