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General Tabletop Discussion
*TTRPGs General
Who Actually Has Time for Bloated Adventures?
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<blockquote data-quote="FitzTheRuke" data-source="post: 8989010" data-attributes="member: 59816"><p>On the subject of railroads... </p><p></p><p>Take Tyranny of Dragons. Personally, I like that adventure. I'm running it for my third time (with a third group). BUT... the complainers are correct that it starts out with two fundamental flaws: </p><p></p><p>1) The only way (in three groups!) I've ever been able to get the PCs to go into Greenest (if you're not familiar, the adventure starts with a town being attacked by a literal army of dragon cultists and mercs and a blue dragon) is by telling them "Trust me. I'm not out to kill you. They are busy raiding and won't pay that close attention to you if you're careful." (In other words: I have to break the wall). Otherwise, every one of the three groups I've run it for would say, "Nope! We're going THAT way!" And leave the adventure behind.</p><p></p><p>2) Secondly, it very early on expects the PCs to decide to join the cult (to infiltrate, you see...). Now, this makes for a fun adventure, and it works pretty well. But AGAIN, the idea to do it does not come naturally from the players, but from DM broad hinting it. I've yet to see a player present the idea without prompting. (At least they've decided to give it a shot each time!)</p><p></p><p>It really ought to have been written with some other ideas in mind. I mean, sure, there's some lip-service given (now at least, the beginning has been rewritten from the original) to not following the above ideas, but something like a third of the adventure is written under the assumption that the players make decisions that they are not likely to make. The DM has to do the heavy-lifting if they don't. AND the DM has to do some heavy lifting if they want to get their players to go along with it.</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 8989010, member: 59816"] On the subject of railroads... Take Tyranny of Dragons. Personally, I like that adventure. I'm running it for my third time (with a third group). BUT... the complainers are correct that it starts out with two fundamental flaws: 1) The only way (in three groups!) I've ever been able to get the PCs to go into Greenest (if you're not familiar, the adventure starts with a town being attacked by a literal army of dragon cultists and mercs and a blue dragon) is by telling them "Trust me. I'm not out to kill you. They are busy raiding and won't pay that close attention to you if you're careful." (In other words: I have to break the wall). Otherwise, every one of the three groups I've run it for would say, "Nope! We're going THAT way!" And leave the adventure behind. 2) Secondly, it very early on expects the PCs to decide to join the cult (to infiltrate, you see...). Now, this makes for a fun adventure, and it works pretty well. But AGAIN, the idea to do it does not come naturally from the players, but from DM broad hinting it. I've yet to see a player present the idea without prompting. (At least they've decided to give it a shot each time!) It really ought to have been written with some other ideas in mind. I mean, sure, there's some lip-service given (now at least, the beginning has been rewritten from the original) to not following the above ideas, but something like a third of the adventure is written under the assumption that the players make decisions that they are not likely to make. The DM has to do the heavy-lifting if they don't. AND the DM has to do some heavy lifting if they want to get their players to go along with it. [/QUOTE]
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