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General Tabletop Discussion
*Dungeons & Dragons
Why (and when) did "Adventure Paths" replace modules?
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<blockquote data-quote="Mark CMG" data-source="post: 6832806" data-attributes="member: 10479"><p>These ideas are at odds with one another.</p><p></p><p></p><p></p><p></p><p></p><p>What you're describing is not a sandbox. If all roads lead to Rome, no matter the choices of the PCs, it is not a sandbox. You've typed out all of the clues that it isn't a sandbox: "various events that are going to happen," "end up on their quest," "point A to point B," and "what can/will happen." None of these markers are elements of a sandbox. This is one of the differences between modules (mini-setting) and adventure (planned narrative) I was pointing out above. Mind you, NOTHING is ever pure sandbox or pure railroad; it's a sliding scale. But early modules were very far toward the sandbox side and this is clearly mush closer to the other from your description but with some strong sandbox elements or you wouldn't be calling it one, I am sure. Nevertheless, when the natural language you use to describe a sandbox are all elements of not-a-sandbox, it's clear what is being discussed.</p><p></p><p></p><p></p><p></p><p></p><p>There's another marker of a narrative: "big picture."</p><p></p><p>On a different note, the idea that designers can't assume someone would "read the whole damn thing" before running it speaks to another point being discussed in this thread regarding attention spans. I cannot imagine someone buying a module/adventure and not reading it all AT LEAST once before attempting to run it. Reading it at last twice is the assumed norm, as well as spending time making notes (in it or on the side, perhaps in a GM's notebook), making player handouts like maps if not provided, putting together the necessary minis and terrain if you use such things, etc. GM's Day is a week from tomorrow and the ones who do the leg work are the ones who get the best GM's Day gifts!</p></blockquote><p></p>
[QUOTE="Mark CMG, post: 6832806, member: 10479"] These ideas are at odds with one another. What you're describing is not a sandbox. If all roads lead to Rome, no matter the choices of the PCs, it is not a sandbox. You've typed out all of the clues that it isn't a sandbox: "various events that are going to happen," "end up on their quest," "point A to point B," and "what can/will happen." None of these markers are elements of a sandbox. This is one of the differences between modules (mini-setting) and adventure (planned narrative) I was pointing out above. Mind you, NOTHING is ever pure sandbox or pure railroad; it's a sliding scale. But early modules were very far toward the sandbox side and this is clearly mush closer to the other from your description but with some strong sandbox elements or you wouldn't be calling it one, I am sure. Nevertheless, when the natural language you use to describe a sandbox are all elements of not-a-sandbox, it's clear what is being discussed. There's another marker of a narrative: "big picture." On a different note, the idea that designers can't assume someone would "read the whole damn thing" before running it speaks to another point being discussed in this thread regarding attention spans. I cannot imagine someone buying a module/adventure and not reading it all AT LEAST once before attempting to run it. Reading it at last twice is the assumed norm, as well as spending time making notes (in it or on the side, perhaps in a GM's notebook), making player handouts like maps if not provided, putting together the necessary minis and terrain if you use such things, etc. GM's Day is a week from tomorrow and the ones who do the leg work are the ones who get the best GM's Day gifts! [/QUOTE]
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Why (and when) did "Adventure Paths" replace modules?
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