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Why don't you buy non-WoTC stuff?
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<blockquote data-quote="rounser" data-source="post: 335493" data-attributes="member: 1106"><p>If you run the Adventure Path modules in sequence as a campaign, the campaign will be linear, and players can just follow the train tracks from one dungeon or town to the next. That's the scale of railroading I meant. With DM elbow grease this can change, or you can put the illusion of choice in there if you're wily, but otherwise the "what adventure will happen next" or "where will we explore next" aspects of the Adventure Path campaign are railroaded.</p><p></p><p>Just so what I'm referring to doesn't seem "pie in the sky", I can think of one such module that exists with much less railroad than the norm, even if it is a bit bare bones with regards to being fleshed out....Ruins of Adventure (the PnP module version of the original Pool of Radiance). The PCs can choose between several city blocks to clear out next, whether to play detective to corrupt council members in New Phlan, or whether to go a-wandering in the wilderness and run into the detailed lairs, communities and dungeons out there. As a campaign module, it has a lot more depth of player choice than the current "3E state of the art". In fact, it could do with a conversion...</p><p></p><p>RttToEE SPOILER...</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>RttToEE does have one meaningful decision juncture for players that I can recall - "Shall we go to Nulb and the Temple or see what's up at Rastor". Maybe there are more deeper in the crater - we didn't play far enough to find out...the module became more tedious than fun.</p></blockquote><p></p>
[QUOTE="rounser, post: 335493, member: 1106"] If you run the Adventure Path modules in sequence as a campaign, the campaign will be linear, and players can just follow the train tracks from one dungeon or town to the next. That's the scale of railroading I meant. With DM elbow grease this can change, or you can put the illusion of choice in there if you're wily, but otherwise the "what adventure will happen next" or "where will we explore next" aspects of the Adventure Path campaign are railroaded. Just so what I'm referring to doesn't seem "pie in the sky", I can think of one such module that exists with much less railroad than the norm, even if it is a bit bare bones with regards to being fleshed out....Ruins of Adventure (the PnP module version of the original Pool of Radiance). The PCs can choose between several city blocks to clear out next, whether to play detective to corrupt council members in New Phlan, or whether to go a-wandering in the wilderness and run into the detailed lairs, communities and dungeons out there. As a campaign module, it has a lot more depth of player choice than the current "3E state of the art". In fact, it could do with a conversion... RttToEE SPOILER... RttToEE does have one meaningful decision juncture for players that I can recall - "Shall we go to Nulb and the Temple or see what's up at Rastor". Maybe there are more deeper in the crater - we didn't play far enough to find out...the module became more tedious than fun. [/QUOTE]
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