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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="Lanefan" data-source="post: 8656771" data-attributes="member: 29398"><p>A-1 has some options. A-2 at first glance looks like it has all sorts of options, but a closer look or a run-through finds it in fact to be <em>very</em> linear in its design* other than a few branches in the lower level. A-3 has options outdoors then becomes linear once the PCs get into the actual "dungeon" bits, leading to a very railroad-y conclusion which really does need buy-in from the players.</p><p></p><p>But A-4 is an odd duck. It's clearly written with the intent of being quite linear, but in non-tournament play once the PCs get out of jail it's as open-ended as any module out there; yes there's a serious time crunch involved but there's very little restricting what the players can have their PCs (try to) do within that time. They have an entire small city to explore-befriend-pillage-hide in, and-or they can try to flee the island, and-or they could try to find a place to hunker down and survive what's coming then carry on afterwards, or whatever.</p><p></p><p>A-4 does very much leave the DM on her own should the PCs not do what the module expects, but I guess we can't expect much more from what was specifically written as a tournament adventure.</p><p></p><p>* - when I ran it I changed much of it from linear to looping via the simple addition of about six internal doors, a hidden staircase to provide a potential second vertical access point, and a postern gate to the outside.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8656771, member: 29398"] A-1 has some options. A-2 at first glance looks like it has all sorts of options, but a closer look or a run-through finds it in fact to be [I]very[/I] linear in its design* other than a few branches in the lower level. A-3 has options outdoors then becomes linear once the PCs get into the actual "dungeon" bits, leading to a very railroad-y conclusion which really does need buy-in from the players. But A-4 is an odd duck. It's clearly written with the intent of being quite linear, but in non-tournament play once the PCs get out of jail it's as open-ended as any module out there; yes there's a serious time crunch involved but there's very little restricting what the players can have their PCs (try to) do within that time. They have an entire small city to explore-befriend-pillage-hide in, and-or they can try to flee the island, and-or they could try to find a place to hunker down and survive what's coming then carry on afterwards, or whatever. A-4 does very much leave the DM on her own should the PCs not do what the module expects, but I guess we can't expect much more from what was specifically written as a tournament adventure. * - when I ran it I changed much of it from linear to looping via the simple addition of about six internal doors, a hidden staircase to provide a potential second vertical access point, and a postern gate to the outside. [/QUOTE]
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