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Worst D&D adventure of all time?
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<blockquote data-quote="Steel_Wind" data-source="post: 2540803" data-attributes="member: 20741"><p>With respect to DL1 - no argument. It is not only a railroad - it was an inepty done railroad.</p><p></p><p>DL2 - yes, but to a lesser extent.</p><p></p><p>After that point in a 12 module series, things ease up substantially and the railroad melts away until it's just plain gone. The statement " any time the party tried to deviate from the plot" is just painly not true over the course of a massive series of adventures. It is true over the course of the first 2. </p><p></p><p>The designers were struggling with the design of what was the first of its kind. I acknowledge some heavy-handed design horrors in DL1. But my point was not to dismiss the entire series for the sins of the first two modules.</p><p></p><p>As for the "what if the PCs join the bad guys" criticism: give it a rest. You won't see that plotline choice facilitated in any TSR or WotC product - then or now.</p><p></p><p>D&D is about being the players playing the heroes and defeating the bad guys. IF you want your game to be NOT about that - you won't find support for that option in a published adventure module by the game's creators.</p><p></p><p>That holds true whether it is Against the Slave Lords, Dragons of Despair, Temple of Elemental Evil or Sunless Citadel.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 2540803, member: 20741"] With respect to DL1 - no argument. It is not only a railroad - it was an inepty done railroad. DL2 - yes, but to a lesser extent. After that point in a 12 module series, things ease up substantially and the railroad melts away until it's just plain gone. The statement " any time the party tried to deviate from the plot" is just painly not true over the course of a massive series of adventures. It is true over the course of the first 2. The designers were struggling with the design of what was the first of its kind. I acknowledge some heavy-handed design horrors in DL1. But my point was not to dismiss the entire series for the sins of the first two modules. As for the "what if the PCs join the bad guys" criticism: give it a rest. You won't see that plotline choice facilitated in any TSR or WotC product - then or now. D&D is about being the players playing the heroes and defeating the bad guys. IF you want your game to be NOT about that - you won't find support for that option in a published adventure module by the game's creators. That holds true whether it is Against the Slave Lords, Dragons of Despair, Temple of Elemental Evil or Sunless Citadel. [/QUOTE]
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