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Worst D&D adventure of all time?
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<blockquote data-quote="Hussar" data-source="post: 2542083" data-attributes="member: 22779"><p>Well, the reason I think that the players have no choices is things like having your main NPC virtually indestructable. No matter what you do to Berem, he's there at the end. This is only one example. It's not just the bad guys that come back. It's bloody near everyone. Drop Fizban off the mountain, poof, he's waiting for you at the bottom (convenient that the NPC's are indistructable, immortal or GODS.)</p><p></p><p>You accuse me of not reading the modules recently. That I'll cop to no problem. And, it's quite possible that maybe it's my memories that are cloudy. But, then you accuse me of not listening. Well, I did listen. I just happen to not agree. When all of the major NPC's CANNOT be killed before a specific time, that's a pretty bloody LARGE plot railroad. That means that the story is more important than the decisions that the players make.</p><p></p><p>I'm not sure why this is difficult to understand. I used the waves of draconians as an example, not as the ONLY example. Modules which dictate the path you travel, who you travel with, who can and cannot be killed are, IMNSHO, railroads. This is why I put the DL modules as some of the worst modules out there. </p><p></p><p>Just on a side note, I can live with some railroading. That's not a problem most of the time. Telling the players that they have to go somewhere and do something is ok. Telling the players that they have to go somewhere, do something, only go this particular way, with these particular people, and the results of their actions become meaningless unless they fit with the story, is not.</p></blockquote><p></p>
[QUOTE="Hussar, post: 2542083, member: 22779"] Well, the reason I think that the players have no choices is things like having your main NPC virtually indestructable. No matter what you do to Berem, he's there at the end. This is only one example. It's not just the bad guys that come back. It's bloody near everyone. Drop Fizban off the mountain, poof, he's waiting for you at the bottom (convenient that the NPC's are indistructable, immortal or GODS.) You accuse me of not reading the modules recently. That I'll cop to no problem. And, it's quite possible that maybe it's my memories that are cloudy. But, then you accuse me of not listening. Well, I did listen. I just happen to not agree. When all of the major NPC's CANNOT be killed before a specific time, that's a pretty bloody LARGE plot railroad. That means that the story is more important than the decisions that the players make. I'm not sure why this is difficult to understand. I used the waves of draconians as an example, not as the ONLY example. Modules which dictate the path you travel, who you travel with, who can and cannot be killed are, IMNSHO, railroads. This is why I put the DL modules as some of the worst modules out there. Just on a side note, I can live with some railroading. That's not a problem most of the time. Telling the players that they have to go somewhere and do something is ok. Telling the players that they have to go somewhere, do something, only go this particular way, with these particular people, and the results of their actions become meaningless unless they fit with the story, is not. [/QUOTE]
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