Officially better than you, according to PoN
Of adventures/modules you’ve run, did any strike you as particularly clear and usable? Dungeon layouts are their own thing since a dungeon is basically a flowchart, I’m curious about other adventures.
So much eye-candy, but is it playable? I felt pretty frustrated at the end of reading it.
I haven't run it, either. I'm a bit daunted by having to thoroughly read all of it -- after all, once I hand out the Players' Guide I gotta know my stuff.So much eye-candy, but is it playable? I felt pretty frustrated at the end of reading it.
I have looked at this but the railroad that results from cutting off pathways kind of turned me off. Is it as linear and it seems as written, and does it screw anything up if you just make all paths open? My inclination is to make all of the "gates" into obstacles that pose challenges, rather than a strictly binary open/closed gate.
I'm not seeing how the closed gates add to the module. They appear to make it linear to no purpose, especially if you aren't running it as a solo module.It looks like a sequence of strung-together sandboxes. Freedom while restricting. Kinda elegant, I like it.
It's about structure, not restriction. I think you have to weigh the fun that players will have following the sequence vs. the fun they have by being left to go wherever they want. Honestly, the freedom to go wherever is overblown, IMO - players usually want something to follow or somewhere specific to go. The human mind is very good at tricking us into believing we want choice choice choice when reality would dictate otherwise.
Oh yeah, that whole Ranger/Druid/Monk-path thing. Yeah, I've never closed any of the paths, that's ridiculous. Even when I was a kid that seemed preposterous to me. It's definitely a railroad if you follow those paths, but pretty wide open yet contained like a dungeon otherwise. Which makes it an amazing 1st lvl, introductory adventure.and does it screw anything up if you just make all paths open?