|"They were with him when he took the book with the Auryn symbol on the cover, in which he's reading his own story, right now."|
As I look at the many different styles of adventures over many different genres and systems of today, I tend to compare them to the first RPG I ever played, Basic Dungeons & Dragons. When I started we didn't have a plot or even a well thought out plan; we were just out for a walk in a dungeon to compete against monsters, avoid traps, solve interesting puzzles, and take as much loot as possible in the process. Then a fundamental shift took place where the story arc became the center of the adventure—Dragonlance.
|Was Dragonlance the first Adventure Path?|
Is this style of adventure advantageous to those of us today who have busy lives but still want the thrill of adventure? Is there a place for an adventure, a series of adventures, or even a complete campaign that asks the players to pick from a list of pre-generated characters that the adventure was specifically written for? Should an adventure have a 3 or 5 point plot or should an adventure just be a loose outline of possible people, places and events that the characters interact with as they blaze their own trail to glory? Perhaps there's a middle way?