Okay, in a group that is on the second COTCT module. Plague is hitting the city hot and heavy and citizens are dying left and right.
I have no idea how far into the module we are but we just captured a goth-elf who was playing with dead nobles.
This is what is bothering me. This whole campaign to date has been the biggest railroad since the Dragonlance module series, minus the epic feel that DL had.
One example, since the very beginning of the module my character, a former sailer, has wanted to explore the ship sunk by the town guard. The DM has basically refused to allow this by making it impossible to find the actual location of the ship.
Why?
This makes no sense till the session before last. In that session a were-rat came along, asked us to kill her murderous brethren and as a reward will tell us where the ship sunk since she happened to know where it went down. So basically we couldnt explore the ship until the module storyline told us we could. Yawn to say the least, though I admit this is not really the DM's fault if that is how the module is written.
No this is the annoying part. On the ship we find important evidence. We find the death boxes, we find the body of a cleric of the god of disease and undeath, and we find a receipt showing that the "doctor" who the Queen hired to save the city actually owns this ship of plague.
All of this would be very useful information we could have had 5 sessions earlier and used.
I do not feel so much that I am playing a RPG as much as living someone's conversion of a Raymond Feist novel or a chose your own adventure book we all loved when we were nine years old.
Please tell me this adventure path gets better and the players start to get to make real decisions. I want to know that if need be my character could leave town for a day trip without waiting for it to come up in module number four, page 22, paragraph 6, line 2, when the module "tells" me I decide to leave town.