Thanks a lot for your comment and review! :-D
I think you’re absolutely right about the lack of player choice, but I’d like to discuss two key points where I’d really appreciate your feedback, because I might be approaching this the wrong way:
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I designed the adventure with a fairly specific progression in mind, and what I wrote follows that progression, which is tied to the narrative.
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I always thought that a short adventure like this one should focus on the “core” of the story and the key scenes/decisions, while the GM takes care of the rest: populating it with additional scenes and situations that are relevant and appropriate for the particular table, as well as adapting on the fly to the players’ unexpected decisions.
Am I looking at this the wrong way? I’d really be interested in hearing your thoughts!
That said, I’m really happy you enjoyed the way the adventure is presented. When I designed LUMENDARK, I wanted to frame it almost as if we were watching a movie… scene by scene :-)