Many times I've heard Whiterock described as a 'story-dungeon' or similar. The group I currently play with has a higher demand for 'story' and 'roleplay' than past configurations. I freely admit, I haven't gotten past the flipping-through-pages and skimming-certain-bits stage of reading Whiterock... All of which leads me to ask...
How much story is there in the famed 'story-dungeon'? Does it take the form of, "Yeah, 300 years ago, et cetera, et cetera...." or "OMG, we just discovered X and if we don't do Y with it, the world will never be the same again!" or just what...? In other words, to what degree is the story interactive vs. passive? Are there choices to make along the way that change the story? If so, do they come along once per book (4)? multiple times per book (5? 7? 9? 11?)? Are these interactive aspects existing as 'gaps' meant for the DM to fill in...?
Not looking for spoilers, just, um, 'structure'...
Personally, I'm interested to run Whiterock in any case, but depending on the answer, it may have to wait for some future group....
Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.Playing RPGs since 1977
• Quasi-occasional member of the Legion of 8th-Level Fighters.—Here Be DCC Monsters—VOORAK, L, Hunter, S10, A12, Sm10, P6, I13, L13, AC 10, HP 3, Spear +0 1d8, Init 0; R 0, F 0, W -1, Holy water, Pelt, 3 iron spikes, 1d ration, 4-leaf clover (Find secret doors) (+1), Com +1
SARKLA, C, Gatherer, S9, A14, Sm14, P15, I14, L8, AC 11, HP 4, Knife +0 1d4, Init 1, R 1, F 1, W 1, Chest, Basket of veggies, 2d ration, lg sack, waterskin, torch, Seventh son (Spell checks), Com +1
TARR, C, Hunter, S14, A11, Sm15, P13, I7, L7, AC 10, HP 3, Spear +1 1d8+1, Init 0, R 0, F 1, W 1, Holy water, Pelt, 4 torch, flint/steel, 1d ration, sm sack, Fox's cunning (traps), Com
TELVA, N, Herbalist, S13, A6, Sm9, P6, I12, L10, AC 9, HP 2, Club +1 1d4+1, Init -1, R -1, F 0, W -1, Chain 10', Herbs- 1 lb., 50' rope, 2d ration, torch, Speed of cobra (Init), Com