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Holiday Iron DM!!!! {Final Judgment Posted!}
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<blockquote data-quote="arwink" data-source="post: 547051" data-attributes="member: 2292"><p>I figured I'd just post a quick exposition and reflection before I nip of for a good mornings sleep.</p><p></p><p>For starters, I'm inclined to agree 100% with Nem's judging and the comments on the round. As I discovered after the first round, cohesiveness is not my strong point in this sort of thing. My own games tend to be largely reactive affairs, where one or two stronger ideas and characters are set up to interact with the players, and everything else depends on the characters response. Works for me, but it's hell trying to convey the idea for adventures to others before hand. If you'd handed be both submissions out of the blue and said "here, run one of these" I'd have been going for Quickbeams too <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> </p><p></p><p>My other problem is that I tend to come up with one integration of the ingredients I like, and build the rest fo them in a slip-shod method around them. In the first round, the images where the lonely treant and the clocktower in a flooded lake. This time round, I really wanted a evil, intelligent dinosaur and his unassuming owner and a flying carpet that was dangerous to use. Everything else was just an attempt to bridge those two things together, and it didn't work. To make matters worse, I started changing the idea and level of the adventure half way through, and obviously I missed a few elements. </p><p></p><p>It occured to me, while reading Nem's criticisms, that polymorph was the wrong choice there too. Book of Vile Darkness's possesion rules would have worked slightly better, as well as enabled a slightly lower class of devil get involved (and incorporating the devil as dinosaur and keeping the adventure at a level where it'd still be a challenge was a problem for me).</p><p></p><p>It's been fun, though, and I'll be poking my head into the homegame thread in the near future after sleep and the christmas season is done (so it may be a few days til I get around to offering incognito a critique, but it's coming). What's going to annoy me is that at least two of my players have read the thread, so I'm never going to be able to pull the stealth-dino on them.</p><p></p><p></p><p>Congratulations again to Quickbeam, and I'm looking forward to watching the finals (without the stress and cursing at the ingredients) <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" />.</p></blockquote><p></p>
[QUOTE="arwink, post: 547051, member: 2292"] I figured I'd just post a quick exposition and reflection before I nip of for a good mornings sleep. For starters, I'm inclined to agree 100% with Nem's judging and the comments on the round. As I discovered after the first round, cohesiveness is not my strong point in this sort of thing. My own games tend to be largely reactive affairs, where one or two stronger ideas and characters are set up to interact with the players, and everything else depends on the characters response. Works for me, but it's hell trying to convey the idea for adventures to others before hand. If you'd handed be both submissions out of the blue and said "here, run one of these" I'd have been going for Quickbeams too :) My other problem is that I tend to come up with one integration of the ingredients I like, and build the rest fo them in a slip-shod method around them. In the first round, the images where the lonely treant and the clocktower in a flooded lake. This time round, I really wanted a evil, intelligent dinosaur and his unassuming owner and a flying carpet that was dangerous to use. Everything else was just an attempt to bridge those two things together, and it didn't work. To make matters worse, I started changing the idea and level of the adventure half way through, and obviously I missed a few elements. It occured to me, while reading Nem's criticisms, that polymorph was the wrong choice there too. Book of Vile Darkness's possesion rules would have worked slightly better, as well as enabled a slightly lower class of devil get involved (and incorporating the devil as dinosaur and keeping the adventure at a level where it'd still be a challenge was a problem for me). It's been fun, though, and I'll be poking my head into the homegame thread in the near future after sleep and the christmas season is done (so it may be a few days til I get around to offering incognito a critique, but it's coming). What's going to annoy me is that at least two of my players have read the thread, so I'm never going to be able to pull the stealth-dino on them. Congratulations again to Quickbeam, and I'm looking forward to watching the finals (without the stress and cursing at the ingredients) :D. [/QUOTE]
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