howandwhy99
Adventurer
First Impressions:
This a work in progress. Given the amount of development and editing these documents have likely seen in the last 6+ months, there's a lot of thought behind everything.
It's confusing. Not the formatting, which I wouldn't expect a final draft of. There are definitely rules in place here that really only support specific play styles, from old to millennial to contemporary. There is a lot of 4e school of thought here, but when I go looking a whole lot of it is 3.x too. Shake that up with so much of the old school stuff that doesn't quite know why it's there and the whole comes off as confused. Again, a work in progress.
Many schema in place aren't just necessary. I mentioned breaking the texts into book clumps before, I don't think you need to do that. I'm not seeing the rationale for having equipment in relation to exploration (or anything else). The three tiers of play look like skills, skills, and combat. Let's think outside the box here.
The adventure is going to be difficult to run. It looks a little bland and way overpriced XP-wise for 3 levels. It's appears to be combats all the way through. I like the format and the do-it-yourself attitude with advice in the front, but it needs fleshing out with examples for that. We can place our own monsters too (unless I missed a hidden scheme for that), but it could definitely use some "What they know, what happened before, and what will happen if left unengaged" and stuff like that.
Best thing so far: the beginning. Those first two paragraphs in How to Play. That blended well the old school and new school philosophies and phraseology. I would lead with that and definitely trim down the packet size of this thing. In no way do we need all this info for the first, short-term phase of a long play testing. Let's get focused. It scares me that this looks like everything otherwise as it is a heap o' work.
This a work in progress. Given the amount of development and editing these documents have likely seen in the last 6+ months, there's a lot of thought behind everything.
It's confusing. Not the formatting, which I wouldn't expect a final draft of. There are definitely rules in place here that really only support specific play styles, from old to millennial to contemporary. There is a lot of 4e school of thought here, but when I go looking a whole lot of it is 3.x too. Shake that up with so much of the old school stuff that doesn't quite know why it's there and the whole comes off as confused. Again, a work in progress.
Many schema in place aren't just necessary. I mentioned breaking the texts into book clumps before, I don't think you need to do that. I'm not seeing the rationale for having equipment in relation to exploration (or anything else). The three tiers of play look like skills, skills, and combat. Let's think outside the box here.
The adventure is going to be difficult to run. It looks a little bland and way overpriced XP-wise for 3 levels. It's appears to be combats all the way through. I like the format and the do-it-yourself attitude with advice in the front, but it needs fleshing out with examples for that. We can place our own monsters too (unless I missed a hidden scheme for that), but it could definitely use some "What they know, what happened before, and what will happen if left unengaged" and stuff like that.
Best thing so far: the beginning. Those first two paragraphs in How to Play. That blended well the old school and new school philosophies and phraseology. I would lead with that and definitely trim down the packet size of this thing. In no way do we need all this info for the first, short-term phase of a long play testing. Let's get focused. It scares me that this looks like everything otherwise as it is a heap o' work.