Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
2019 IRON DM Tournament
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Gradine" data-source="post: 7831844" data-attributes="member: 57112"><p><strong><em>Rules and Readability</em></strong></p><p></p><p>Both "What a Troubleshooting Fool Believes" (henceforth "Fool") and "Torpor" fall within the 750 word limit. Both are well edited and well structured. Well done on both fronts.</p><p><strong></strong></p><p><strong><em>Adventure Flow & Potential</em></strong></p><p><strong></strong></p><p>This is my subjective "what did I generally like/dislike about the adventures" section of the judgment. I'll start "Fool". "Fool" gives us useless equipment, impossible demands, enforced backstabbing, and payoff that, when it comes at all, is incredibly, pointlessly stupid. In other words, "Fool" provides the quintessential Paranoia experience. Paranoia, by its very nature, provides built-in hooks (Master Computer has a job for you!) and stakes (Master Computer will kill you for doing anything wrong. Or for doing most things right) and complications (your secret society wants you to accomplish X, hopefully without Master Computer or your teammates/rivals finding out and killing you). The structure of the adventure leaves a little to be desired; wander around Alpha Complex until a robot literally named DEUS EX shows up to provide a map, and the musical geniuses behind "Maneater" pick a fight. However, the complications and on-the-nose references are fun and fitting, the puzzle at the end is actually pretty clever, and I've already covered the payoff. It's a shame there wasn't more room for a little more guidance on the briefing and de-briefing, which are always some of the best scenes in a Paranoia adventure. Overall, however, this is a really great adventure that shows off what the system does so well.</p><p></p><p>"Torpor" is, likewise, a classic take on a classic genre, in this case, the "scary monster in a spooky space station". It ticks all of the usual boxes wih gusto: an android that cannot be trusted, inhuman monsters stalking the vents and ducts, and the station itself acting out of malevolence. It's like Aliens meets 2001: A Space Odyssey. Very fun, very hectic stuff. My main concern here is that while the hook and stakes are perfectly fine on their own, I worry that they may end up working against each other. The sort of unscrupulous band of mercenaries that would take a job to investigate an illegal mining station going dark also seems less likely the sort that would stick their necks out to stop an evil entity on their own. This would still be fine if "escape" was almost as difficult a goal as "heroics", but the line calling out Czerentoag not going out of their way to stop them I think diminishes that somewhat. Or maybe if their failure in some what more directly impacted them rather than second-hand stories meant to simply give them shame. Ultimately, though, this is as fantastic an adventure as "Fool", especially if the PCs are putting in the extra effort to figure out how to stop the creature, especially since there appear to be multiple ways to accomplish that.</p><p><strong></strong></p><p><strong><em>The Ingredients</em></strong></p><p></p><p>Once again, it's looking like this is probably going to come down to the ingredients.</p><p><strong></strong></p><p><strong>Bleeding Moon</strong></p><p></p><p>One thing "Fool" does well is tie its ingredients together in such a way that several elements are pulling double duty. It's a clever way to incorporate ingredients together. Unfortunately, I don't really get the sense that the moon is "bleeding". At least not in the sense that Czerentoag does in "Torpor". That alone makes it a better ingredient usage; tying it directly to the main antagonist of the adventure makes it all the stronger.</p><p><strong></strong></p><p><strong>Lifeless Doll</strong></p><p><strong></strong></p><p>Admiral BERN-I is "Fool's" lifeless doll, and its status as such is the exact sort of idiotic twist that makes Paranoia adventures so unique. That the Troubleshooters have to "Weekend at Bernies" with it around Alpha Complex lest face the wrath of Master Computer (and the fact that everyone else has to play along too) makes it an even more fun complication. Meanwhile CZ-4 in "Torpor" plays a pretty central role as Czerentoag's main avatar on the station (at least until it begins to Rise). Both are cleverly utilized ingredients that are key pieces of their respective adventures.</p><p><strong></strong></p><p><strong>Forbidden Library</strong></p><p><strong></strong></p><p>The Forbidden Archives versus the Encrypted Archives. Both are clever uses of the ingredient, but I have to give the point to "Fool" here; its Archives are a little more central to the adventure, and their nature as Forbidden a bit more of a complication in the lives of the Troubleshooters (ie, they're not even supposed to know about the Archives).</p><p><strong></strong></p><p><strong>Missing Puzzle Piece</strong></p><p><strong></strong></p><p>In "Torpor" this is the missing piece of the drill. As a macguffin that drives not just the plot but the motivations of both CZ-4 and the PCs, not to mention that the PCs have to make a tough decision on whether to keep it hidden or use it to try to kill Czerentoag, it's a pretty solid use. It just doesn't match the "Puzzle" aspect as used in "Fool". The Pink Moon is an actual puzzle piece, and it ultimately serves as more than just a video-gamey insert-key-in-lock item, as the Troubleshooters need to figure out that the "Pink Moon" is pulling double-duty for both the Pink Heart and Blue Moon spaces. In any other type of game a puzzle relying on that kind of meta-gamey esoteric breakfast cereal knowledge would be frustrating and kind of awful; once again though it kind of fits Paranoia perfectly.</p><p><strong></strong></p><p><strong>Master of the Seas</strong></p><p><strong></strong></p><p>I'll admit this was a tough ingredient, and it seems like this was a struggle for both entries. I'll give the slight edge to "Torpor" though; using "seas" as a metaphor for "space" helps Czerentoag fit the ingredient pretty well. In "Fool" BERN-I's status as an "Admiral" is ultimately pointless (though admittedly hilarious, given Alpha Complex is an underground facility). Also, this was a perfect opportunity for Captain and Tennille or Commodores reference that went wasted.</p><p><strong></strong></p><p><strong>Manufactured Chaos</strong></p><p><strong></strong></p><p>Here, "Fool" gets the edge again, though it cheats a little to get there ("Manufactured Chaos" could almost be considered Paranoia's subtitle). The Secret Societies here provide most of the impetus for the chaos: each Troubleshooter is given a different motivation or responsibility to ensure the mission's success/failure, and while that's a feature of any Paranoia adventure, it's played up to amusing effect here. I have a bit more trouble parsing where the Chaos in "Torpor" is, and how exactly it's being Manufactured. My best guess for its intended use is the awakening of Czerentoag, and as a "failure" condition that's not a bad use for an ingredient, but I would have liked it to be a little more clear the kind of chaos a fully awake and released Czerentoag is likely to create.</p><p><strong><em></em></strong></p><p><strong><em>In Conclusion</em></strong></p><p><strong></strong></p><p>These are both great entries; they both do a really good job with the ingredients, and both are filled with a lot of potential for ending in a lot of different ways. I think, ultimately, "Torpor" is a slightly better adventure on balance, but "Fool" does slightly better on the ingredients.</p><p></p><p>[SPOILER="The Judgment"]Ultimately, "Fool"'s lead in ingredients edges out "Torpor"'s lead in overall design. Again, this is was an <em>extremely close </em>match that very easily could have gone either way.</p><p></p><p><strong>Mortal Plague</strong>, you've not only won these twice, but both times you steamrolled over me to do it. So I have no business giving you any Iron DM advice. You know what you're doing, and it shows. "Torpor" was a really great entry that just had the misfortune of coming against a slightly greater entry.</p><p></p><p>As it is however, I say congratulations to <strong>lowkey13</strong> for making it through the next round! Keep up the great work![/SPOILER]</p><p><strong></strong></p><p><strong>Bring on Match 4!</strong></p></blockquote><p></p>
[QUOTE="Gradine, post: 7831844, member: 57112"] [B][I]Rules and Readability[/I][/B] Both "What a Troubleshooting Fool Believes" (henceforth "Fool") and "Torpor" fall within the 750 word limit. Both are well edited and well structured. Well done on both fronts. [B] [I]Adventure Flow & Potential[/I] [/B] This is my subjective "what did I generally like/dislike about the adventures" section of the judgment. I'll start "Fool". "Fool" gives us useless equipment, impossible demands, enforced backstabbing, and payoff that, when it comes at all, is incredibly, pointlessly stupid. In other words, "Fool" provides the quintessential Paranoia experience. Paranoia, by its very nature, provides built-in hooks (Master Computer has a job for you!) and stakes (Master Computer will kill you for doing anything wrong. Or for doing most things right) and complications (your secret society wants you to accomplish X, hopefully without Master Computer or your teammates/rivals finding out and killing you). The structure of the adventure leaves a little to be desired; wander around Alpha Complex until a robot literally named DEUS EX shows up to provide a map, and the musical geniuses behind "Maneater" pick a fight. However, the complications and on-the-nose references are fun and fitting, the puzzle at the end is actually pretty clever, and I've already covered the payoff. It's a shame there wasn't more room for a little more guidance on the briefing and de-briefing, which are always some of the best scenes in a Paranoia adventure. Overall, however, this is a really great adventure that shows off what the system does so well. [B][/B] "Torpor" is, likewise, a classic take on a classic genre, in this case, the "scary monster in a spooky space station". It ticks all of the usual boxes wih gusto: an android that cannot be trusted, inhuman monsters stalking the vents and ducts, and the station itself acting out of malevolence. It's like Aliens meets 2001: A Space Odyssey. Very fun, very hectic stuff. My main concern here is that while the hook and stakes are perfectly fine on their own, I worry that they may end up working against each other. The sort of unscrupulous band of mercenaries that would take a job to investigate an illegal mining station going dark also seems less likely the sort that would stick their necks out to stop an evil entity on their own. This would still be fine if "escape" was almost as difficult a goal as "heroics", but the line calling out Czerentoag not going out of their way to stop them I think diminishes that somewhat. Or maybe if their failure in some what more directly impacted them rather than second-hand stories meant to simply give them shame. Ultimately, though, this is as fantastic an adventure as "Fool", especially if the PCs are putting in the extra effort to figure out how to stop the creature, especially since there appear to be multiple ways to accomplish that. [B] [I]The Ingredients[/I][/B] Once again, it's looking like this is probably going to come down to the ingredients. [B] Bleeding Moon[/B] One thing "Fool" does well is tie its ingredients together in such a way that several elements are pulling double duty. It's a clever way to incorporate ingredients together. Unfortunately, I don't really get the sense that the moon is "bleeding". At least not in the sense that Czerentoag does in "Torpor". That alone makes it a better ingredient usage; tying it directly to the main antagonist of the adventure makes it all the stronger. [B] Lifeless Doll [/B] Admiral BERN-I is "Fool's" lifeless doll, and its status as such is the exact sort of idiotic twist that makes Paranoia adventures so unique. That the Troubleshooters have to "Weekend at Bernies" with it around Alpha Complex lest face the wrath of Master Computer (and the fact that everyone else has to play along too) makes it an even more fun complication. Meanwhile CZ-4 in "Torpor" plays a pretty central role as Czerentoag's main avatar on the station (at least until it begins to Rise). Both are cleverly utilized ingredients that are key pieces of their respective adventures. [B] Forbidden Library [/B] The Forbidden Archives versus the Encrypted Archives. Both are clever uses of the ingredient, but I have to give the point to "Fool" here; its Archives are a little more central to the adventure, and their nature as Forbidden a bit more of a complication in the lives of the Troubleshooters (ie, they're not even supposed to know about the Archives). [B] Missing Puzzle Piece [/B] In "Torpor" this is the missing piece of the drill. As a macguffin that drives not just the plot but the motivations of both CZ-4 and the PCs, not to mention that the PCs have to make a tough decision on whether to keep it hidden or use it to try to kill Czerentoag, it's a pretty solid use. It just doesn't match the "Puzzle" aspect as used in "Fool". The Pink Moon is an actual puzzle piece, and it ultimately serves as more than just a video-gamey insert-key-in-lock item, as the Troubleshooters need to figure out that the "Pink Moon" is pulling double-duty for both the Pink Heart and Blue Moon spaces. In any other type of game a puzzle relying on that kind of meta-gamey esoteric breakfast cereal knowledge would be frustrating and kind of awful; once again though it kind of fits Paranoia perfectly. [B] Master of the Seas [/B] I'll admit this was a tough ingredient, and it seems like this was a struggle for both entries. I'll give the slight edge to "Torpor" though; using "seas" as a metaphor for "space" helps Czerentoag fit the ingredient pretty well. In "Fool" BERN-I's status as an "Admiral" is ultimately pointless (though admittedly hilarious, given Alpha Complex is an underground facility). Also, this was a perfect opportunity for Captain and Tennille or Commodores reference that went wasted. [B] Manufactured Chaos [/B] Here, "Fool" gets the edge again, though it cheats a little to get there ("Manufactured Chaos" could almost be considered Paranoia's subtitle). The Secret Societies here provide most of the impetus for the chaos: each Troubleshooter is given a different motivation or responsibility to ensure the mission's success/failure, and while that's a feature of any Paranoia adventure, it's played up to amusing effect here. I have a bit more trouble parsing where the Chaos in "Torpor" is, and how exactly it's being Manufactured. My best guess for its intended use is the awakening of Czerentoag, and as a "failure" condition that's not a bad use for an ingredient, but I would have liked it to be a little more clear the kind of chaos a fully awake and released Czerentoag is likely to create. [B][I] In Conclusion[/I] [/B] These are both great entries; they both do a really good job with the ingredients, and both are filled with a lot of potential for ending in a lot of different ways. I think, ultimately, "Torpor" is a slightly better adventure on balance, but "Fool" does slightly better on the ingredients. [B][/B] [SPOILER="The Judgment"]Ultimately, "Fool"'s lead in ingredients edges out "Torpor"'s lead in overall design. Again, this is was an [I]extremely close [/I]match that very easily could have gone either way. [B]Mortal Plague[/B], you've not only won these twice, but both times you steamrolled over me to do it. So I have no business giving you any Iron DM advice. You know what you're doing, and it shows. "Torpor" was a really great entry that just had the misfortune of coming against a slightly greater entry. As it is however, I say congratulations to [B]lowkey13[/B] for making it through the next round! Keep up the great work![/SPOILER] [B] Bring on Match 4![/B] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
2019 IRON DM Tournament
Top