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Iron DM 2009 - all matches
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<blockquote data-quote="phoamslinger" data-source="post: 4998228" data-attributes="member: 2342"><p><strong>Damned Alley</strong></p><p><strong>Non-Reflective Mirror</strong></p><p><strong>Sleeping Watcher</strong></p><p><strong>Giant Mafia</strong></p><p><strong>Flying Piranhas</strong></p><p><strong>Rod of Fumbling</strong></p><p></p><p>Bonus Ingredient:</p><p><strong>Flaming Dragon</strong></p><p></p><p>IS versus IVV. and to work. </p><p></p><p>[sblock]</p><p></p><p>regretably, it seems that I'm better at tearing down entries than I am in building them up. one of these two had a fatal flaw that really tipped the scales and made my decision for me...</p><p></p><p><strong> Damned Alley </strong></p><p>IS gave us an Alley which was the ongoing site of the god Velos’ destruction, IVV gave us an Alley which was actually going to be Damned. I feel a slight (paper thin) edge to IVV on that one, only because of the literal-ness of his interpretation.</p><p> </p><p><strong> Non-Reflective Mirror </strong> I was really curious how this would be done (and was half expecting to see a Vampire pop up somewhere and was pleased when this <strong>didn’t</strong> happen). IS gave us mirrors that don’t work when the party needs them and the need to build non-working mirrors deliberately so that they will work later. IVV gave us the smoking portals and reflective pools. both were creative usages of the ingredient and were equally core to the adventures. a tie on this one I think.</p><p></p><p><strong> Sleeping Watcher </strong></p><p>how can someone watch if they’re asleep? through dreams and visions appears to be the answer. a tie here as well.</p><p></p><p><strong> Giant Mafia </strong></p><p>IS gave us a race of giants that are the Organization behind all organization (an appropriate 26th level opponent). IVV gave us a family of cloud Giants who are working with the underworld to seize power. I found IS’s giant mafia to be just a bit more thematically like the Sopranos/Godfather/Goodfellas than IVV’s. point to IS. </p><p></p><p><strong> Flying Piranhas </strong></p><p>another ingredient I wanted to see how it was done. IS’s piranha shift and can fly. IVV’s piranha eat the dragon and gain its wings once the world shifts into the land of the night realm. again both are using a similar reasoning for the ingredient, in this case a planar shift transforms the fish. tie.</p><p> </p><p><strong> Rod of Fumbling </strong></p><p>both entries have the Rod of Fumbling as the key that solves the adventure. tie again.</p><p></p><p><strong> Flaming Dragon </strong></p><p>yes flaming means burning and both your dragons burn at one point or another. but there’s another connotation for flaming that is quite inappropriate. therefore I will give an edge to IVV’s <em>flaming fairy</em> dragon, for putting together an excellent play on words without actually implementing an ingredient that might offend.</p><p></p><p>* * * * *</p><p></p><p>I could type up another couple of pages, but I think I will need to give this round to Iron Sky. from the ingredients I could tell that this one was going to be tough to call. it was going to be the secondary considerations that were going to really make or break this particular contest, and the usefulness of the adventure is what’s really going to sway it for me today.</p><p></p><p><em>The Far City</em> is immersed in flavor and imagery which I liked a lot. but more importantly, he presents the party with a situation or a mission and then allows them to take whatever paths they want to. <em>Hell’s Close</em> (as in Closing the way to Hell or that Hell IS Close – nice title) has equal amounts of creativity, but felt very railroady to me. I mean, the adventurers are drawn into Hell’s Close, are introduced to the NPCS, are read several sections of boxed text for the dreams, and then are given the opportunity to figure out that they need the magic item at the bottom of the piranha pool to one-shot solve the problem.</p><p></p><p>InVinoVeritas, you tied the ingredients together well, pulled some interesting references (Aztec Mythos) into your adventure, and had a very good story laid out which could make for a fun evening’s adventure… unless the players don’t figure it out. in which case you’d have a group of 4th to 6th level adventurers trying to fight off an invasion of cloud giants as they were pulled into a Hell dimension. like pulling an adventuring group into Ravenloft (which I did in a campaign once), your adventure could seriously derail a campaign into a very strange place, which might be interesting all by itself, but it really goes outside of the adventure you wrote. I would have put your adventure closer to 14-16th level in order to open up more options for the players. but then, by giving them more options you open up the possibility of them going outside the tightly scripted storyline you wrote. </p><p></p><p>Iron Sky, all of the adventures that you put together for this contest have been creatively out of the box, enjoyable to read, easy to visualize and a story line I wouldn’t mind throwing at a group of players one of these days. I’ll throw my vote for you as the <strong>Iron DM</strong> for this contest, and add that I think it’s well earned. </p><p></p><p>now we just wait for the other judge… [/sblock]</p></blockquote><p></p>
[QUOTE="phoamslinger, post: 4998228, member: 2342"] [b]Damned Alley Non-Reflective Mirror Sleeping Watcher Giant Mafia Flying Piranhas Rod of Fumbling[/b] Bonus Ingredient: [b]Flaming Dragon[/b] IS versus IVV. and to work. [sblock] regretably, it seems that I'm better at tearing down entries than I am in building them up. one of these two had a fatal flaw that really tipped the scales and made my decision for me... [b] Damned Alley [/b] IS gave us an Alley which was the ongoing site of the god Velos’ destruction, IVV gave us an Alley which was actually going to be Damned. I feel a slight (paper thin) edge to IVV on that one, only because of the literal-ness of his interpretation. [b] Non-Reflective Mirror [/b] I was really curious how this would be done (and was half expecting to see a Vampire pop up somewhere and was pleased when this [b]didn’t[/b] happen). IS gave us mirrors that don’t work when the party needs them and the need to build non-working mirrors deliberately so that they will work later. IVV gave us the smoking portals and reflective pools. both were creative usages of the ingredient and were equally core to the adventures. a tie on this one I think. [b] Sleeping Watcher [/b] how can someone watch if they’re asleep? through dreams and visions appears to be the answer. a tie here as well. [b] Giant Mafia [/b] IS gave us a race of giants that are the Organization behind all organization (an appropriate 26th level opponent). IVV gave us a family of cloud Giants who are working with the underworld to seize power. I found IS’s giant mafia to be just a bit more thematically like the Sopranos/Godfather/Goodfellas than IVV’s. point to IS. [b] Flying Piranhas [/b] another ingredient I wanted to see how it was done. IS’s piranha shift and can fly. IVV’s piranha eat the dragon and gain its wings once the world shifts into the land of the night realm. again both are using a similar reasoning for the ingredient, in this case a planar shift transforms the fish. tie. [b] Rod of Fumbling [/b] both entries have the Rod of Fumbling as the key that solves the adventure. tie again. [b] Flaming Dragon [/b] yes flaming means burning and both your dragons burn at one point or another. but there’s another connotation for flaming that is quite inappropriate. therefore I will give an edge to IVV’s [i]flaming fairy[/i] dragon, for putting together an excellent play on words without actually implementing an ingredient that might offend. * * * * * I could type up another couple of pages, but I think I will need to give this round to Iron Sky. from the ingredients I could tell that this one was going to be tough to call. it was going to be the secondary considerations that were going to really make or break this particular contest, and the usefulness of the adventure is what’s really going to sway it for me today. [i]The Far City[/i] is immersed in flavor and imagery which I liked a lot. but more importantly, he presents the party with a situation or a mission and then allows them to take whatever paths they want to. [i]Hell’s Close[/i] (as in Closing the way to Hell or that Hell IS Close – nice title) has equal amounts of creativity, but felt very railroady to me. I mean, the adventurers are drawn into Hell’s Close, are introduced to the NPCS, are read several sections of boxed text for the dreams, and then are given the opportunity to figure out that they need the magic item at the bottom of the piranha pool to one-shot solve the problem. InVinoVeritas, you tied the ingredients together well, pulled some interesting references (Aztec Mythos) into your adventure, and had a very good story laid out which could make for a fun evening’s adventure… unless the players don’t figure it out. in which case you’d have a group of 4th to 6th level adventurers trying to fight off an invasion of cloud giants as they were pulled into a Hell dimension. like pulling an adventuring group into Ravenloft (which I did in a campaign once), your adventure could seriously derail a campaign into a very strange place, which might be interesting all by itself, but it really goes outside of the adventure you wrote. I would have put your adventure closer to 14-16th level in order to open up more options for the players. but then, by giving them more options you open up the possibility of them going outside the tightly scripted storyline you wrote. Iron Sky, all of the adventures that you put together for this contest have been creatively out of the box, enjoyable to read, easy to visualize and a story line I wouldn’t mind throwing at a group of players one of these days. I’ll throw my vote for you as the [b]Iron DM[/b] for this contest, and add that I think it’s well earned. now we just wait for the other judge… [/sblock] [/QUOTE]
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