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IRON DM 2011--Rules, Entries, Judgements, & Commentary
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<blockquote data-quote="anest1s" data-source="post: 5623261" data-attributes="member: 94230"><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> I agree with the judgment on my entry, mostly.</p><p></p><p>I hate riddles, but then again I hate more puzzles that aren't puzzles, so I just went for the soduku thing- not that I would actually like it in a game environment, but on a failed int roll its easier to solve a soduku than solve a rubik cube (hell that was my first thought <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> haha). Clearly maybe there was a better idea I should come up with- but I just couldn't!</p><p></p><p>The champion is reluctant in that he was to choose when his service would end- if I had space to write more I would have more of his backstory. Well actually, I think I should just have shouted it instead of only mentioning it. Next time I guess <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>A general mistake I now see. I made the adventure to need the Ingredients, but most of them weren't the adventure themselves. </p><p></p><p>About the linearity...</p><p>I kinda failed hard at that part.</p><p>In my actual games I just give options, and build the world depending on what the PCs want.</p><p>Here, I thought that a DM would follow the same tactic. So I made a linear path, only meant to be played by players who wanted to play in a path like that. </p><p>However a DM who is used to play linear adventures, usually does so because of lack of time to create an interactive world. He can't depend much on my adventure to force his players in the path. On the other hand a DM who plays sandbox will find it too linear for his taste. </p><p>So yeah, that was a major flaw.</p><p></p><p>About the typos etc, well I can't say I noticed them <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> I suspect it is because I had no spell check and good enough knowledge of the English language to cover the absence. </p><p>I blame the confusion on the word limit though- I can explain something if I want with words I know how to use well, but not if I don't have the space to do so! So yeah, my weakness, but I will shamelessly blame the word limit too <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>_________________</p><p>Now, I don't want to edit my entry, but I feel its a waste not to explain the loop.</p><p></p><p>1.Mind Flayers come from the future</p><p>2.Wizard learns about them</p><p>3.Wizard fights them and loses</p><p>4.Wizard learns they are from the future</p><p>5.Wizard thinks, if future mind flayers are here, then after the point they returned there wont be any of them</p><p>6.Wizard slowly brings mind flayers to fall</p><p>7.Mind flayers go back to (1.)</p><p>8.World without mind flayers</p><p></p><p>One of the ways the wizard chose to fight them, was to be the one who created them and imbue them with flaws, making sure they are who they are now, and stabilizing the time. He can send them back to where they were first born when the mind flayers will travel back to the past.</p><p></p><p>Confusing. But the less confusing options were a Hag brothel and a Choker infested town. So yeah. Better you confused than me kicked in the face <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>______________________________</p><p></p><p>Seriously though, now that I am out of competition, I think I can suggest the limit to go up. I have a feeling that the adventures I read are worse than what they would be without the limit.</p><p></p><p></p><p>Congrats to [MENTION=95387]BriarMonkey[/MENTION]</p><p>Dude make sure you win this. Then I will be able to say that the last Iron DM was the one that bested me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> Seriously good luck!</p></blockquote><p></p>
[QUOTE="anest1s, post: 5623261, member: 94230"] :p I agree with the judgment on my entry, mostly. I hate riddles, but then again I hate more puzzles that aren't puzzles, so I just went for the soduku thing- not that I would actually like it in a game environment, but on a failed int roll its easier to solve a soduku than solve a rubik cube (hell that was my first thought :p haha). Clearly maybe there was a better idea I should come up with- but I just couldn't! The champion is reluctant in that he was to choose when his service would end- if I had space to write more I would have more of his backstory. Well actually, I think I should just have shouted it instead of only mentioning it. Next time I guess ;) A general mistake I now see. I made the adventure to need the Ingredients, but most of them weren't the adventure themselves. About the linearity... I kinda failed hard at that part. In my actual games I just give options, and build the world depending on what the PCs want. Here, I thought that a DM would follow the same tactic. So I made a linear path, only meant to be played by players who wanted to play in a path like that. However a DM who is used to play linear adventures, usually does so because of lack of time to create an interactive world. He can't depend much on my adventure to force his players in the path. On the other hand a DM who plays sandbox will find it too linear for his taste. So yeah, that was a major flaw. About the typos etc, well I can't say I noticed them :p I suspect it is because I had no spell check and good enough knowledge of the English language to cover the absence. I blame the confusion on the word limit though- I can explain something if I want with words I know how to use well, but not if I don't have the space to do so! So yeah, my weakness, but I will shamelessly blame the word limit too :p _________________ Now, I don't want to edit my entry, but I feel its a waste not to explain the loop. 1.Mind Flayers come from the future 2.Wizard learns about them 3.Wizard fights them and loses 4.Wizard learns they are from the future 5.Wizard thinks, if future mind flayers are here, then after the point they returned there wont be any of them 6.Wizard slowly brings mind flayers to fall 7.Mind flayers go back to (1.) 8.World without mind flayers One of the ways the wizard chose to fight them, was to be the one who created them and imbue them with flaws, making sure they are who they are now, and stabilizing the time. He can send them back to where they were first born when the mind flayers will travel back to the past. Confusing. But the less confusing options were a Hag brothel and a Choker infested town. So yeah. Better you confused than me kicked in the face ;) ______________________________ Seriously though, now that I am out of competition, I think I can suggest the limit to go up. I have a feeling that the adventures I read are worse than what they would be without the limit. Congrats to [MENTION=95387]BriarMonkey[/MENTION] Dude make sure you win this. Then I will be able to say that the last Iron DM was the one that bested me :p Seriously good luck! [/QUOTE]
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