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IRON DM 2014 Tournament
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<blockquote data-quote="Rune" data-source="post: 6534718" data-attributes="member: 67"><p><strong>Championship Round: Wicht vs. MortalPlague</strong></p><p></p><p>Well, these both look like lots of fun. </p><p></p><p>Wicht's <em>Easy Come...</em> (henceforth <em>Easy</em>) sets up a scenario that would probably work best as a one-shot. But, man, what a setup! Playing monstrous PCs is something many groups dabble with occasionally. Having those PCs stock and defend a dungeon is a great twist to the trope and promises a memorable game. </p><p></p><p>MortalPlague's <em>Beneath Ratter's Dell</em> (<em>Dell</em>) is a little less complex, but still has a lot going on and also promises fond memories. </p><p></p><p>Let's examine the ingredients. </p><p></p><p><strong>Evil Wizard:</strong> <em>Easy</em> provides us with an evil wizard whose presence is mostly felt through its absence, until the end, when it becomes a final complication. Nice, but in a one-shot, at that point it is probably just denouement. Additionally, the evilness of the wizard is merely assumed. He has bound a demon to serve him, he's turning lich, he didn't pay his ogre and his surname is "the Cruel." But these things don't show us that he's evil, they merely suggest it. </p><p></p><p>In contrast, the evil wizard in <em>Dell</em> doesn't give us such indicators. Instead, he simply does evil things and schemes evil schemes. Consistently. This is a superior use of the ingredient. </p><p></p><p><strong>Low Level Dungeon:</strong> <em>Dell</em> provides a nice little dungeon complex (with a map!) that is specifically underground in a lowland area. </p><p></p><p><em>Easy</em> provides us with a few possible interpretations--some pretty incidental. Despite claims to the contrary within the piece, the strongest of these uses is the dungeon that the PCs are expected to stock with low-level monsters. While the multiple interpretations presented bother me a bit, that one is strong enough to edge out the fairly generic one that <em>Dell</em> presents. </p><p></p><p><strong>Angry Ogre:</strong> <em>Easy</em> has a justifiably angry ogre in it. But the ogre itself is just one of many complications to the adventure. Sure, he could also be an ally, but that's true of most of the complications. Individually, the ogre isn't very important to the adventure. </p><p></p><p><em>Dell</em> uses the ogre in almost the same way, but manages to make it a constant threat, even when it isn't on the rampage. Additionally, the varied anticipated approaches to interacting with the ogre help solidify it as the better ingredient. </p><p></p><p><strong>Pile of Treasure:</strong> I'm of two minds with this one. On the one hand, <em>Dell</em> uses an animated (humanoid) pile of treasure that is interesting and interactive. on the other hand, <em>Easy</em> uses what is essentially a MacGuffin, but in a way that somehow doesn't feel like it. It focuses the adventure and holds it together. It has presence without personality. I'll call this one a wash. </p><p></p><p><strong>Help Wanted Sign:</strong> <em>Easy</em> provides a hook that also serves to further complicate the adventure. At least somewhat--surely the rumors Tromk intends to spread (and I have to ask, <em>how?</em>) will do a far better job of bringing in recruits than the sign itself. </p><p></p><p><em>Dell</em> uses the ingredient primarily as a hook, but what a hook! Getting attacked by an animated brick with a misleading message for help scrawled on it is sure to work, sure to fit almost any situation, sure to mislead, sure to be memorable, and may also provide a hint that the author of the note is a spellcaster (not necessarily so--although, in this case, yes). This is by far the best use of any of these ingredients (which were chosen to be deliberately generic and cliched). And that's in both entries. A great hook can go a long way. </p><p></p><p><strong>Magic Sword:</strong> the magic swords in both of these pieces are strikingly similar (maybe that's not so surprising). I do wonder how the one in <em>Dell</em> is controlling all of those constructs, but, in this case, "it's magic!" is actually a <em>good</em> answer!</p><p></p><p>The main difference between the two uses of this ingredient is that, in <em>Easy</em>, it is merely another complication along the way and, in <em>Dell</em>, it is actually an important part of the adventure (and a great secondary villain working against the primary villain--who may succeed in tricking the PCs into thinking the sword and its attached ogre is the only villain). This, also, is excellent. </p><p></p><p>[sblock]We can see the main differences in the structure of the adventures reflected in the way the ingredients were used. Basically, <em>Easy</em> has a great scenario set up and a bunch of complications thrown in, but this leads to the feeling that the adventure is a sum of its parts. </p><p></p><p>Added to this, it raises a lot of the wrong kind of questions. Like, how does Tromk spread rumors about help wanted at the tower so quickly (surely the sign won't be enough)? Wouldn't a devil be a better fit than a demon for the contract-wriggling? How was he powering the defenses? And, crucially, what happens if the PCs decide not to engage with Jihrgfrolm at all? Surely low-level PCs will go out of their way to avoid being noticed by the scary demon guarding the door. What if they sneak around back, plant the sign, and go home? No adventure?</p><p></p><p>Contrast this with the extraordinarily tight structure of <em>Dell</em>. It is a rare adventure in which I can't really find anything to critique, but this is one such adventure. An excellent hook leading to a focused, fun little delve with a healthy dose of intrigue thrown in gives the PCs plenty to do and plenty to figure out along the way. </p><p></p><p>MortalPlague has given us an entry worthy of an IRON DM. </p><p></p><p></p><p></p><p>...and, at last we have a decision that was not unanimous (not surprising, as both entries were excellent)! Which means that, with a 2 to 1 decision, MortalPlague becomes the IRON DM 2014!</p><p></p><p>Congratulations! We've a spiffy badge for you, pending Morrus' approval and granting thereof. [/sblock]</p></blockquote><p></p>
[QUOTE="Rune, post: 6534718, member: 67"] [b]Championship Round: Wicht vs. MortalPlague[/b] Well, these both look like lots of fun. Wicht's [i]Easy Come...[/i] (henceforth [i]Easy[/i]) sets up a scenario that would probably work best as a one-shot. But, man, what a setup! Playing monstrous PCs is something many groups dabble with occasionally. Having those PCs stock and defend a dungeon is a great twist to the trope and promises a memorable game. MortalPlague's [i]Beneath Ratter's Dell[/i] ([i]Dell[/i]) is a little less complex, but still has a lot going on and also promises fond memories. Let's examine the ingredients. [b]Evil Wizard:[/b] [i]Easy[/i] provides us with an evil wizard whose presence is mostly felt through its absence, until the end, when it becomes a final complication. Nice, but in a one-shot, at that point it is probably just denouement. Additionally, the evilness of the wizard is merely assumed. He has bound a demon to serve him, he's turning lich, he didn't pay his ogre and his surname is "the Cruel." But these things don't show us that he's evil, they merely suggest it. In contrast, the evil wizard in [i]Dell[/i] doesn't give us such indicators. Instead, he simply does evil things and schemes evil schemes. Consistently. This is a superior use of the ingredient. [b]Low Level Dungeon:[/b] [i]Dell[/i] provides a nice little dungeon complex (with a map!) that is specifically underground in a lowland area. [i]Easy[/i] provides us with a few possible interpretations--some pretty incidental. Despite claims to the contrary within the piece, the strongest of these uses is the dungeon that the PCs are expected to stock with low-level monsters. While the multiple interpretations presented bother me a bit, that one is strong enough to edge out the fairly generic one that [i]Dell[/i] presents. [b]Angry Ogre:[/b] [i]Easy[/i] has a justifiably angry ogre in it. But the ogre itself is just one of many complications to the adventure. Sure, he could also be an ally, but that's true of most of the complications. Individually, the ogre isn't very important to the adventure. [i]Dell[/i] uses the ogre in almost the same way, but manages to make it a constant threat, even when it isn't on the rampage. Additionally, the varied anticipated approaches to interacting with the ogre help solidify it as the better ingredient. [b]Pile of Treasure:[/b] I'm of two minds with this one. On the one hand, [i]Dell[/i] uses an animated (humanoid) pile of treasure that is interesting and interactive. on the other hand, [i]Easy[/i] uses what is essentially a MacGuffin, but in a way that somehow doesn't feel like it. It focuses the adventure and holds it together. It has presence without personality. I'll call this one a wash. [b]Help Wanted Sign:[/b] [i]Easy[/i] provides a hook that also serves to further complicate the adventure. At least somewhat--surely the rumors Tromk intends to spread (and I have to ask, [i]how?[/i]) will do a far better job of bringing in recruits than the sign itself. [i]Dell[/i] uses the ingredient primarily as a hook, but what a hook! Getting attacked by an animated brick with a misleading message for help scrawled on it is sure to work, sure to fit almost any situation, sure to mislead, sure to be memorable, and may also provide a hint that the author of the note is a spellcaster (not necessarily so--although, in this case, yes). This is by far the best use of any of these ingredients (which were chosen to be deliberately generic and cliched). And that's in both entries. A great hook can go a long way. [b]Magic Sword:[/b] the magic swords in both of these pieces are strikingly similar (maybe that's not so surprising). I do wonder how the one in [i]Dell[/i] is controlling all of those constructs, but, in this case, "it's magic!" is actually a [i]good[/i] answer! The main difference between the two uses of this ingredient is that, in [i]Easy[/i], it is merely another complication along the way and, in [i]Dell[/i], it is actually an important part of the adventure (and a great secondary villain working against the primary villain--who may succeed in tricking the PCs into thinking the sword and its attached ogre is the only villain). This, also, is excellent. [sblock]We can see the main differences in the structure of the adventures reflected in the way the ingredients were used. Basically, [i]Easy[/i] has a great scenario set up and a bunch of complications thrown in, but this leads to the feeling that the adventure is a sum of its parts. Added to this, it raises a lot of the wrong kind of questions. Like, how does Tromk spread rumors about help wanted at the tower so quickly (surely the sign won't be enough)? Wouldn't a devil be a better fit than a demon for the contract-wriggling? How was he powering the defenses? And, crucially, what happens if the PCs decide not to engage with Jihrgfrolm at all? Surely low-level PCs will go out of their way to avoid being noticed by the scary demon guarding the door. What if they sneak around back, plant the sign, and go home? No adventure? Contrast this with the extraordinarily tight structure of [i]Dell[/i]. It is a rare adventure in which I can't really find anything to critique, but this is one such adventure. An excellent hook leading to a focused, fun little delve with a healthy dose of intrigue thrown in gives the PCs plenty to do and plenty to figure out along the way. MortalPlague has given us an entry worthy of an IRON DM. ...and, at last we have a decision that was not unanimous (not surprising, as both entries were excellent)! Which means that, with a 2 to 1 decision, MortalPlague becomes the IRON DM 2014! Congratulations! We've a spiffy badge for you, pending Morrus' approval and granting thereof. [/sblock] [/QUOTE]
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