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IRON DM 2020 Tournament Thread
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<blockquote data-quote="Rune" data-source="post: 8164367" data-attributes="member: 67"><p><strong>Judgement for Round 2, Match 1: el-remmen vs. humble minion</strong></p><p></p><p>Anyone who has read the other two judgements for this match already knows the outcome. One might wonder, then, why I should bother going through the effort to present a redundant judgement of my own?</p><p></p><p>Two reasons. The least significant being that this judgement was written before reading the others.</p><p></p><p>The second is more fundamental to my role as a judge. But it will require a bit of an explanation.</p><p></p><p>To begin with, a judgement ought to be a thing of value to the match’s participants. My responsibility as a judge is to provide that value in the form of honest and analytical critique. My job is to break down entries, see what works and what could be developed further. And then to reconstruct it to see how all those parts work together.</p><p></p><p>What a judgement offers is certainly opinion, but it is opinion rooted in a reasonably deep analysis, given the time-constraints of the tournament structure. This is a great deal of effort to go through, to be sure, and would be hard to justify if the only point were a redundant judgement. But that simply wouldn’t be fair to the contestants.</p><p></p><p>See, when someone steps up to the challenge of being a competitor in an IRON DM match, they are putting their creativity and their skill on the line for critique. This is an endeavor that requires courage, time, and no small quantity of energy from the competitor. This holds true for neophytes and seasoned veterans alike.</p><p></p><p>By stepping up to meet the challenge, and by following through, the contestants <em>earn </em>the deep-analysis of their entries. As a judge, <em>I owe them that work</em>. The actual opinion? Less important than the analysis, except inasmuch as it is a byproduct of it. But, well, that’s just, like, my opinion, man.</p><p></p><p><strong><u>With that said, I’ll rewind to before I knew what the other judgements would be:</u></strong></p><p></p><p>This is going to be a tight match. Both entries are excellent. So much so that I would be equally unsurprised with a unanimous decision among the judges or a split decision in which mine is the minority.</p><p></p><p>Both of these entries are worthy of securing their author a spot in the championship round. But only one will. Let’s begin.</p><p></p><p><strong><u>Hooks and Stakes:</u></strong></p><p></p><p>Despite the overall quality of both adventures, I must say that I found the hooks from both entries serviceable, but somewhat lacking.</p><p></p><p>In the case of “The Playwright and Praecipua” (“Play”), we are given a scenario where the PCs are either directly contracted, or assigned by superiors to investigate the pawning of a peculiar sword, but we aren’t given any indication of what about this sword is so unusual as to warrant the investigation in the first place. If the shopkeeper was looking for an academic appraisal, or if the sword had killed the shopkeeper in the utter darkness of night, we’d have a considerably stronger hook.</p><p></p><p>In “The Fate of the Firebird” (“Fate”), we are given two hooks that either have the PCs investigating from the outside of the educational institution or, in the case of the one-shot scenario, from within. Of the two, I find the one-shot version more compelling (and it would probably make a great convention-game), but in both cases, there isn’t really enough information presented in the hook to engage the players’ curiosity. Which is a shame, because the actual adventure presents plenty of curiosities.</p><p></p><p>How about stakes? Both adventures build stakes nicely throughout and both culminate in stakes that are satisfyingly high by the end. But only one entry kicks things off almost immediately with stakes interesting enough to lead the players further in. With “Fate,” we know almost immediately that the S.S. Symposium is in a decaying orbit and about to pass through a negative-energy sun’s corona within the hour.</p><p></p><p>Meanwhile, the players in “Play” are unlikely to know that anything is truly amiss until they get detoured to the wrong floor in the Department of Shakespearean Studies. Unless the PCs find themselves in someplace totally dark with the sword, which would be bad.</p><p></p><p>Of course, they could store it in something with no interior light, like a briefcase or box. That would be an interesting development, assuming the storage container is made of organic material. Presumably it becomes just a sword again the moment it eats through. That may even be the likely course of events, but it’s far from a given.</p><p></p><p><strong><u>Innovations and Renovations:</u></strong></p><p></p><p>The actual meat of these adventures could not be more different in presentation or expectation.</p><p></p><p>“Play” is a tightly organized piece that seems somewhat linear for a good portion of it (in part, I think, because many of its clues are presented within the narrative, which makes them harder to scan for). But it really opens up when it crosses over from investigative horror to survival and — just maybe — desperate heroism.</p><p></p><p>The transition is so smooth that the players probably won’t even notice the peril their characters are in until they’ve walked right into the center of it. That’s nice.</p><p></p><p>I do wish there was a little more guidance for how to telegraph to the players that the elevator stopped on the 5th floor, but this is a minor quibble. Personally, I’d probably give them some time to talk (or stand silently) in the elevator, interrupting occasionally with a vocal “ding.”</p><p></p><p>After four (or five, because it’s an English university?), I’d just stop and let the players eventually come to the conclusion that the doors aren’t going to open. If they aren’t talking, I’d probably indicate that they could feel when it came to a stop.</p><p></p><p>Something like this seems necessary, because I don’t think the players have any reason to suspect that they’ve been diverted in the adventure-as-written and they, therefore, won’t be as able to create a plan involving the 5th-floor.</p><p></p><p>With that said, I still find the misdirect very clever and the otherworldly city it leads to feels alien, desolate, and suspenseful. And then, suddenly, terrifying. The scenario that follows as the PCs try to outrun the darkness is great stuff. It could be hours (in-game) before they get the chance to return home!</p><p></p><p>Once they do, I’m not sure that monster-Ffoulker’s obsessive motivation to return from Praecipua with a copy of Shakespeare’s lost play is going to become clear to the players, but the necessity of keeping any object from that place away from Earth should at least be obvious. Good stuff!</p><p></p><p>(This section does raise some questions, although I’m not entirely certain that they need answers within the scope of the adventure. <em>Did Shakespeare leave a copy of the play in Praecipua? Did he make a copy of a play that was already there? If the latter, why is the play in Praecipua written in his language and style?</em> These strike me as good questions to follow up on in a future installment. If such is even a possibility, of course.)</p><p></p><p><strong><u>Fun-House Factions:</u></strong></p><p></p><p>“Fate” is a lot less cohesive, but is an incredibly dynamic adventure. Given that a majority is essentially a fun-house-adventure-style romp through the decks of a massive spelljamming ship, one could jump to the conclusion that the adventure will fall back on some silly clichés. This is reinforced somewhat by the prevalence of bards throughout.</p><p></p><p>But beneath the surface lurks an adventure as rife with factional politicking and betrayal as it is stacked with action. And, unlike most fun-house adventures, this one is laced with a dark undertone that works to subvert the potential clichés.</p><p></p><p>I’ll start with the factions. There are, of course, themed factions for each deck of the ship (kind of like the gangs in <em>The Warriors</em>). On top of that, there’s Virxorex and his Drop-Outs who serve as complicating antagonists, but, delightfully, aren’t <em>wrong</em>.</p><p></p><p>Finally, there’s Alerut and the cursed sword, Ludocrat, who controls him. Alerut is a bit of a redundant villain, but the sword is an excellent one! No reasoning will be possible with it and anyone who wishes to remove him from the machinery will immediately become a villain, themselves. Good stuff!</p><p></p><p>And <em>that</em> very fact turns the inevitable betrayal of the PCs by Alerut into a mere precursor to the betrayal that must necessarily split the party if they try to save the ship! Excellent!</p><p></p><p>Of course, the fact that it won’t actually save the ship is a bit of a problem, but it will at least lead to a better (and slightly escapable) outcome. I do wonder what happens if the players just take the egg and leave, though. Anyone still on the ship dies, but, other than that...nothing? Is that what victory looks like in this adventure?</p><p></p><p>That kind of brings me to my biggest issue with this adventure. Most of the adventure is action-packed, chaotic, and extraordinarily fun. But after all of that, the endings all seem like kind of a let-down. Even as a one-shot, I’m not sure that they would satisfy. The most climactic — the escape from crashing into Hemera — results in all life within the sphere being wiped out and replaced. And what do the PCs have to show for it? Other than, maybe, survival?</p><p></p><p>Maybe that isn’t the point. Maybe it’s all about the journey. It’s not like the players reminiscing years later are going to be talking about the rewards, anyway. They’ll be talking about the crazy twists and turns along the way, right? If that’s the case, this entry absolutely delivers.</p><p></p><p>So, which adventure is better? They both absolutely accomplish what they set out to do. I don’t think I can contrast them on their merits. My quibbles with each are minor.</p><p></p><p>That means it’s time for a look at...</p><p></p><p><strong><u>Ingredients:</u></strong></p><p></p><p>Right away, we are confronted with a disparity. The <strong>Dark Paragon</strong> in “Fate” will only come about in one of the end-game scenarios — and by the time it does, the action of the adventure is already effectively over.</p><p></p><p>Meanwhile, the <strong>Dark Paragon</strong> in “Play” is so overwhelming a presence in the entry that it almost stands out as its own (completely unrelatable) character. Given that it pretty much exemplifies what we fear about the dark, it fills the role as a paragon especially well. This is clearly the superior implementation.</p><p></p><p>“Play” hits in a big way with <strong>Name Level</strong>, as well. The inadvertent (and/or purposeful) tracing of a sigil (the name, G'Qaroc) as a means to transport to the dead city is very clever. The misdirect tying in the Stuck Elevator is likewise very good.</p><p></p><p>“Fate” doesn’t stack up, here. This is the entry’s weakest ingredient. The multi-tiered themed levels of the “dungeon” are very fun, but the actual names are fairly meaningless to the adventure.</p><p></p><p>On the other hand, the <strong>Binary Suns</strong> are well-utilized in both entries. In the case of “Play,” they might seem like mere set-dressing at a glance, but they actually play an important role in the light-chasing sequence by amplifying the unpredictability of where the shadows will emerge in this alien place. It helps the whole sequence look more fun. In a terrifying way. It does make me wonder where G'Qaroc really comes from, though. Surely it’s not native to the planet with two suns?</p><p></p><p>As much as I like that manifestation, I have to give the edge to “Fate,” here. Where “Play” uses it’s <strong>Binary Suns</strong> to create a great sequence and really amp up the alien feel of the dead city, “Fate” uses them to create the stakes for the entire adventure, and then give it shape. Very well done.</p><p></p><p>The <strong>Stuck Elevator</strong> is also well-used in both entries. Here, again, I really like the way “Play” ties it in with the Name Level to provide the turning-point in the adventure. And, yet, here again, “Fate” uses the ingredient to set the stakes and shape the entire thing. Once again, that earns the edge.</p><p></p><p>The <strong>Cursed Sword</strong> in “Play” is pretty good. At first it seems as if the object pawned doesn’t really need to be a sword, but it becomes clear later that the reason it is a sword is because the inhabitants of Praecipua had fallen fighting a losing battle against G’Qaroc and it would have been stranger for a terrified Pamir to have come across anything else just lying around.</p><p></p><p>The curse itself has a lot of potential for fun shenanigans and sets up the future-danger of letting Ffoulkes return with the play. That’s all very good.</p><p></p><p>But “Fate” gives us an evil intelligent <strong>Cursed Sword</strong> (in the traditional D&D sense) that is also cursed with a nihilistic outlook (and, hence, agenda). And it’s just a great villain!</p><p></p><p>Since both entries use the ingredient in ways that are significant to the shape of the adventure and directly relevant to the PCs, I’m inclined to consider this ingredient a draw, but I’ll lean toward “Fate” simply because the “Play” version may not actually be around for much of the adventure (depending on what the PCs do with/to it), but the “Fate” version will be there from start to finish.</p><p></p><p>“Fate” gives us a <strong>Bardic College</strong> that does not really seem to matter much to the adventure. Sure, it helps to flavor everything (oh so many bards; they’re everywhere!), but pretty much any institution of learning would do.</p><p></p><p>The <strong>Bardic College</strong> in “Play” is more clever and more central to the goings-on. I think the choice of Shakespeare wasn’t entirely necessary, but is entirely understandable. I do wonder if Christopher Marlowe wouldn’t have fit the adventure a little better; <em>Doctor Faustus</em> could have been autobiographical!</p><p></p><p>And, even then, you could have played around with theories that Shakespeare was an alias of Marlowe, or that Shakespeare stole his work. But that’s me on a tangent. At any rate, “Play” uses this ingredient considerably better than “Fate.”</p><p></p><p>And then there’s the <strong>Redundant Ogre</strong>. Both entries have a good handle on the redundancy. But neither really needed the ogres. Which is kind of the point, I guess, but still.</p><p></p><p>In the case of “Play,” we’ve got a professor whose department is being annexed into another. It is true that he is described as an unlikeable tyrant whom nobody misses when he effectively goes missing, but he isn’t really described as being brutish. And even if he was, it’s not something the PCs ever deal with.</p><p></p><p>Later, he’s transformed into a giant, misshapen-thing that works great within the adventure, but the form doesn’t matter. I don’t think “ogre” is what comes to mind, and even if it did, it could have been a giant spider, or a wraith, or...well, pretty much anything.</p><p></p><p>Meanwhile, we have in “Fate” two ogres, each redundant in their own way. Which is a nice way to play with that part of the ingredient! In the case of Virxorex, the ogre is redundant in that he has been replaced by Alerut. In Alerut’s case, he is used within the adventure as a villain, but is redundant in that capacity; the true villain is the sword, and it has no compunctions about using a new wielder.</p><p></p><p>This is good stuff, but the ogre-ness doesn’t really add anything to the adventure. Sure, their personalities are informed by their ogre-ness, but that’s about it. They could just as well have been humans with the same personalities.</p><p></p><p>(As an aside, I found myself wondering which edition the adventure was using. I assumed 2e, but I couldn’t be sure. Anyone coming from 5e or 4e probably wouldn’t know that Oni used to be called Ogre-magi. Ultimately, I don’t think it matters all that much, but I was curious.)</p><p></p><p>I don’t think either entry gets this one. Which means, we appear to be pretty much tied at this point. Well, I did say it was going to be close, didn’t I?</p><p></p><p>[spoiler]So, what now? Here’s where I take a step back and look at each entry with a broader view. How do the individual pieces work together? How fundamentally integrated is the craft? How proud of the whole would I be if I had written it?</p><p></p><p>One of these entries is very, very, <em>very</em> good.</p><p></p><p>The other exemplifies everything I try to do when <em>I’m </em>the one in the hot-seat writing an entry.</p><p></p><p>The isolated ingredients are only part of the picture. “Play” uses them in such a way as to interconnect them into a tight web in subtle ways that help to tighten the whole adventure. Not only does this more-or-less eliminate space for plot-holes, it also provides a strong framework for the numerous clues to be spread out (all of which move the adventure forward, by the way).</p><p></p><p>[USER=11]@el-remmen[/USER], you obviously know what you’re about; you did, after all, start this whole thing! There are precious few entries that I think your entry would fall to.</p><p></p><p>But [USER=5948]@humble minion[/USER] has really stepped up their game in this round with a down-right <em>artistic</em> entry that is just about as good as it gets. It is the kind of entry that gets <em>better</em> each time it is read.</p><p></p><p>...And, thus, I return to the future to declare that, by unanimous decision, <strong>humble minion</strong> advances to the championship round!</p><p></p><p>Congratulations![/spoiler]</p></blockquote><p></p>
[QUOTE="Rune, post: 8164367, member: 67"] [B]Judgement for Round 2, Match 1: el-remmen vs. humble minion[/B] Anyone who has read the other two judgements for this match already knows the outcome. One might wonder, then, why I should bother going through the effort to present a redundant judgement of my own? Two reasons. The least significant being that this judgement was written before reading the others. The second is more fundamental to my role as a judge. But it will require a bit of an explanation. To begin with, a judgement ought to be a thing of value to the match’s participants. My responsibility as a judge is to provide that value in the form of honest and analytical critique. My job is to break down entries, see what works and what could be developed further. And then to reconstruct it to see how all those parts work together. What a judgement offers is certainly opinion, but it is opinion rooted in a reasonably deep analysis, given the time-constraints of the tournament structure. This is a great deal of effort to go through, to be sure, and would be hard to justify if the only point were a redundant judgement. But that simply wouldn’t be fair to the contestants. See, when someone steps up to the challenge of being a competitor in an IRON DM match, they are putting their creativity and their skill on the line for critique. This is an endeavor that requires courage, time, and no small quantity of energy from the competitor. This holds true for neophytes and seasoned veterans alike. By stepping up to meet the challenge, and by following through, the contestants [I]earn [/I]the deep-analysis of their entries. As a judge, [I]I owe them that work[/I]. The actual opinion? Less important than the analysis, except inasmuch as it is a byproduct of it. But, well, that’s just, like, my opinion, man. [B][U]With that said, I’ll rewind to before I knew what the other judgements would be:[/U][/B] This is going to be a tight match. Both entries are excellent. So much so that I would be equally unsurprised with a unanimous decision among the judges or a split decision in which mine is the minority. Both of these entries are worthy of securing their author a spot in the championship round. But only one will. Let’s begin. [B][U]Hooks and Stakes:[/U][/B] Despite the overall quality of both adventures, I must say that I found the hooks from both entries serviceable, but somewhat lacking. In the case of “The Playwright and Praecipua” (“Play”), we are given a scenario where the PCs are either directly contracted, or assigned by superiors to investigate the pawning of a peculiar sword, but we aren’t given any indication of what about this sword is so unusual as to warrant the investigation in the first place. If the shopkeeper was looking for an academic appraisal, or if the sword had killed the shopkeeper in the utter darkness of night, we’d have a considerably stronger hook. In “The Fate of the Firebird” (“Fate”), we are given two hooks that either have the PCs investigating from the outside of the educational institution or, in the case of the one-shot scenario, from within. Of the two, I find the one-shot version more compelling (and it would probably make a great convention-game), but in both cases, there isn’t really enough information presented in the hook to engage the players’ curiosity. Which is a shame, because the actual adventure presents plenty of curiosities. How about stakes? Both adventures build stakes nicely throughout and both culminate in stakes that are satisfyingly high by the end. But only one entry kicks things off almost immediately with stakes interesting enough to lead the players further in. With “Fate,” we know almost immediately that the S.S. Symposium is in a decaying orbit and about to pass through a negative-energy sun’s corona within the hour. Meanwhile, the players in “Play” are unlikely to know that anything is truly amiss until they get detoured to the wrong floor in the Department of Shakespearean Studies. Unless the PCs find themselves in someplace totally dark with the sword, which would be bad. Of course, they could store it in something with no interior light, like a briefcase or box. That would be an interesting development, assuming the storage container is made of organic material. Presumably it becomes just a sword again the moment it eats through. That may even be the likely course of events, but it’s far from a given. [B][U]Innovations and Renovations:[/U][/B] The actual meat of these adventures could not be more different in presentation or expectation. “Play” is a tightly organized piece that seems somewhat linear for a good portion of it (in part, I think, because many of its clues are presented within the narrative, which makes them harder to scan for). But it really opens up when it crosses over from investigative horror to survival and — just maybe — desperate heroism. The transition is so smooth that the players probably won’t even notice the peril their characters are in until they’ve walked right into the center of it. That’s nice. I do wish there was a little more guidance for how to telegraph to the players that the elevator stopped on the 5th floor, but this is a minor quibble. Personally, I’d probably give them some time to talk (or stand silently) in the elevator, interrupting occasionally with a vocal “ding.” After four (or five, because it’s an English university?), I’d just stop and let the players eventually come to the conclusion that the doors aren’t going to open. If they aren’t talking, I’d probably indicate that they could feel when it came to a stop. Something like this seems necessary, because I don’t think the players have any reason to suspect that they’ve been diverted in the adventure-as-written and they, therefore, won’t be as able to create a plan involving the 5th-floor. With that said, I still find the misdirect very clever and the otherworldly city it leads to feels alien, desolate, and suspenseful. And then, suddenly, terrifying. The scenario that follows as the PCs try to outrun the darkness is great stuff. It could be hours (in-game) before they get the chance to return home! Once they do, I’m not sure that monster-Ffoulker’s obsessive motivation to return from Praecipua with a copy of Shakespeare’s lost play is going to become clear to the players, but the necessity of keeping any object from that place away from Earth should at least be obvious. Good stuff! (This section does raise some questions, although I’m not entirely certain that they need answers within the scope of the adventure. [I]Did Shakespeare leave a copy of the play in Praecipua? Did he make a copy of a play that was already there? If the latter, why is the play in Praecipua written in his language and style?[/I] These strike me as good questions to follow up on in a future installment. If such is even a possibility, of course.) [B][U]Fun-House Factions:[/U][/B] “Fate” is a lot less cohesive, but is an incredibly dynamic adventure. Given that a majority is essentially a fun-house-adventure-style romp through the decks of a massive spelljamming ship, one could jump to the conclusion that the adventure will fall back on some silly clichés. This is reinforced somewhat by the prevalence of bards throughout. But beneath the surface lurks an adventure as rife with factional politicking and betrayal as it is stacked with action. And, unlike most fun-house adventures, this one is laced with a dark undertone that works to subvert the potential clichés. I’ll start with the factions. There are, of course, themed factions for each deck of the ship (kind of like the gangs in [I]The Warriors[/I]). On top of that, there’s Virxorex and his Drop-Outs who serve as complicating antagonists, but, delightfully, aren’t [I]wrong[/I]. Finally, there’s Alerut and the cursed sword, Ludocrat, who controls him. Alerut is a bit of a redundant villain, but the sword is an excellent one! No reasoning will be possible with it and anyone who wishes to remove him from the machinery will immediately become a villain, themselves. Good stuff! And [I]that[/I] very fact turns the inevitable betrayal of the PCs by Alerut into a mere precursor to the betrayal that must necessarily split the party if they try to save the ship! Excellent! Of course, the fact that it won’t actually save the ship is a bit of a problem, but it will at least lead to a better (and slightly escapable) outcome. I do wonder what happens if the players just take the egg and leave, though. Anyone still on the ship dies, but, other than that...nothing? Is that what victory looks like in this adventure? That kind of brings me to my biggest issue with this adventure. Most of the adventure is action-packed, chaotic, and extraordinarily fun. But after all of that, the endings all seem like kind of a let-down. Even as a one-shot, I’m not sure that they would satisfy. The most climactic — the escape from crashing into Hemera — results in all life within the sphere being wiped out and replaced. And what do the PCs have to show for it? Other than, maybe, survival? Maybe that isn’t the point. Maybe it’s all about the journey. It’s not like the players reminiscing years later are going to be talking about the rewards, anyway. They’ll be talking about the crazy twists and turns along the way, right? If that’s the case, this entry absolutely delivers. So, which adventure is better? They both absolutely accomplish what they set out to do. I don’t think I can contrast them on their merits. My quibbles with each are minor. That means it’s time for a look at... [B][U]Ingredients:[/U][/B] Right away, we are confronted with a disparity. The [B]Dark Paragon[/B] in “Fate” will only come about in one of the end-game scenarios — and by the time it does, the action of the adventure is already effectively over. Meanwhile, the [B]Dark Paragon[/B] in “Play” is so overwhelming a presence in the entry that it almost stands out as its own (completely unrelatable) character. Given that it pretty much exemplifies what we fear about the dark, it fills the role as a paragon especially well. This is clearly the superior implementation. “Play” hits in a big way with [B]Name Level[/B], as well. The inadvertent (and/or purposeful) tracing of a sigil (the name, G'Qaroc) as a means to transport to the dead city is very clever. The misdirect tying in the Stuck Elevator is likewise very good. “Fate” doesn’t stack up, here. This is the entry’s weakest ingredient. The multi-tiered themed levels of the “dungeon” are very fun, but the actual names are fairly meaningless to the adventure. On the other hand, the [B]Binary Suns[/B] are well-utilized in both entries. In the case of “Play,” they might seem like mere set-dressing at a glance, but they actually play an important role in the light-chasing sequence by amplifying the unpredictability of where the shadows will emerge in this alien place. It helps the whole sequence look more fun. In a terrifying way. It does make me wonder where G'Qaroc really comes from, though. Surely it’s not native to the planet with two suns? As much as I like that manifestation, I have to give the edge to “Fate,” here. Where “Play” uses it’s [B]Binary Suns[/B] to create a great sequence and really amp up the alien feel of the dead city, “Fate” uses them to create the stakes for the entire adventure, and then give it shape. Very well done. The [B]Stuck Elevator[/B] is also well-used in both entries. Here, again, I really like the way “Play” ties it in with the Name Level to provide the turning-point in the adventure. And, yet, here again, “Fate” uses the ingredient to set the stakes and shape the entire thing. Once again, that earns the edge. The [B]Cursed Sword[/B] in “Play” is pretty good. At first it seems as if the object pawned doesn’t really need to be a sword, but it becomes clear later that the reason it is a sword is because the inhabitants of Praecipua had fallen fighting a losing battle against G’Qaroc and it would have been stranger for a terrified Pamir to have come across anything else just lying around. The curse itself has a lot of potential for fun shenanigans and sets up the future-danger of letting Ffoulkes return with the play. That’s all very good. But “Fate” gives us an evil intelligent [B]Cursed Sword[/B] (in the traditional D&D sense) that is also cursed with a nihilistic outlook (and, hence, agenda). And it’s just a great villain! Since both entries use the ingredient in ways that are significant to the shape of the adventure and directly relevant to the PCs, I’m inclined to consider this ingredient a draw, but I’ll lean toward “Fate” simply because the “Play” version may not actually be around for much of the adventure (depending on what the PCs do with/to it), but the “Fate” version will be there from start to finish. “Fate” gives us a [B]Bardic College[/B] that does not really seem to matter much to the adventure. Sure, it helps to flavor everything (oh so many bards; they’re everywhere!), but pretty much any institution of learning would do. The [B]Bardic College[/B] in “Play” is more clever and more central to the goings-on. I think the choice of Shakespeare wasn’t entirely necessary, but is entirely understandable. I do wonder if Christopher Marlowe wouldn’t have fit the adventure a little better; [I]Doctor Faustus[/I] could have been autobiographical! And, even then, you could have played around with theories that Shakespeare was an alias of Marlowe, or that Shakespeare stole his work. But that’s me on a tangent. At any rate, “Play” uses this ingredient considerably better than “Fate.” And then there’s the [B]Redundant Ogre[/B]. Both entries have a good handle on the redundancy. But neither really needed the ogres. Which is kind of the point, I guess, but still. In the case of “Play,” we’ve got a professor whose department is being annexed into another. It is true that he is described as an unlikeable tyrant whom nobody misses when he effectively goes missing, but he isn’t really described as being brutish. And even if he was, it’s not something the PCs ever deal with. Later, he’s transformed into a giant, misshapen-thing that works great within the adventure, but the form doesn’t matter. I don’t think “ogre” is what comes to mind, and even if it did, it could have been a giant spider, or a wraith, or...well, pretty much anything. Meanwhile, we have in “Fate” two ogres, each redundant in their own way. Which is a nice way to play with that part of the ingredient! In the case of Virxorex, the ogre is redundant in that he has been replaced by Alerut. In Alerut’s case, he is used within the adventure as a villain, but is redundant in that capacity; the true villain is the sword, and it has no compunctions about using a new wielder. This is good stuff, but the ogre-ness doesn’t really add anything to the adventure. Sure, their personalities are informed by their ogre-ness, but that’s about it. They could just as well have been humans with the same personalities. (As an aside, I found myself wondering which edition the adventure was using. I assumed 2e, but I couldn’t be sure. Anyone coming from 5e or 4e probably wouldn’t know that Oni used to be called Ogre-magi. Ultimately, I don’t think it matters all that much, but I was curious.) I don’t think either entry gets this one. Which means, we appear to be pretty much tied at this point. Well, I did say it was going to be close, didn’t I? [spoiler]So, what now? Here’s where I take a step back and look at each entry with a broader view. How do the individual pieces work together? How fundamentally integrated is the craft? How proud of the whole would I be if I had written it? One of these entries is very, very, [I]very[/I] good. The other exemplifies everything I try to do when [I]I’m [/I]the one in the hot-seat writing an entry. The isolated ingredients are only part of the picture. “Play” uses them in such a way as to interconnect them into a tight web in subtle ways that help to tighten the whole adventure. Not only does this more-or-less eliminate space for plot-holes, it also provides a strong framework for the numerous clues to be spread out (all of which move the adventure forward, by the way). [USER=11]@el-remmen[/USER], you obviously know what you’re about; you did, after all, start this whole thing! There are precious few entries that I think your entry would fall to. But [USER=5948]@humble minion[/USER] has really stepped up their game in this round with a down-right [I]artistic[/I] entry that is just about as good as it gets. It is the kind of entry that gets [I]better[/I] each time it is read. ...And, thus, I return to the future to declare that, by unanimous decision, [B]humble minion[/B] advances to the championship round! Congratulations![/spoiler] [/QUOTE]
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