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IRON DM 2021 Tournament
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<blockquote data-quote="Iron Sky" data-source="post: 8396089" data-attributes="member: 60965"><p><strong>Judging Iron DM 2021 – Round 3 Wicht vs. Gradine</strong></p><p></p><p>Slipping into Evil Judge persona:</p><p></p><p>Final round; this time for all the marbles. Actually, you don't even get marbles... why are we all doing this again?</p><p></p><p>[USER=221]@Wicht[/USER] and</p><p>[spoiler=Denouement of a Dying Hunter]<strong>Sick Burns After Reading</strong></p><p>Stuck on a frozen island with a bunch of shapeshifters and a demon. Sounds like holidays as a kid... barely joking.</p><p></p><p>Oh good, I get to remember nine NPCs, several of whom are shapeshifters and/or who lie about their names. Nice.</p><p></p><p>Good news, the NPCs start to die off like monster hunters on a demon-haunted frozen island, but until then I'm five hunters, a werewolf, a shapeshifting demon, and two types of shape shifters of which makes up a fake name for the guy he's impersonating. I'm going to change the names in Scene One to illustrate:</p><p></p><p>"The PCs are cheerfully greeted at the Lonely Roost by Jakwe, and given rooms on the third floor. Already present are Jimbo and Chuck. Joe Bob, Grumby, and Reeve each arrive later. Towards suppertime, Sally Joe arrives to help with the cooking. Wally arrives for supper, though it is not in fact Wally, but Easter McGale in Wally’s form.</p><p></p><p>Reeve drives a motorcycle and is wearing the form of deceased actor Sals Lamont. He introduces himself as Sals Italy. PCs might note that he is interested in the names of the other guests, but does not dine, instead going to his room, after greeting everyone present. "</p><p></p><p>Got all that? Yeah, me neither.</p><p></p><p>Romus has three different names to track just right there: him, who he's impersonating, then the pseudonym he uses. To help you struggle to keep track, they're often referenced by first or last name randomly. Alexander Dark = "Dark", "Alexander", or "Alexander Dark".</p><p></p><p>New scene? Jump back to the cast list to see who the hell everyone is again.</p><p></p><p>Speaking of, if George, Robbie, Jack, and Thomas split up after the demon hunt, why are they all together here? Hunter retirement community coming true?</p><p></p><p><strong>Second pass consumed</strong></p><p>Mostly figuring out who everyone is and what they are doing. Let's hazard another pass to see if the PCs actually get to do something fun.</p><p></p><p>Show up → "sup" → murder → corpse → Sara's got all the answers → old hunters let PCs search Island → one-shot no-scope Romus → Tom takes a plot dump on them → NPC murder? → demon gem crush.</p><p></p><p>And then we come to the "and then" plotting. The PCs arrive <em>and then</em> someone dies <em>and then</em> Sara gives them answers <em>and then</em> the hunters tell them to fight the monster. They kill it. Tom drops the demon bit leading to the PCs making a difficult choice <em>and then</em> the monster shows up.</p><p></p><p>Essentially one choice in the adventure assuming they don't choose to risk the river once everyone's getting salt-drained and heart-eaten. Rest of the time the PCs just happen to be there while things happen around/to them. At least when they switch to doing hunter stuff they get to... oh wait, the NPC hunters are helpful enough to drop the choice info and direct the hunting. The older hunters <em>let</em> the PCs take the lead, from which we can infer that if the PCs don't the consequence is the old hunters step in and make sure it happens.</p><p></p><p>So the NPCs likely direct or supply key data for the investigative parts (people are so helpful probably don't even get to make my social rolls) but at least we get some epic monster fights, right?</p><p></p><p>Fight one:</p><p><strong>GM</strong>: "Romus rams a mag into his M4 and chambers it loudly. Come get me you-"</p><p><strong>PC</strong>: "I shoot him. Nice, got a 22 to hit. 11 damage minus ten since these silver bullets suck is 1."</p><p><strong>GM</strong>: "Okay, with cover, I guess that's still a hit. You graze him, he laughs and-"</p><p><strong>PC</strong>: "Wait, didn't she say a hit kills these things?"</p><p><strong>GM</strong>: "Oh... yeah. Um, I guess it's dead then."</p><p></p><p>We have (gun)fight one where the PCs kill the baddie with one hit and (un)fight two against a demon one of the PCs can presumably slay readily especially with a National Guard armory worth of fighty bits plus an anti-demon gem while the other PCs are useless OR, worse, they are all useless and the NPC werewolf does the job while they just try not to get killed. Fun.</p><p></p><p>What happens here if the PCs don't show up? Same people die, Sara and fam probably kill the shapeshifter since they're experienced hunters with an arsenal then Werewife (next DC superhero movie) soaks herself in tears before killing her husband and soaking herself in demon blood. PCs are helpful/disposable to the NPCs at best and have front-row tickets to the s#!7show at worst.</p><p></p><p><strong>Ingredients</strong></p><p><strong>Frozen Island </strong>setting. Frozen + Island keeps them from leaving. Solid, like ice.</p><p></p><p><strong>Last Chance </strong>Tom/Thomas/Thomas Middleton's last chance to kill the demon. Ethical PCs/players might not take it, thus removing themselves from killing it.</p><p></p><p><strong>Shape-shifting Grifter </strong>gets trickier. The above two were immediately obvious without even re-reading but we have three shapeshifters confusing things up here. Alice/Tom/Alice/Alice Tyler is maybe the grifter with "I see dead people's bank accounts". Romus/Alfred Ryder/Alfred Rome sucks the salt from his targets, but he's more of an assassin so probably not him. Jack/Lincoln/Jack Lincoln/La Diabla Negra is mostly a demon. Must be Alice/Tom/Alice/Alice Tyler then. That's she's a grifter is mostly backstory since no grifting goes on in sight of or involving the PCs.</p><p></p><p><strong>Professional Killer</strong> Romus/Alfred Ryder/Alfred Rome vs Alex/Alexander/Dark/Alexander Dark, though I suppose both are professional killers just one kills people for a living the other kills monsters (with killing people as a hobby). A diverting mid-plot likely presumed to be the main story but turns out to be a surprisingly unrelated branch jutting off the dying tree of the adventure. A red herring salted extra heavy.</p><p></p><p><strong>Unidentified Wound </strong>the strange puncture marks on Alex/Alexander/Dark/Alexander Dark's body where salt is sucked out. Nifty way to die, less nifty that Sara identifies it for them.</p><p></p><p><strong>Illegal Speed </strong>Meth. Alex/Alexander/Dark/Alexander Dark's less grisly habit. If one of the monsters was super-fast and the Meth was magically-enhanced with the PCs having to decide "Do I take this drug and have a fighting chances against Methmonster but meth OR do I risk getting ripped apart by a literal speed demon without it." Instead, this just says "this is a bad guy" then goes on to have zero relation to the rest of the adventure.</p><p></p><p><strong>Secret Shop</strong> Sara/Sara Middelton's shop that mostly serves as an arsenal since the PCs don't actually buy anything. Ties nicely into the mythos of hunters, less so as an ingredient especially when she just tells them about it and seems to just let them borrow stuff instead of buying it.</p><p></p><p><strong>Ethical Dilemma </strong>being to kill Tom/Thomas/Thomas Middleton and kill the demon or be powerless against it. Unfortunately, if they kill him then they can kill the demon but if they don't Werewife kills him and does it. I'm sure in the moment any remotely scrupulous PCs will find the decision agonizing, but in hindsight the demon dies either way. This ties with Frozen Island as least sucky ingredient (with the salt-drinking shapeshifter obviously being the suckiest).</p><p></p><p><strong>Summary</strong></p><p>Premise stirred my excitement, execution mostly killed it.[/spoiler]</p><p></p><p>Stumbling on, we come to [USER=57112]@Gradine[/USER] 's</p><p>[spoiler=Eternity at Sea]<strong>First Loop</strong></p><p>The intro really sucked me in. Stumbled a bit on Matilda and haka... kapik... hakapik, then smoothed out. Things get faster even if exactly who is who slips away here and there. Fortunately, context clues help tune me back in. End fascinated and a bit bewildered.</p><p></p><p><strong>Second Loop</strong></p><p>Intro sucked me in but with questions. This is familiar, but who is it who dies on my blade? How does the detective relate to any of this and what do they do? I've found their journal with a bunch of notes... is Marsch the person I killed?</p><p></p><p>Also, why do I need to break into the bridge? Everything passes so fast trying to absorb this I missed it; mental note to figure out why the vent is necessary to get to the bridge next time through. Everyone has secrets, but are these all incidental and useful only to give me more time or are they directly related to the solution in some way?</p><p></p><p><strong>Third Loop</strong></p><p>The person is my twin, so presumably I'm killing the reporter I'm pretending to be as I come back through time an hour.</p><p></p><p>Don't know how I missed the "sealed entrance to the bridge" the first two loops. Sealed how? Is there any other way to break in? How about smashing one of the bridge windows? What happens if I go disable the engine or figure out a way to jam the rudder sideways instead?</p><p></p><p>I'm assuming the silkie bails before the ship blows up but haven't seen it.</p><p></p><p>Why am I questioning all these people when I know I need to get into the bridge? Would I maybe be better off improvising better battering rams or rope ladders or the like until I find something that works? If it was booby-trapped too then I'd probably give up faster and realize this is a social/investigative puzzle not an action/B&E one.</p><p></p><p>Wait, am I Marsch now? I'm getting the implication that's what's going on but haven't figured out for sure. Who am I? Why did Marsch hide that captain's body? Or was/is that me? Did I do that? I thought I was the reporter?</p><p></p><p>Ah, silkie goes boom. Amazing what you miss when you are reading quickly and not going back.</p><p></p><p>Does Faoch go boom too?</p><p></p><p>"Faoch will not reveal any details about Rel,"... why does this sentence end with a comma? Is there more there that I'll find on a later loop? Did I delete it somehow?</p><p></p><p>Wait, Reltilda chucked the hapi... hakapaka... hikipaki... murder weapon overboard? Don't they find it later? Ah, it's the bosun's billy club. Reading this fast is revealing inherent reading comprehension fails.</p><p></p><p>Final answer (assuming B&E is off the table) is solve the murder of the captain to get Langley's trust to get the vent info. What if I'd just spent the whole time searching the ship for other ways in instead of doing social deduction? If there's an air vent into the bridge, presumably there are other air vents I can observe elsewhere and make the deduction. I know I can fit inside one in my "natural" state after all.</p><p></p><p>Providing a second way out (seLkIE) helps and is nifty, but would have liked to see the "50 break the window rolls" or "100 search rolls" methods addressed.</p><p></p><p><strong>Fourth Loop</strong></p><p>Now that alternate approaches have failed (why not succeeded?), let's try social. Know we need to solve this murder and even failing can provide secrets to literally buy more time.</p><p></p><p>Why did I kill myself? Didn't I die in the explosion?</p><p></p><p>Going to assume I'm the detective now, not the reporter.</p><p></p><p>I start hitting people up for clues:</p><p>♦Faoch tells me about the watch: secrets for time.</p><p>♦I dance with Matilda, maybe learn she's a selkie and blows up the ship.</p><p>♦Somehow I learn I am (used to be) Garrett.</p><p>♦Arthur tries to sell me drugs.</p><p>♦Somehow I get Tatiana and Jan to spill their murder/ghost issues even though they won't talk separately.</p><p>♦In some way I learn Octavius is the skullsmasher who kills(ed) Jan.</p><p>♦Langley the ex-con bosun is the key; solve who killed the captain (Selktilda) and he gives me the vent. How do I do that since the weapon is gone and Rel/Matilda won't talk?</p><p></p><p>Assuming I somehow do this and get vent info I can die this time if it's too late and I'll go straight there next time around.</p><p></p><p>Or I somehow talk Rel into helping... wait how does she fix it? Does she know a way in or how to unseal the bridge?</p><p></p><p>Let's assume I've solved it so I can move on to</p><p></p><p><strong>Ingredients</strong></p><p><strong>Frozen Island </strong>Iceberg deading ahead. Playing on the extra frozenness to make up for depreciated islandness (is that a word?)</p><p></p><p><strong>Last Chance </strong>Eventually, the PC might run out of attempts (or Rel steals the watch) and have one last chance to fix things. Statistically, anyone who's going to win this adventure will win before their last chance which weakens this.</p><p></p><p><strong>Shapeshifter Grifter </strong>I'm the shapeshifter and pretending to be someone else. Since the "pretending to be someone else" definition of grifter is already covered by shapeshifter, we need to focus on the grifting part... which we don't really do since we're mostly a detective. This one packs extra punch on the shapeshifter hand to compensate for the relative griftlesness (I feel like I've made up 5 words this judgment...).</p><p></p><p><strong>Professional Killer </strong>being Octavius who is at best a red-herring and worse background since he doesn't kill anyone essential to the story. I guess he could use up a couple loops if the PC fingers them as the captains killer (or just pins it on them if that satisfies the bosun I suppose) and he does hold a time-refuel secret so he's not completely irrelevant.</p><p></p><p><strong>Unidentified Wound </strong>the captain + clubbing + cutting. Sounds like the life of a troubled metropolitan 20-something. That aside aside, the captains wounds are the key pieces of info towards tracking the killer and ties in the bosun, Octavius, and Rel. Since Rel ditched the weapon, it doesn't help tie it to her but does supply a decent chunk of grist for the investigation mill.</p><p></p><p><strong>Illegal Speed </strong>proves to be another relatively irrelevant bit unconnected to anyone else. Even in evil mode I have to give credit for how clever collecting secrets is proving as even seemingly irrelevant dead ends are rewarded mechanically with do-overs.</p><p></p><p><strong>Secret Shop </strong>the quickling literally trading in secrets; a brilliant use of the ingredient that also ropes the game structure and even the most irrelevant-seeming ingredients to the adventure's mast. As hard as I'm trying to be snarky and critical here I'm at a dead end. This is genius.</p><p></p><p><strong>Ethical Dilemma</strong> that I think lies with the alternate way out via selkie. It doesn't specify the way out so I assumed with my few loops she'd fix the ship but now realizing she'll just bail and take the PC with her. Adding to the dilemmaness (is that a thing?) there is a risk of Rel screwing the player if they take that route and get instant karma.</p><p></p><p><strong>Final Loop</strong></p><p>I'm finding I can't find enough bad things to say about this adventure so will wrap it up. Sure, I've heaped a pile of questions around the bridge/vent/sealing deal, but with a few clarifications (like a clever clockwork booby trap on the door or something) they could be pretty quickly swept away.[/spoiler]</p><p></p><p>[spoiler=Final judgment]Dropping the cranky mien and squinty demeanor I'm both relieved and disappointed that I have so clear a winner in mind; you'd hope in the finals to have two brilliant pieces of GM-work going against one another and in this final it seems we only have one. Even the best Iron GMs (which both Gradine and Wicht certainly qualify among) can have RL time constraints, ingredients that don't mix, or just end up with judges that don't click with what they wrote.</p><p></p><p>I really loved the setting and premise of Denouement of a Dying Hunter; trapped on a frozen island with a salt-sucking shapeshifer and an ancient demon is just cool. This potential was hamstrung - in my potentially flawed opinion like everything I'm saying - by a strong sense that the end result would be the same with or without the PCs present. Helpful NPCs also make for boring investigations since it removes them as obstacles to be overcome on the way to solving the mystery and when they volunteer to jump in to do some investigating themselves plus will happily give the players the tools to win, it turns the spotlight firmly away from the players. Add in two gimmicky fights that seem (if I understood correctly) to be insta-wins if you have the right McGuffins of silver bullets and demon-slaying gems.</p><p></p><p>The ingredient use isn't terrible like I made it out to be while in evil mode either. Sure some could be stronger and/or tied into the adventure more securely, but against most entries it would still win. But it's not against most entries.</p><p></p><p>From its opening in media res start through my fifth looping read-through, Eternity at Sea grew on me more and more. With a little clarification on what "sealed" means plus methods of eliminating (or making equally interesting) other ways into the cabin plus a bit more thought on how exactly you "solve" the murder to the bosun's satisfaction, this adventure could be among the best Iron DM adventures I've ever read, judged, or competed against. Groundhog Murder on the Titanic as a game with every bit of info not only narratively but also mechanically important. Most investigations' red herrings or interesting-but-useless bits of NPC backstory are fascinating but irrelevant at best or frustrating at worst yet every bit really, really counts.</p><p></p><p>In play, I could see getting an actual watch and giving the PC one hour of real-time each loop, then manually adjusting the hands for each failure or secret spent as they restart. Just got a little chill thinking about how cool that would be.</p><p></p><p>I nominate Gradine for Iron DM 2021 Champion.[/spoiler]</p><p></p><p>[spoiler]Final judges note]I'm really glad I chose to judge rather than compete this year. Taken as a whole, I'd say this years' entries were among the strongest I've ever seen, especially that killer batch of first-round entries. That round is brutal and yet even many of the losing entries this year would have dominated the first round of past tournaments. If you lost it doesn't mean your adventure or writing/GMing skills were bad, you just had killer competition this time around.</p><p></p><p>I also learned a ton while pulling everyone's adventures apart to figure out what made them tick; if you haven't judged I highly recommend it in future years!</p><p></p><p>Lastly, playing Evil Judge was fun and hopefully entertaining. I hope no one took offense. While I greatly over-exaggerated the degree of criticism I did try to keep most of it as constructive and on-point as possible. If I saw something that seemed questionable, I called it out, just via the mouthpiece of a pretentious jerkbag. My hope always while judging is to helping everyone's GMing, adventure writing, and writing get stronger (including my own), never to tear down or offend.</p><p></p><p>Congrats to whichever of you ends up as winner and everyone who competed!</p><p></p><p>-Evil Judge, out[/spoiler]</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 8396089, member: 60965"] [B]Judging Iron DM 2021 – Round 3 Wicht vs. Gradine[/B] Slipping into Evil Judge persona: Final round; this time for all the marbles. Actually, you don't even get marbles... why are we all doing this again? [USER=221]@Wicht[/USER] and [spoiler=Denouement of a Dying Hunter][B]Sick Burns After Reading[/B] Stuck on a frozen island with a bunch of shapeshifters and a demon. Sounds like holidays as a kid... barely joking. Oh good, I get to remember nine NPCs, several of whom are shapeshifters and/or who lie about their names. Nice. Good news, the NPCs start to die off like monster hunters on a demon-haunted frozen island, but until then I'm five hunters, a werewolf, a shapeshifting demon, and two types of shape shifters of which makes up a fake name for the guy he's impersonating. I'm going to change the names in Scene One to illustrate: "The PCs are cheerfully greeted at the Lonely Roost by Jakwe, and given rooms on the third floor. Already present are Jimbo and Chuck. Joe Bob, Grumby, and Reeve each arrive later. Towards suppertime, Sally Joe arrives to help with the cooking. Wally arrives for supper, though it is not in fact Wally, but Easter McGale in Wally’s form. Reeve drives a motorcycle and is wearing the form of deceased actor Sals Lamont. He introduces himself as Sals Italy. PCs might note that he is interested in the names of the other guests, but does not dine, instead going to his room, after greeting everyone present. " Got all that? Yeah, me neither. Romus has three different names to track just right there: him, who he's impersonating, then the pseudonym he uses. To help you struggle to keep track, they're often referenced by first or last name randomly. Alexander Dark = "Dark", "Alexander", or "Alexander Dark". New scene? Jump back to the cast list to see who the hell everyone is again. Speaking of, if George, Robbie, Jack, and Thomas split up after the demon hunt, why are they all together here? Hunter retirement community coming true? [B]Second pass consumed[/B] Mostly figuring out who everyone is and what they are doing. Let's hazard another pass to see if the PCs actually get to do something fun. Show up → "sup" → murder → corpse → Sara's got all the answers → old hunters let PCs search Island → one-shot no-scope Romus → Tom takes a plot dump on them → NPC murder? → demon gem crush. And then we come to the "and then" plotting. The PCs arrive [I]and then[/I] someone dies [I]and then[/I] Sara gives them answers [I]and then[/I] the hunters tell them to fight the monster. They kill it. Tom drops the demon bit leading to the PCs making a difficult choice [I]and then[/I] the monster shows up. Essentially one choice in the adventure assuming they don't choose to risk the river once everyone's getting salt-drained and heart-eaten. Rest of the time the PCs just happen to be there while things happen around/to them. At least when they switch to doing hunter stuff they get to... oh wait, the NPC hunters are helpful enough to drop the choice info and direct the hunting. The older hunters [I]let[/I] the PCs take the lead, from which we can infer that if the PCs don't the consequence is the old hunters step in and make sure it happens. So the NPCs likely direct or supply key data for the investigative parts (people are so helpful probably don't even get to make my social rolls) but at least we get some epic monster fights, right? Fight one: [B]GM[/B]: "Romus rams a mag into his M4 and chambers it loudly. Come get me you-" [B]PC[/B]: "I shoot him. Nice, got a 22 to hit. 11 damage minus ten since these silver bullets suck is 1." [B]GM[/B]: "Okay, with cover, I guess that's still a hit. You graze him, he laughs and-" [B]PC[/B]: "Wait, didn't she say a hit kills these things?" [B]GM[/B]: "Oh... yeah. Um, I guess it's dead then." We have (gun)fight one where the PCs kill the baddie with one hit and (un)fight two against a demon one of the PCs can presumably slay readily especially with a National Guard armory worth of fighty bits plus an anti-demon gem while the other PCs are useless OR, worse, they are all useless and the NPC werewolf does the job while they just try not to get killed. Fun. What happens here if the PCs don't show up? Same people die, Sara and fam probably kill the shapeshifter since they're experienced hunters with an arsenal then Werewife (next DC superhero movie) soaks herself in tears before killing her husband and soaking herself in demon blood. PCs are helpful/disposable to the NPCs at best and have front-row tickets to the s#!7show at worst. [B]Ingredients Frozen Island [/B]setting. Frozen + Island keeps them from leaving. Solid, like ice. [B]Last Chance [/B]Tom/Thomas/Thomas Middleton's last chance to kill the demon. Ethical PCs/players might not take it, thus removing themselves from killing it. [B]Shape-shifting Grifter [/B]gets trickier. The above two were immediately obvious without even re-reading but we have three shapeshifters confusing things up here. Alice/Tom/Alice/Alice Tyler is maybe the grifter with "I see dead people's bank accounts". Romus/Alfred Ryder/Alfred Rome sucks the salt from his targets, but he's more of an assassin so probably not him. Jack/Lincoln/Jack Lincoln/La Diabla Negra is mostly a demon. Must be Alice/Tom/Alice/Alice Tyler then. That's she's a grifter is mostly backstory since no grifting goes on in sight of or involving the PCs. [B]Professional Killer[/B] Romus/Alfred Ryder/Alfred Rome vs Alex/Alexander/Dark/Alexander Dark, though I suppose both are professional killers just one kills people for a living the other kills monsters (with killing people as a hobby). A diverting mid-plot likely presumed to be the main story but turns out to be a surprisingly unrelated branch jutting off the dying tree of the adventure. A red herring salted extra heavy. [B]Unidentified Wound [/B]the strange puncture marks on Alex/Alexander/Dark/Alexander Dark's body where salt is sucked out. Nifty way to die, less nifty that Sara identifies it for them. [B]Illegal Speed [/B]Meth. Alex/Alexander/Dark/Alexander Dark's less grisly habit. If one of the monsters was super-fast and the Meth was magically-enhanced with the PCs having to decide "Do I take this drug and have a fighting chances against Methmonster but meth OR do I risk getting ripped apart by a literal speed demon without it." Instead, this just says "this is a bad guy" then goes on to have zero relation to the rest of the adventure. [B]Secret Shop[/B] Sara/Sara Middelton's shop that mostly serves as an arsenal since the PCs don't actually buy anything. Ties nicely into the mythos of hunters, less so as an ingredient especially when she just tells them about it and seems to just let them borrow stuff instead of buying it. [B]Ethical Dilemma [/B]being to kill Tom/Thomas/Thomas Middleton and kill the demon or be powerless against it. Unfortunately, if they kill him then they can kill the demon but if they don't Werewife kills him and does it. I'm sure in the moment any remotely scrupulous PCs will find the decision agonizing, but in hindsight the demon dies either way. This ties with Frozen Island as least sucky ingredient (with the salt-drinking shapeshifter obviously being the suckiest). [B]Summary[/B] Premise stirred my excitement, execution mostly killed it.[/spoiler] Stumbling on, we come to [USER=57112]@Gradine[/USER] 's [spoiler=Eternity at Sea][B]First Loop[/B] The intro really sucked me in. Stumbled a bit on Matilda and haka... kapik... hakapik, then smoothed out. Things get faster even if exactly who is who slips away here and there. Fortunately, context clues help tune me back in. End fascinated and a bit bewildered. [B]Second Loop[/B] Intro sucked me in but with questions. This is familiar, but who is it who dies on my blade? How does the detective relate to any of this and what do they do? I've found their journal with a bunch of notes... is Marsch the person I killed? Also, why do I need to break into the bridge? Everything passes so fast trying to absorb this I missed it; mental note to figure out why the vent is necessary to get to the bridge next time through. Everyone has secrets, but are these all incidental and useful only to give me more time or are they directly related to the solution in some way? [B]Third Loop[/B] The person is my twin, so presumably I'm killing the reporter I'm pretending to be as I come back through time an hour. Don't know how I missed the "sealed entrance to the bridge" the first two loops. Sealed how? Is there any other way to break in? How about smashing one of the bridge windows? What happens if I go disable the engine or figure out a way to jam the rudder sideways instead? I'm assuming the silkie bails before the ship blows up but haven't seen it. Why am I questioning all these people when I know I need to get into the bridge? Would I maybe be better off improvising better battering rams or rope ladders or the like until I find something that works? If it was booby-trapped too then I'd probably give up faster and realize this is a social/investigative puzzle not an action/B&E one. Wait, am I Marsch now? I'm getting the implication that's what's going on but haven't figured out for sure. Who am I? Why did Marsch hide that captain's body? Or was/is that me? Did I do that? I thought I was the reporter? Ah, silkie goes boom. Amazing what you miss when you are reading quickly and not going back. Does Faoch go boom too? "Faoch will not reveal any details about Rel,"... why does this sentence end with a comma? Is there more there that I'll find on a later loop? Did I delete it somehow? Wait, Reltilda chucked the hapi... hakapaka... hikipaki... murder weapon overboard? Don't they find it later? Ah, it's the bosun's billy club. Reading this fast is revealing inherent reading comprehension fails. Final answer (assuming B&E is off the table) is solve the murder of the captain to get Langley's trust to get the vent info. What if I'd just spent the whole time searching the ship for other ways in instead of doing social deduction? If there's an air vent into the bridge, presumably there are other air vents I can observe elsewhere and make the deduction. I know I can fit inside one in my "natural" state after all. Providing a second way out (seLkIE) helps and is nifty, but would have liked to see the "50 break the window rolls" or "100 search rolls" methods addressed. [B]Fourth Loop[/B] Now that alternate approaches have failed (why not succeeded?), let's try social. Know we need to solve this murder and even failing can provide secrets to literally buy more time. Why did I kill myself? Didn't I die in the explosion? Going to assume I'm the detective now, not the reporter. I start hitting people up for clues: ♦Faoch tells me about the watch: secrets for time. ♦I dance with Matilda, maybe learn she's a selkie and blows up the ship. ♦Somehow I learn I am (used to be) Garrett. ♦Arthur tries to sell me drugs. ♦Somehow I get Tatiana and Jan to spill their murder/ghost issues even though they won't talk separately. ♦In some way I learn Octavius is the skullsmasher who kills(ed) Jan. ♦Langley the ex-con bosun is the key; solve who killed the captain (Selktilda) and he gives me the vent. How do I do that since the weapon is gone and Rel/Matilda won't talk? Assuming I somehow do this and get vent info I can die this time if it's too late and I'll go straight there next time around. Or I somehow talk Rel into helping... wait how does she fix it? Does she know a way in or how to unseal the bridge? Let's assume I've solved it so I can move on to [B]Ingredients Frozen Island [/B]Iceberg deading ahead. Playing on the extra frozenness to make up for depreciated islandness (is that a word?) [B]Last Chance [/B]Eventually, the PC might run out of attempts (or Rel steals the watch) and have one last chance to fix things. Statistically, anyone who's going to win this adventure will win before their last chance which weakens this. [B]Shapeshifter Grifter [/B]I'm the shapeshifter and pretending to be someone else. Since the "pretending to be someone else" definition of grifter is already covered by shapeshifter, we need to focus on the grifting part... which we don't really do since we're mostly a detective. This one packs extra punch on the shapeshifter hand to compensate for the relative griftlesness (I feel like I've made up 5 words this judgment...). [B]Professional Killer [/B]being Octavius who is at best a red-herring and worse background since he doesn't kill anyone essential to the story. I guess he could use up a couple loops if the PC fingers them as the captains killer (or just pins it on them if that satisfies the bosun I suppose) and he does hold a time-refuel secret so he's not completely irrelevant. [B]Unidentified Wound [/B]the captain + clubbing + cutting. Sounds like the life of a troubled metropolitan 20-something. That aside aside, the captains wounds are the key pieces of info towards tracking the killer and ties in the bosun, Octavius, and Rel. Since Rel ditched the weapon, it doesn't help tie it to her but does supply a decent chunk of grist for the investigation mill. [B]Illegal Speed [/B]proves to be another relatively irrelevant bit unconnected to anyone else. Even in evil mode I have to give credit for how clever collecting secrets is proving as even seemingly irrelevant dead ends are rewarded mechanically with do-overs. [B]Secret Shop [/B]the quickling literally trading in secrets; a brilliant use of the ingredient that also ropes the game structure and even the most irrelevant-seeming ingredients to the adventure's mast. As hard as I'm trying to be snarky and critical here I'm at a dead end. This is genius. [B]Ethical Dilemma[/B] that I think lies with the alternate way out via selkie. It doesn't specify the way out so I assumed with my few loops she'd fix the ship but now realizing she'll just bail and take the PC with her. Adding to the dilemmaness (is that a thing?) there is a risk of Rel screwing the player if they take that route and get instant karma. [B]Final Loop[/B] I'm finding I can't find enough bad things to say about this adventure so will wrap it up. Sure, I've heaped a pile of questions around the bridge/vent/sealing deal, but with a few clarifications (like a clever clockwork booby trap on the door or something) they could be pretty quickly swept away.[/spoiler] [spoiler=Final judgment]Dropping the cranky mien and squinty demeanor I'm both relieved and disappointed that I have so clear a winner in mind; you'd hope in the finals to have two brilliant pieces of GM-work going against one another and in this final it seems we only have one. Even the best Iron GMs (which both Gradine and Wicht certainly qualify among) can have RL time constraints, ingredients that don't mix, or just end up with judges that don't click with what they wrote. I really loved the setting and premise of Denouement of a Dying Hunter; trapped on a frozen island with a salt-sucking shapeshifer and an ancient demon is just cool. This potential was hamstrung - in my potentially flawed opinion like everything I'm saying - by a strong sense that the end result would be the same with or without the PCs present. Helpful NPCs also make for boring investigations since it removes them as obstacles to be overcome on the way to solving the mystery and when they volunteer to jump in to do some investigating themselves plus will happily give the players the tools to win, it turns the spotlight firmly away from the players. Add in two gimmicky fights that seem (if I understood correctly) to be insta-wins if you have the right McGuffins of silver bullets and demon-slaying gems. The ingredient use isn't terrible like I made it out to be while in evil mode either. Sure some could be stronger and/or tied into the adventure more securely, but against most entries it would still win. But it's not against most entries. From its opening in media res start through my fifth looping read-through, Eternity at Sea grew on me more and more. With a little clarification on what "sealed" means plus methods of eliminating (or making equally interesting) other ways into the cabin plus a bit more thought on how exactly you "solve" the murder to the bosun's satisfaction, this adventure could be among the best Iron DM adventures I've ever read, judged, or competed against. Groundhog Murder on the Titanic as a game with every bit of info not only narratively but also mechanically important. Most investigations' red herrings or interesting-but-useless bits of NPC backstory are fascinating but irrelevant at best or frustrating at worst yet every bit really, really counts. In play, I could see getting an actual watch and giving the PC one hour of real-time each loop, then manually adjusting the hands for each failure or secret spent as they restart. Just got a little chill thinking about how cool that would be. I nominate Gradine for Iron DM 2021 Champion.[/spoiler] [spoiler]Final judges note]I'm really glad I chose to judge rather than compete this year. Taken as a whole, I'd say this years' entries were among the strongest I've ever seen, especially that killer batch of first-round entries. That round is brutal and yet even many of the losing entries this year would have dominated the first round of past tournaments. If you lost it doesn't mean your adventure or writing/GMing skills were bad, you just had killer competition this time around. I also learned a ton while pulling everyone's adventures apart to figure out what made them tick; if you haven't judged I highly recommend it in future years! Lastly, playing Evil Judge was fun and hopefully entertaining. I hope no one took offense. While I greatly over-exaggerated the degree of criticism I did try to keep most of it as constructive and on-point as possible. If I saw something that seemed questionable, I called it out, just via the mouthpiece of a pretentious jerkbag. My hope always while judging is to helping everyone's GMing, adventure writing, and writing get stronger (including my own), never to tear down or offend. Congrats to whichever of you ends up as winner and everyone who competed! -Evil Judge, out[/spoiler] [/QUOTE]
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