Wulf Ratbane said:
But just pushing the judge's buttons alone shouldn't be enough to win.
One would hope that, at some point, the crafting of an actual adventure-- with a plot that actually engages the PCs with things to do: some puzzles, some fighting, some roleplay; with decisions to make and consequences that they can see and feel, etc.-- one would hope that would have some impact on the judging.
In theory, you have to write a solid scenario as part of pushing the judge's buttons. However, and this is just my opinion, a solid scenario does not need any of the traits you mentioned. It doesn't need puzzles if the group doesn't like 'em. It doesn't need fighting if you're running a modern Cthulu Investigation campaign. It doesn't need roleplaying if your group prefers intricate dungeons. It
does need decisions and consequences, because otherwise it's not a game, but those decisions (and the consequences) don't have to be well delineated.
I usually try to think of it as a hired hack - Rune needs a game for tomorrow, these are the things he wants to include, this is what kind of game he likes to run, what can I slap together for him? Bare bones idea or fleshed out scenario, I'm writing it for him, and how his group plays.
If you were the judge, I'd probably take a cue from some of the stuff you seem to enjoy as a player (in your story hours) and write up a morally ambiguous meat grinder
. It would have a few puzzles, a few fights, some roleplaying opportunities. It would be crafted from a balance -n- tactical fun standpoint, and it would allow for a wide variety of character "types". That would be me pushing your buttons, but you probably wouldn't call it whoring, you'd just call it "good design" (like you did above).
I'd avoid dwarves, though - you have to surprise the judge a little.
-seasong