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Mind & Iron: a short adventure for 8th-level players (PDF Download)
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<blockquote data-quote="El Coro" data-source="post: 5330551" data-attributes="member: 87452"><p>[MENTION=11426]mesh[/MENTION]</p><p></p><p>Thanks for posting your ramblings! Thoughts below.</p><p></p><p>Your take and background on Movasi and the village, where he started with small machines and, guilt-ridden, eventually made a copy of the girl to hide the accident - I love it. Almost makes me want to rewrite part of this or steal the tragedy of it for another adventure. <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>I thought about having a copy (or copies) take control of the shop and such, but I used that idea somewhat recently on another adventure (single encounter rather; <a href="http://www.readyanaction.com/adventures/08illusionsandelusions.pdf" target="_blank">Illusions & Elusions</a>), and wanted to change things up a little bit.</p><p></p><p>In general I like to make a detailed background of really just a situation, and then I provide a story within it - I love that you snagged the idea of the situation (the farmers, Movasi, automatons, etc.) and made it completely your own - it's what I try to do with any published adventures I see--often changing the story completely--and it's so cool to see it done to my stuff.</p><p></p><p>I like the two different ideas of Movasi, which really affect the general feel of a similar tragedy. </p><p></p><p>I saw him more as an amoral entrepreneur, trying to find a little seclusion for his work and taking advantage of the curious farmers to test and create his new replicants - and a misundersanding (they think he's killed or transformed their kids) leads to the farmers' anger and Movasi's downfall (he saw them as no threat, and refused to tell them about their children - as he does have some strange code of business).</p><p></p><p>Your idea seems to be more of Movasi as an obsessive but good-natured soul who makes a few mistakes that cause things to get out of control. I love it - it feels almost like one of those cautionary tragedies from ancient Greece.</p><p></p><p>Although I want DMs to make the adventure their own, I do want my adventures to function as simple one-shots without forcing them to create their own back story that ties up some loose ends. In general, I believe I did a poor job of translating my motivations and ideas for Movasi into the adventure text.</p><p></p><p>You've convinced me that I need to add a "Motivations" section to my adventures, instead of trying to explain the goals and personalities through flavor text and the adventure quest hooks.</p><p></p><p>Thanks again for your thoughts, Mesh. This was immensely helpful (and enjoyable) for me to read!</p></blockquote><p></p>
[QUOTE="El Coro, post: 5330551, member: 87452"] [MENTION=11426]mesh[/MENTION] Thanks for posting your ramblings! Thoughts below. Your take and background on Movasi and the village, where he started with small machines and, guilt-ridden, eventually made a copy of the girl to hide the accident - I love it. Almost makes me want to rewrite part of this or steal the tragedy of it for another adventure. ;) I thought about having a copy (or copies) take control of the shop and such, but I used that idea somewhat recently on another adventure (single encounter rather; [URL="http://www.readyanaction.com/adventures/08illusionsandelusions.pdf"]Illusions & Elusions[/URL]), and wanted to change things up a little bit. In general I like to make a detailed background of really just a situation, and then I provide a story within it - I love that you snagged the idea of the situation (the farmers, Movasi, automatons, etc.) and made it completely your own - it's what I try to do with any published adventures I see--often changing the story completely--and it's so cool to see it done to my stuff. I like the two different ideas of Movasi, which really affect the general feel of a similar tragedy. I saw him more as an amoral entrepreneur, trying to find a little seclusion for his work and taking advantage of the curious farmers to test and create his new replicants - and a misundersanding (they think he's killed or transformed their kids) leads to the farmers' anger and Movasi's downfall (he saw them as no threat, and refused to tell them about their children - as he does have some strange code of business). Your idea seems to be more of Movasi as an obsessive but good-natured soul who makes a few mistakes that cause things to get out of control. I love it - it feels almost like one of those cautionary tragedies from ancient Greece. Although I want DMs to make the adventure their own, I do want my adventures to function as simple one-shots without forcing them to create their own back story that ties up some loose ends. In general, I believe I did a poor job of translating my motivations and ideas for Movasi into the adventure text. You've convinced me that I need to add a "Motivations" section to my adventures, instead of trying to explain the goals and personalities through flavor text and the adventure quest hooks. Thanks again for your thoughts, Mesh. This was immensely helpful (and enjoyable) for me to read! [/QUOTE]
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Mind & Iron: a short adventure for 8th-level players (PDF Download)
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