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Mini Encounter Contest: Heat Four
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<blockquote data-quote="Seule" data-source="post: 111261" data-attributes="member: 407"><p>Again, my quick reviews. This is just my personal opinions, and I'm likely to focus on things I don't like rather than what I do. Take it as constructive criticism please.</p><p></p><p>Fooled and Fooled Again: Not a bad encounter, but there's no location (or very little) and almost no NPCs. Sure there are stats, but any rogue would do in the same place, there's nothing interesting other than the actual scenario. Good plot hook though.</p><p></p><p>Blood of Angels: For a quick encounter (and I use the term loosely) this makes some pretty drastic changes to the gameworld. It introduces a new character class and race (tied together), it has either two new gods, or kills off one existing one, and for this what do we get? No real encounter (she offers to cure you, and then the encounter even says that nothing much is happening and the PCs should leave), no real location, and the NPC is just a vehicle for this new class. The priests are mentioned, but the PCs shouldn't find out about them. The encounter has potential, but fails miserably to live up to it. With heavy rewriting, it could make a basis for a full adventure or even a whole campaign, but not as is.</p><p></p><p>An Imp in Set's Clothing Gets Help from Scaly Friends: Cool location, cool NPC, pretty good encounter. Fits the guidelines perfectly on this count, NPC and location can be used separately. Excellent.</p><p></p><p>Shrine to the Flying God: Kinda weird. I don't think I'd use it, but it is imaginative. Good use of PCs to smuggle contraband while 'returning stolen goods'.</p><p></p><p>Quiet, Please!: Not much of an encounter, and a middling location, but a pretty keen NPC. Sounds like she would be wild if run well. Neat.</p><p></p><p>The Last Kiss: Unfortunately, I wouldn't expect the encounter to run as outlined. Most PCs are too paranoid to be trapped like that. However, it's a neat premise if not wonderfully original, and would make for an interesting session.</p><p></p><p>The Five Keys: Now that's a hideout that any Rogue would love to have access to! Not bad at all, no real complaints.</p><p></p><p>Persephone's Glade: Other than the first page being the location, pretty neat. This would be fun to try out. I like it a lot, I just worry about the abuses available to PCs who can maximize their potions.</p><p></p><p>Forest Dragoness: While technically there is a location here, it barely qualifies. I'd have to say that anyone who eats sentient beings is probably evil, not CN. What happens if there are elves in the adventuring party, as there are in most? And if they are only defending themselves, why are they attacking the party? Definately evil, I think. Other than that, not bad at all.</p><p></p><p>Not a bad bunch of encounters, over all.</p><p></p><p> --Seule</p></blockquote><p></p>
[QUOTE="Seule, post: 111261, member: 407"] Again, my quick reviews. This is just my personal opinions, and I'm likely to focus on things I don't like rather than what I do. Take it as constructive criticism please. Fooled and Fooled Again: Not a bad encounter, but there's no location (or very little) and almost no NPCs. Sure there are stats, but any rogue would do in the same place, there's nothing interesting other than the actual scenario. Good plot hook though. Blood of Angels: For a quick encounter (and I use the term loosely) this makes some pretty drastic changes to the gameworld. It introduces a new character class and race (tied together), it has either two new gods, or kills off one existing one, and for this what do we get? No real encounter (she offers to cure you, and then the encounter even says that nothing much is happening and the PCs should leave), no real location, and the NPC is just a vehicle for this new class. The priests are mentioned, but the PCs shouldn't find out about them. The encounter has potential, but fails miserably to live up to it. With heavy rewriting, it could make a basis for a full adventure or even a whole campaign, but not as is. An Imp in Set's Clothing Gets Help from Scaly Friends: Cool location, cool NPC, pretty good encounter. Fits the guidelines perfectly on this count, NPC and location can be used separately. Excellent. Shrine to the Flying God: Kinda weird. I don't think I'd use it, but it is imaginative. Good use of PCs to smuggle contraband while 'returning stolen goods'. Quiet, Please!: Not much of an encounter, and a middling location, but a pretty keen NPC. Sounds like she would be wild if run well. Neat. The Last Kiss: Unfortunately, I wouldn't expect the encounter to run as outlined. Most PCs are too paranoid to be trapped like that. However, it's a neat premise if not wonderfully original, and would make for an interesting session. The Five Keys: Now that's a hideout that any Rogue would love to have access to! Not bad at all, no real complaints. Persephone's Glade: Other than the first page being the location, pretty neat. This would be fun to try out. I like it a lot, I just worry about the abuses available to PCs who can maximize their potions. Forest Dragoness: While technically there is a location here, it barely qualifies. I'd have to say that anyone who eats sentient beings is probably evil, not CN. What happens if there are elves in the adventuring party, as there are in most? And if they are only defending themselves, why are they attacking the party? Definately evil, I think. Other than that, not bad at all. Not a bad bunch of encounters, over all. --Seule [/QUOTE]
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