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<blockquote data-quote="Chaosmancer" data-source="post: 7039290" data-attributes="member: 6801228"><p>Might be exhaustion talking, but I don't quite get what you are suggesting here.</p><p></p><p>Place a riddle in the final room, but give them the riddle before the big fight? I'm not following.</p><p></p><p></p><p></p><p></p><p>This I completely agree with, and though I won't like it, I am more than willing to cut complete areas if necessary for time. </p><p></p><p></p><p></p><p> </p><p></p><p>There are at least two paths to finishing, and I agree that 2->5 is likely to go faster than 3->4 and to be frank, I'm partially tempted to rearrange and cut the dungeon to make it a single linear path. I spent a lot of time on those death scenes and I really want people to go through that room, but I think giving them a meaningful choice in path is the better option for right now. </p><p></p><p></p><p></p><p></p><p>Part of my thought proccess with that hallway is that players who want to explore every room are going to try and do so anyway, and backtracking through rooms they finished to get back to the other side felt like it would take longer and be weird. So, a path between them. It also affords me the opportunity to balance the paths a little. If 2->5 goes too fast, I can drop a hint and try directing them into 4, which will help me not be forced to finish early. I can always cut the path if I need to, or simply quantum the final rooms if we're getting too close to the deadline. Cheap, yeah, but better than not giving them at least some kind of ending. </p><p></p><p></p><p></p><p></p><p>The joy and frustration of con games. Luckily this is a local convention, and we tend to get a lot of the same people, so I've got at least some expectation that exploring the masks or looking through the bookshelves is going to be something the players focus some time on, but yeah, uncertainty can really make it hard to strike the right balance. Don't want them to speed through any more than I want it to drag on. </p><p></p><p></p><p>So, does everyone think the Reaper looks good for a solo encounter at level 5? I was really worried that I'd made it too powerful.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7039290, member: 6801228"] Might be exhaustion talking, but I don't quite get what you are suggesting here. Place a riddle in the final room, but give them the riddle before the big fight? I'm not following. This I completely agree with, and though I won't like it, I am more than willing to cut complete areas if necessary for time. There are at least two paths to finishing, and I agree that 2->5 is likely to go faster than 3->4 and to be frank, I'm partially tempted to rearrange and cut the dungeon to make it a single linear path. I spent a lot of time on those death scenes and I really want people to go through that room, but I think giving them a meaningful choice in path is the better option for right now. Part of my thought proccess with that hallway is that players who want to explore every room are going to try and do so anyway, and backtracking through rooms they finished to get back to the other side felt like it would take longer and be weird. So, a path between them. It also affords me the opportunity to balance the paths a little. If 2->5 goes too fast, I can drop a hint and try directing them into 4, which will help me not be forced to finish early. I can always cut the path if I need to, or simply quantum the final rooms if we're getting too close to the deadline. Cheap, yeah, but better than not giving them at least some kind of ending. The joy and frustration of con games. Luckily this is a local convention, and we tend to get a lot of the same people, so I've got at least some expectation that exploring the masks or looking through the bookshelves is going to be something the players focus some time on, but yeah, uncertainty can really make it hard to strike the right balance. Don't want them to speed through any more than I want it to drag on. So, does everyone think the Reaper looks good for a solo encounter at level 5? I was really worried that I'd made it too powerful. [/QUOTE]
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