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Review of Chris Aylott's "A Matter of Family" posted...
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<blockquote data-quote="spacecrime.com" data-source="post: 1208650" data-attributes="member: 753"><p>I agree with Teflon Billy too. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>FWIW, the bad guys are on the light side for a reason -- as TB figured out, they're in the adventure to move the story along, not be its centerpiece. My biggest worry was that a group of new players might get in over their head and not have the time or mental energy to enjoy the investigative and decision-making sides of the adventure, so I chose "might be too easy for some" over "might be too hard for others".</p><p></p><p>Where I goofed is that I got stuck in physical-book thinking. I've got effectively infinite space to work with, and there was no reason not to spend a page or two on meatier variants of the villains. I'm just so used to economizing and "one size has got to fit all" design thinking that I literally never thought about it until TB called me on it. I also didn't think about the possibilities of customizing for player experience rather than power levels, and there's some interesting things to be done there.</p><p></p><p>Anyway, lesson learned, and there are some future books that are going to be stronger because of it. Thanks to Teflon Billy and his players for a great review!</p><p></p><p>cheers,</p><p></p><p>Chris Aylott</p></blockquote><p></p>
[QUOTE="spacecrime.com, post: 1208650, member: 753"] I agree with Teflon Billy too. :) FWIW, the bad guys are on the light side for a reason -- as TB figured out, they're in the adventure to move the story along, not be its centerpiece. My biggest worry was that a group of new players might get in over their head and not have the time or mental energy to enjoy the investigative and decision-making sides of the adventure, so I chose "might be too easy for some" over "might be too hard for others". Where I goofed is that I got stuck in physical-book thinking. I've got effectively infinite space to work with, and there was no reason not to spend a page or two on meatier variants of the villains. I'm just so used to economizing and "one size has got to fit all" design thinking that I literally never thought about it until TB called me on it. I also didn't think about the possibilities of customizing for player experience rather than power levels, and there's some interesting things to be done there. Anyway, lesson learned, and there are some future books that are going to be stronger because of it. Thanks to Teflon Billy and his players for a great review! cheers, Chris Aylott [/QUOTE]
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