| Arawn Chen |
Here's my limb and I'm going out on it: I have absolutely no issues with "The Crazy Wizard Did It" scenarios. Like Clark said, it's tried and true and (more importantly) it's something we can all understand and accept from the very get go. As a GM, I don't have to spend a year and a half explaining to my players what the hell's going on. A lot of the time, they don't care anyways. The McGuffin is, ultimately, irrelevant to GETTING TO THE GAMING and if that's because the Crazy Wizard Did It or because this demon wants to rule the world, that's totally fine by me. When can I stab something? Personally, I think Owlbears are some of the most ridiculous creatures ever thought up (I'd be curious to see how an Owlbear equivalent would have fared in a Superstar contest today; maybe I'll enter next year with my "VultureLion" and see what happens...) but they're so ingrained in the system these days that they're almost...comforting.
I feel the same way about the use of the bugbears. It's an interesting alternative and what I think it could do to my players is create a sense of misplaced comfort. "Whew! Just a bunch of bugbears. This'll be easy... Uh, Paladin, did YOU just make a growling yummy sound??" Maybe it is a little forced (spoken parts of adventures has been done before but I've always been somewhat ambivalent about actually speaking them out loud in the past), but it's the effect of that forcefulness that I like. I'd totally use that.
I do think that some of this adventure possibly assumes too much, like Wes pointed out; we're walking, leaving footprints, etc. But on the other hand, if all of my party is flying then its up to me to figure out something to either bring them to the ground or engage them in the air. I realize that's not what this competition is about, but I guess since I'm so used to tweaking adventures to fit the party I know I'll be running with I don't mind that so much... I wonder, if an encounter was laid out allowing for every possible party configuration, would it be judged as too vague?
I love puzzles. So do my friends that I play with. Some people don't but I do, even if I suck at some of them. This one is difficult until you see the answer and then it's almost a forehead slapper. I love that. And there's a backdoor with the skill checks. I don't see a problem at all with it. Well done.
The map and the parts of the adventure dealing with terrain are missing some elements, I think. Precisely, why can't we just go the freak around? How far North and South does this chasm go? How deep is it? What's at the bottom? I think besides those details and some others, the map's what the map should have been at this point. It gives me the idea of the adventure and let the cartographer make it prettier, more detailed, an isometric drawing or a plan view or what-have-you. It's a fifty-foot bridge, it's ten feet from the bridge to the gatehouse. Got it. Next?
I certainly don't disagree that some opportunities were missed here and what is here could be cleaned up a little more, but I like so much of what Jesse's done already that I want him to continue on just to see what else he comes up with. Game on.