| linaoneill |
Sean McGowan wrote:
I was initially inclined not to vote for this, just based on a reading of it. Having been part of Curaigh's playtest, though, I've come around. I think this makes it into the top four of this round, albeit by a narrow margin.
I think calling the egelsee's nozzles a 'trap' is a bit of a misnomer. It's really just a device that delays the entrance of the biggest threat in the encounter by a few rounds. The only way to actually avoid having the cocktail be released is to take out all the NPCs in the room within a round or two. Otherwise, even if a savvy set of PCs disable the access port before any of the junkies get to it, you're still looking at the gearsmen smashing the glass if things start going south for them.
But for all that... io games it's been a fun encounter. The room provides an actual interesting tactical space to play around in (what with the big tank in the middle of the room making it difficult to simply get from point A to point B without crossing various threatened spaces., and the combination of the gearsmen and the cocktail (once it emerges) make for an interesting set of choices as far as which threat needs to be dealt with first.
So, my ultimate review here is: a fun encounter design with a really creative setting, which maybe falls a bit short on some of the technical elements required. (The trap not really being a trap.) Nonetheless, it's in the top four for me. If anyone else is making any last minute voting picks, I do recommend this be one of them.
This could be a positional thing only, but the fact that you have lots of adjacent couches each in their own five foot square doesn't feel right to me. I would have expected no more than one couch per 10 feet to allow a reasonable sized couch and room to walk around it, beside it, etc.