REVIEW FOR WARP 1.0
You play a bunch of adventurers who happen to just be passing through when your attention is drawn to a mysterious tower. As it turns out, an illicit time-travel experiment has just taken place, and you get caught up in everyone's schemes.
The plot is interesting and well-executed, for the most part. I have a hard time saying more without spoilers, but I thought it was fun and somewhat cerebral. There's also a small amount of humor present to lighten the mood, and it isn't particularly overbearing.
Combat. Well, as others have mentioned, it wasn't particularly difficult. But then, that's not really the point of this scenario, is it? Still, it's nice to see that, with the high resistance enemies thrown at the party, that they included a timer to stop the fights should they go on too long (like, say, from having a party of all mages).
Also, there were a lot of small details. Papers scattered everywhere, dialogue changing depending on your actions, and so forth. No bugs, far as I can tell. The design, while not inspiring, was solid. And for all the holes that could appear in the plot, he did pretty well in keeping them under control.
The scenario wasn't particularly inspiring in the graphical department, but what was Ephesos supposed to put in a basement? Waterfalls and rainbows? He worked with what he had, and he did that pretty well. There was also the feel that my party was accomplishing nothing whilst playing. Which, while accurate, was somewhat frustrating.
Also, we don't see quite enough of the two main antagonists. The first is supposed to be desperate, but seems to come off more as insane from her brief appearances. And the second is both cliche and unpronounceable.
Finally, the barriers inside the heavily-locked doors were annoying. Dang it, I unlocked this freakishly-high-level door, now give me the treasure! graemlins/tongueold.gif
First off, there's a plothole. Considering the story, it's not surprising, but it's still there.
Also, exposition. For such a small scenario, this thing is LOADED
with text. The monologue (calling it dialogue is a smidge too generous) at times reads more like a dissertation than a plot. Admittedly, the starting stuff can be skipped by telling Martha that you don't understand, but then you miss almost half the plot.
The Verdict - GOOD
Play it. It's a fun scenario with a cerebral plot, even if it isn't the best thing in Blades.
I am never doing a time travel scenario. Ever. And to any that do make future scenarios dealing with time travel, keep in mind just how omnipresent these paradoxes can get. Anything that happens in the past would instantly adjust the future, unless said time travel also shunts the adventurers to an alternate universe.
Also, just because dialogue and dialog boxes grant you eight paragraphs of text doesn't mean you have to use them all. Less can be more (...why are you all looking at me like that? graemlins/tongueold.gif ).