Posted 04 March 2010 - 02:24 PM
Always on Your Day Off!
REVIEW FOR ALWAYS ON YOUR DAY OFF! 1.0
You play an adventurer on his day off who gets woken to fight goblins. Very short.
There's definitely a creative spark here. At any rate, there's certainly some interesting ideas at work. The main dungeon also was designed rather well.
Also, no bugs.
Unfortunately (sorry Nico), here's where the review turns sour. The dialogue was incredibly sparse. It was like talking to automatons of some sort. Indeed, even the person that gives you the main quest has about 4 dialogue nodes with about 1 text field apiece.
Dialog boxes weren't much better, only appearing when absolutely necessary and providing the bare necessities to get the point across.
Also, I found combat incredibly easy. With a supplement of healing spells and a ranged attack more powerful than my melee, it was just a matter of picking enemies off one-by-one. Ice goblins were an interesting concept, but it ultimately felt flat.
Alright, now it's story time. I beta tested this scenario, killed the ice goblins, and moseyed off into the sunset. I sent Nico the report, and got back stuff apologizing about something she found with snowmen.
As it turns out, half of the scenario's content is hidden behind secret passages. Meaning it's not only possible, but probable that a player could finish the main quest and miss all of the other content. As it was, it was interesting, but finding it involved about 10 minutes of searching and headbumping walls, followed by 5 minutes of cracking open the editor and scripts to find the stuff.
The Verdict - SUBSTANDARD
It won't waste much of your time, but know going in that it is far from top-of-the-line.
Alright, two major things come to mind here. First: DO NOT hide plot-relevant stuff behind secret doors, and not inform the players. Saying, "There's a certain item you need in the goblin cave," would have sufficed, as would just giving the player the item after killing the goblin chief. But as it was, I managed to skip out of the scenario blissfully unaware I had missed something.
Major thought number 2: When forcing a pre-made party (or singleton), make sure to take character race into account. My first run-through, I took a Nephil (Missile and Dex bonus) into this scenario. Thus, what was supposed to be a character capable of handling the ice goblins turned into a fuzzy harbinger of rock-ridden doom. Combat was still easy without the nephil, but with it? It was rendered downright trivial.
Also, dialog and dialogue needs more than just the bare necessities. There's no life to it otherwise.