Duck’s best offering yet, this has the makings of a good scenario for a level 1-5 party. I’m looking forward to playing the whole thing. This is a slightly edited version of the review I did for the contest.
This all sounds interesting, and I can’t wait to see how it turns out. But I have to grade this on what we have right now: it’s way too complicated for the size of the scenario, and obviously unresolved.
There’s a surprising amount of dialogue, considering that most of the scenario takes place in hostile territory.
The writing is basically good, with only a couple of typos. I’m not sure that the humour in the Hopkins dialogue really works, though. It would have been right at home in a scenario like Oops, but here it jars.
I started to wonder if my level 5 party was somehow overpowered, so I started over with a level 1 party and had a lot more fun. I’m not one of those hard-core gluttons for punishment, but playing at the lower level actually made it necessary for me to use almost all of the resources that were provided, which was a nice change. Otherwise, the potions and scrolls were really excessive.
Town and Outdoor design:
The outdoors looked nice. And I was glad to get a chance to rest.
The boat was pretty cool. I liked the idea of a mobile staging area for whatever it is the Black Sun is doing.
All the teleportation and disconnected areas reinforce the impression of secrecy and concealment, though you’d think they’d keep a better watch on them. But it functions.
Oh, and I know that doors close themselves when you leave a town in BoA, but I wish that the door to my room had not magically repaired itself while I was upstairs. I don’t know if there’s a feasible way to arrange that, though.
No obvious bugs, although I’m not sure how the boss fight is really intended to go.
The designer should be aware, however, that many players will routinely open doors and enter rooms in combat mode when in hostile territory. Or enter combat mode at the first hint of danger—like the sound of something ramming the door of the room, for example. This can cause them to miss plot-relevant dialogue, and/or make message dialogs appear after the fact. There was nothing game-breaking, but it’s a little odd to read that