Unfortunately, I'm an ideas person, not a "write stuff good" person, so I settled for just doing my best to accurately convey the right clues, and vaguely evoke the intended emotional response. Someone who is actually a skilled writer could definitely have a field day with all the notes here, and give all of the PCs their own unique voice and style of writing. What you're probably noticing is the wide tonal gulf between the stuff I wrote myself, and the quotes I cribbed from qntm's work. I feel like some of the memos left behind by PCs and dead Slayers are worded a bit weirdly. Thanks, I really appreciate the in-depth breakdown! I hope you'll hear from me in a month or so. I've already started gathering a group to run this for and am thinking about hitting up some people I haven't played with for a while for a second group. This one-shot seems to put a lot of emphasis on the latter, while also emphasizing exploration, even though the adventure basically takes place in a basement. Most of the one-shots I got to take part in as a player are "this is the setting, go do this, go kill that" or something along these lines, mostly just maintaining an illusion of player agency and shitting all over PC-PC interactions. I love both the concept and the execution. Last, but not least, I would like to say: This is fucking amazing. I'll try to replace this somehow in my game, I'll definitely let you know how it goes. Narrating it (maybe amidst a barrage of skill checks) is a bad solution, since it is in such a contrast with the rest of the adventure (where everything has to be figured out by the players). I think running through the keep could be done better. Maybe I feel like this because some of my players optimize the shit out of one-shot characters.) (Whether I'm right or wrong will turn out while running the game. I assume most of the difficulty will be provided by no long rests (as I will 100% interrupt them). Looking at the monsters, a party five lvl 9 characters of optimal class composition could absolutely shit on these combat encounters. Like the wording is a bit too "loosey-goosey" for battle hardened veterans, nobles and academics to write. Hi, after reading through the adventure I have the following thoughts: Does it leave you with a feeling of “yes, I know what’s going on and want to run this?” Is it overly long and boring? Any suggestions about what order the information is presented, or what important details might be missing?Īnd if you notice any obvious spelling, grammar, or formatting errors, blatant mechanical issues, or just have any other things to say about it, feel free to shout those out as well. I’m trying to find the right balance between being thorough and being concise, so please let me know what you think about the layout and formatting of the Introduction in particular. It strikes me that effectively organizing a mystery module is sort of inherently difficult, and that probably goes double when memory loss plays such a huge role in the story. In particular, I’d like to get a basic sanity check on how this reads. I wrote a free adventure for you, and I’d really appreciate a bit of feedback on it.
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