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Well, I thought about it long and hard and finally decided to chime in as well.
I really liked the ending statement that the "party cock" (as Bren called him) laid out there. Making the statement that we are in the upper-lower class of the afterlife certainly seemed to bring the story together quite a bit. I was disappointed that it ended there. We originally were trying to figure out why pieces of the castle blinked in and out and why those freaks jumped in and scared everyone at the party while dogface-boy was reciting lyrics and the retarded kid was making a bit of coin reading palms. I thought were we going to go back and put the piece of the puzzle in place.
The weapons were cool, but with the sets we seem to focus on the sets and not the story line as much. I don't care that the prince does a face plant into a blade barrier as long as I can get a gem. We saw this in Greg's last world and again in this world. Magic is cool, a couple of things that can play together is cool, but building a campaign around building sets means that we will build the sets and then wait for the big hack and slash ending.
Phil has always put a great deal of time into the riddles, the ghosts of Christmas past, present and future, and the hints and clues that need to play out as the world evolves. These are usually fun in the beginning, but become less fun as the months of real world time play out. We don't need a neon sign pointing in the direction at each crossroads (lord knows we miss those, too), but we don't do well with things that won't come to pass after Spring Break when we learned of them before Thanksgiving. And then it really ruins things when the DM has to dumb it down, show us the section to re-read, and then explain it to us. It's like we just aren't getting a joke - it's never as funny when its explained; the riddles are as good when you have to get half a dozen hints to figure it out.
The opening scenes in Castaway seemed to drag on for a long time in order to help the audience feel the pain that the poor bugger was going through. The DMs have a tricky time trying to do this as well - the heat of a room, the cold of the Winter, the suffering of being in a cave too long. Phil has tried 2 out of 3 of these, and did a great job of them (with the exception of the water thing that we all agreed should have been erratta'ded), but they get difficult to continue on with. After a period of time, like all things, they get ignored - trying to figure out the differences of one cave to another just doesn't mean much - it's a cave...got it, what are we fighting in this one?
Character death is always something that really stinks once you hit a certain level. You spent a lot of time on those characters and built them up - there is no replacing them. In this world, like others it was much the same - we lost characters and created new ones that were products of the environment. However, the long term goal of the party was lost little by little as each new character joined the party. There was no love for the royalty (which my last character barely even saw), there was no true desire to go "back" where ever that was, so the only thing that drove us to join was the companionship of having people beside you as you beat down the people you hated. Thus, a hack and slash. DMs usually have a tough time putting a new character into the fold depending on where the party is. Sure, a town is always handy, a traveling slave-trader, or just a random 7th level cleric that is out and about on his own coincidentally after the party just lost a character. But if that new character does not have the same background or long term goals, it will be hard to get into the flow of the campaign. Sure, we as players, must make that happen, but we need sometime of guideline to make it feasible without just being an next James Bond - new face (actor), but same role, same friends, same office, same allies, same enemies, etc. There has to be a reason why we are where we are and why we need to blend in with this new group.
NPCs - ugh - I know you talked about these, but I really don't like them. Unless they are unconscious or a slave we have to bring back to a town I'm OK with it. But the tricky part is - how can a DM put an NPC in place without it being a) a distraction, b) a neon sign of what to do next, c) a party clown, or d) all of the above. There is no easy answer to this and some have more relevance than others. Each one knows bits and pieces of info that they are give based on kindness, money, the right questions, fear, etc., but then it's a tough path to follow if the right questions aren't asked, the right names aren't used, etc. If we ask about direction to a pub and the guys tells us about a secret passage, its just kind of creepy. The NPCs that we encountered were well played by Phil, as usual, but the royals and slaves just got to be a pain. Maybe more so because I lost Jeradiah, as he would have gone to the ends of the earth (or this level of hell) to save the royalty, but none of the new guys really cares anything about the 3rd son in line for the throne to Batswana.
Overall I really enjoyed Phil's campaign. The monsters were cool, the growing giants were a neat addition, and the challenges were...well, challenging. Each DM has a different way of doing things - some good, some bad - but I do hope, Phil, that you do get the urge back and run again in the future. You try different things that make us take notice and put quite a bit of time and effort into them, and for the most part they all worked very well this time. I, for one, look forward to your next world...I'm hoping we get to play evil guys in the lobby of heaven this time hehehehe
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