So it is the day after the very first game of MaliQuest was played and holy wow am I tired.
There were a lot of lessons learned, the main one being: it takes a lot longer to progress through a dungeon than I first thought!
Originally the plan was to provide the party with four maps, the first three becoming increasingly complex as they delved deeper into the dungeon with the final map being an arena style layout where the party did not have to explore the dungeon but instead survive spawning waves of monsters.
The aim of these dungeons was to show case the flexibility of the system - especially when you compare the normal dungeons vs the arena style one.
What happened was very different however, namely from 2100-2400 we had only just managed to clear level one, and on top of that my note taking had turned to pot and my map looked like this:
When you hear this journey into the bowels of New Fairbank, the final 2 rooms were rewrites on my plans. The characters in the last but 1 room were supposed to be bosses who the players met at the end of each of the first 3 levels, but in order to show off boss drops and make things a little harder for the players I dropped all of them at once.
The final room existed with one aim: kill the players, or at least make them think about their actions, and make them crawl their way out.
What happened I am going to keep quiet for now, but once this recording has been edited and uploaded (<3 Jon!) you'll be able to hear the maiden voyage of MaliQuest!
All in all I think it was pretty good though. We seemed to have a good laugh and everyone seemed to enjoy themselves, there were no rage quits and we reached the end - something I'm still amazed in.
- By the way, to Tom, Vicky & Jon, if you could do me a massive favour? I'd love it if you could email me your thoughts on the game, any changes you think need to be made etc. if you don't have my email address, you can use my Henchman account of firstname.lastname@example.org
Some things were adjusted on the fly, like how the initiative is worked out, and I think the new system works well for that.
There are a number of things that I did, which perhaps I should not have, namely forgetting rules on cards for monsters, and describing the beasties and the dungeon pretty poorly.
But don't worry, I'll be sure to create a monster gallery that you can look through as you listen to the adventure.
I'll also endeavour to ensure that every loot card which appears in the game is also made available - probably in the form of a .pdf so you favoured listeners can see these as well.
Ok I think I've rambled on enough, and the rocking of my train is sending me to sleep.
- oh, quick update on yesterday's cat issue: there is improvement! We're not out of the woods yet, but there is improvement. Stupid freaking cat!
Stay safe, and I'll see you breachside! (God damn! I forgot to say that last night! WhyIOughta!)
- Your friendly neighbourhood Doctor Loxley