Monday, April 23, 2012

Madrigal Highlights

So this past weekend was the Madrigal season opener. I invite everyone to share their highlights, comments in general, and that sort of thing. A huge thank you to the staff and NPCs that made it all possible.

To get things rolling...

I really enjoyed the Fenric/blood spirits/grove plot arc. Up until this event, it had been an engaging, if somewhat straightforward, narrative. However, this event, identities and plot twists were revealed that, I believe, shook players engaged with the plotline. It was simply an example of fine writing, good acting, and, maybe most importantly, a well-paced plotline (in other words, the staff member didn't immediately reveal the most surprising plot points too soon).

6 comments:

  1. I really enjoyed the voyage to the Dreamfell. 8 PCs started off the module drained, and 5 PCs had to defend them. The defenders didn't have a ton of skills either - only skills they found on the last dreamfell module. I felt incredibly vulnerable!

    We went down a long path, then through the barn, then across the field to the lake... it felt like we traveled a long way, experiencing little bits of the setting as we went. The module had a lot of twists and turns, including a great RP / combat scene at the end. And Rob's Cheshire-Cat character is a great hook.

    All in all, a really well put-together episode. We crossed a large amount of physical space, so it felt like a journey, rather than a series of rooms. I started off weak and eventually got the skills to defend myself. Things were very mysterious, but we slowly started to learn the story. We were dogged by a nightmare we couldn't slay - we eventually had to leave the Dreamfell to escape from it. So in essence, we experienced a build-up and release of several different types of tension. Well written, well directed!

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    1. I really enjoy the recent trend "crossing large amounts of space" has become. In Mirror, Mirror, we went to go see a dream/memory of the wendigo. The plot-hook took us across the entire camp, with different memories located in different spaces-- he would then snap in and out of guiding us to fight us as different characters. It was easily one of the coolest mods I've been in.

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  2. I like the fact that you can build yourself as something totally different in the Deamfell. I can't wait to get in on that. I really liked the Un/Sealie plots and I'm excited to get further involved in that. I had kind of a profound feeling this weekend that everything was spiraling out of control in game which led to a very "how are we going to get through this?" moment. It was very cool.

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    1. Yeah, after writing my PEL, I realized that everything had been upped a notch in terms of intensity. The death toll seemed higher in the battles; innocuous NPCs had really dark twists; entire orders were stomped; all Hell continually broke loose.

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  3. All the goblin stuff was deliciously disorderly! First time I was ever in a field fight where it felt more chaotic than usual and I thought "well that's working as it should be". Somehow I managed to not get picked for any goblin dance duels (that I didn't instigate myself). I think the goblins took one look at Mira and went "ew, that one's too wimpy, throw it back" lol.

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  4. After watching Ocalan, myself, and Valentine be elevated higher amongst the nobility...realizing that I outranked my dad.

    Also, chasing the Rob of Chimera around the four pillar groups on the field for an hour or two, since I didn't have an assigned group.

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