Kellar's Keep... so hard to get through...
Posted: June 14th, 2009, 11:20 pm
I don't know about anyone else, but I find KK very hard to get through. I'm not talking difficulty here, I'm saying it's such a drag compared to other quest packs, even compared to the Game System.
I just played some Heroes through KK for my forth or fifth time. I find it takes so long and there isn't much interesting going on in the pack. Much of the pack is going from point A to point B with nothing new or interesting going on in between. All the cool stuff seems to be packed into two to three quests, most are at the very end. In comparison, Return of the Witch Lord has something different in eight or nine of the ten quests. Sure, you find some map pieces in KK, but they aren't really of any value, even if they do show the basic layout of the final quest. No additional clues are given on it.
If I remember next time, I'm going to throw in some of my own ideas for new tricks and monsters when I play through KK again. It just needs something more.
I just played some Heroes through KK for my forth or fifth time. I find it takes so long and there isn't much interesting going on in the pack. Much of the pack is going from point A to point B with nothing new or interesting going on in between. All the cool stuff seems to be packed into two to three quests, most are at the very end. In comparison, Return of the Witch Lord has something different in eight or nine of the ten quests. Sure, you find some map pieces in KK, but they aren't really of any value, even if they do show the basic layout of the final quest. No additional clues are given on it.
If I remember next time, I'm going to throw in some of my own ideas for new tricks and monsters when I play through KK again. It just needs something more.