Daedalus wrote:I have some feedback and questions about your Quests:
Quest 2: Does the evil Wisp, which can't be attacked and lacks a figure, prevent searches as a monster? (I guess yes.)
E) The Compendium states: "This door is obviously bolted and will not budge...." while Note E states: "...the door remains closed and no interaction through the door is possible..." However, spell casting Heroes often save Genie and Pass Through Rock spells for emergencies. It seems either spell, which are meant to work around impassable doors, could thwart this barrier and gain the Heroes access, even before the sentry is dispatched. I'd say more is needed, such as: "Any spell or artifact used to gain access to the room fails due to the magics within."
Quest 3: Published expansions include useful, in-game information about room tiles in the pertaining Quest Notes. As you've done a lot to emulate their formatting, I'd say the location with the Runic Room Tile could use is own note rather than needing a check of the introductory pages. It is possible to carve out enough page space with some reduction of text (let me know if you want my suggestions), but this is primarily my advice/opinion for any future Quest Packs.
E) While this entry works fine in conjunction with the Compendium, it fails to mention Vivigor's escape. If only the Quests are played (without the Compendium) the shaman is simply killed. The Parchment Text of the following Quest, "The vile Vivigor has managed to escape!..." would then match poorly. A fix could be to add to this note: "When defeated, he escapes by a hidden exit and can't be followed." This wouldn't help with making space for a Runic Room note, unfortunately. This is again guidance for future Quest Packs.
Quest 4: E) This note should mention the first Hero to search for treasure finds the Black Stone on Vivigor's body. Without the Compendium, there is no other way to make this crucial objective known.
Quest 5: As with Quest 3, I feel the Notes would benefit from entries for the Pit and Runic Rooms. You'd probably need 5 lines or more to pull it off. To do it, I'd number the doors and locks 1-3 and combine notes B-D as one entry. Entry F could also be shortened.
H) I'd change "Any Hero..." > The first Hero... because "Any" could be understood as more than one.
Quest 6: A) Without the Compendium, either the Parchment Text or this entry needs to explain how Sir Vardion takes possession of the Black Stone.
G) Sir Vardion is encountered both here and in room A, but with different stats. The Compendium makes it clear he is separated and then corrupted, but some kind of explanation is needed here if only the Quests are played. (Notes D and E could be combined to make the space.)
A lot of the comments are only relevant if the Compendium isn't used, but who would want to do that? Those story interludes make your Quests more immersive, unique, and in interesting. Rather than adding in all of the fixes, I'd say it would probably be best to make the Compendium necessary for play simpler to leave things as they are. Excellent work!
It is always a great pleasure to see some players so involved in a project to make it better. It give a real motivation to follow on creating and trying to make things even better.
So yes... My questpack was designed at the beginning to be played only with the compendium. I realized after it could be a breaker for those who don't like role play, and just want to go fast trough the dungeons, slaying goats and looting craps. But I didn't put too much effort to make the story understantable without the compendium just because... if some players don't want to use the compendium, they don't care much about the story. To my mind, it is then not a problem if they don't know they take back the black stone on Vivigor's body, for example. But well, to make all the things better, I should have make some importants parts of the story to appears in the classic quest story. I tried in some ways, but as you see, it is very difficult to condensate all the writings in this little space. And the priority is to the gameplay paragraph, so the quest is playable and easely understandable, gameplay side. That's why I put the room tiles outside the quest notes, always to gain space, even if I agree with you 100%, it would have been better to have them in the quest note. But don't worry, I found a solution for my next questpack

.
benvoliothefirst wrote:Pan, I am completely stunned by the amount of professional production work that has gone into this thing. I hope you're a graphic designer, otherwise you're depriving the graphics world of a true talent!
Having said that, I agree that "Barrow" has a more labyrinthine and treasure-hoardy connotation than "mound," which has been discussed.

Now I'm torn between referring to it as Barrow of the Beastmen or Barrow of the Beastlord, which I think has a nice parallel to Return of the Witch Lord. No disrespect to the truly talented designer! Thanks to all involved.
Thank you very much for your comment ! And yes I am a professional user interface designer in the video game industry, it helps a lot in this kind of project !
Yes the barrow thing returns this and there, I am wondering if I should edit the pack with that (I should have listened to Knightkrawler since the beginning

)...........