
This is a bunch of observations about the architecture of the adventures that have been created for the ReuniCons. It's intended to help new DMs see what's been done, and allow experienced ReuniCon DMs to keep track of past years. The excellent creativity that has been displayed in the creation of the tournaments is sure to continue, so this list is also something of a pat on the back for the DMs who've come up with something special. If you have comments to add, or corrections to make, please do... and remember that different DMs may have conflicting observations! If you strongly agree with an existing comment, go ahead and put your name down by it.
DMs comments are marked by their initials and the year made:
BG> Bret MJW> Michael GW> Greig XX5> comments made after RCon 5Most of the adventures are summarized in detail elsewhere, so here there are only generalizations and observations split into several catagories:
(1) The Staff of Tharn - Rob and Michael (2) The Great Hunt - Alex and Ethan (3) The Force of Nature - Greig and Bret (4) Desperate Circumstances - Michael and Alex , with Jim (5) Glory of the Einhar - Ethan and Rob , with Bret Part 1 - The Body of Thor Part 2 - The Hammer of Thor Part 3 - the Spirit of Thor (6) Rescue Under the Sea - Bret, Matt, and Greig (7) Unholy Alliance - Michael, Tracy, Peter
(1) - an exciting "Save the World" reunion/adventure (2) - with an emphasis on humor, this quest, with tons of detail and lots of extras brought a new level of "professionalism" (and fun) to the tournament. (3) - the emphasis was on the story, an epic quest with a twist at the end (4) - aptly entitled "Desperate Circumstances", the powerful characters started out level drained in Hades with no way to get back. The atmosphere was serious and the immense amount of preparation showed in the detail present. (5) - less competive than previous years, this was 3 separate adventures planned to end with little pressure (but lots of combat) before dark. (6) - a whimsical undersea setting, but a return to a traditional competition, and having a traditional save-the-princess theme. (7) - in a central-american setting, this was a dark adventure pitting a unique group of characters against great evil. BG5> The overall mood of the adventures has varied, and should, IMHO, BG5> continue to vary: from very competitive to not, and from serious to BG5> light-hearted. GW5> Variety is the spice of life. In all 5 years of reunicon, the one constant GW5> has been that each year has been a little different. I look forward to the GW5> surprises that I know each year will bring.
(1) - a regular world with many islands (2) - a regular world, based on a single land mass and one important island (3) - a world split magically into two parts: desert and swamp (4) - a castle in Hades (5) - a haunted house, the inside of a huge god, and the base of the world tree (6) - an undersea civilization (7) - central american (Aztec)
(1) - gather 5 specific objects with 5 unrelated adventures, none of the parts useful until they're all together at which time they form a powerful item. Items are on small islands, the location generally known by the characters. Several encounters which the party could address in any order (although order mattered). Several were unhelpful but avoidable, and several were critical. (2) - characters choose items to gather from a long list by researching their locations. Each item can be used to help gain the others. The key part is doing the right amount of research in the beginning. (3) - with the help of a powerful magic item, the characters set off on an epic mission that is later found to be the wrong thing to do. There are two "tracks" in the adventure, that lead the PC's through a set of (roughly equivalent) encounters. At the end, the "tracks" come back together. (4) - characters start in a large and dangerous castle with no knowledge of the location of the quested item. Through exploring a richly detailed interior, they could find clues about how to survive, escape, and find their item. (5) - characters are sent off in three separate directions (and adventures) to find a missing god. Each adventure turns out to contain only one portion of the god. - Part 1: Finding the god requires searching, and once found, retrieving him is a challenge. - Part 2: Encounters not stressed. Party was to explore a closed environment and deduce an appropriate action in time for a climatic encounter. - Part 3: The tricky part is in solving a mystery by putting together visions and learning that where and how to find/release the god. (6) - Finding the Princess could be very simple, just follow her pet, but getting out past the bad guys is the challenge. There were two ways to exit the dungeon, out through an abandoned underground city and straight up through the bad guy's lair. BG5> Some level of misdirection in the introduction is ok, but some small BG5> amount concrete and trustable info to quest towards is important in BG5> helping the PC's along. MJW5> An important trick for the players is deciding what is trustable. MJW5> In (3) our whole upbringing and way of life was based on mis-information, MJW5> but it worked out OK. GW5> One of the hardest parts about creating any adventure is deciding how GW5> much information to give, and how to give it. Too many clues make the GW5> quest easy and boring, too few make it difficult and frustrating. In quest GW5> (3), Bret and I were worried about the adventure being too easy, so we GW5> ended up making it too hard. The key is achieving some kind of balance GW5> between difficulty and solvability.
(1) - fastest game time wins. (2) - fastest game time wins. (3) - various actions count for plus or minus points. "Side quests" can earn extra points over the main quest. (4) - Complex scoring system based completing individual character goals. (5) - Roleplaying, DM's judgement (6) - Scoring system based on certain tasks accomplished MJW5> In all five years, there has never been a game where MJW5> the fastest "real time" effected the score. Some people have complained MJW5> of feeling hurried if they thought the other team was ahead, but this MJW5> is self-generated. Game time has never been part of any scoring system. MJW5> (IMHO, this policy should be maintained, real time is irrelevant). BG5> Some people prefer viewing ReuniCon as a tournament with winners, and BG5> some like viewing it as a peaceful get together where everyone wins. I BG5> think a reasonable amount of competition is fun. MJW5> I find team vs. team competition an important element for several MJW5> reasons. (1) One way for me to tell if I played well is to compare MJW5> my performance to others, in similar situations. (2) Concurrent MJW5> adventures in the same game MJW5> force the DMs to stream-line their adventures, and work out the details MJW5> carefully. (3) Similarly, it provides incentive against the DMs "helping MJW5> the party". Nothing makes a game less fun than the DMs spoon-feeding the MJW5> game to players. (4) I think it really promotes team spirit which I MJW5> think is the cornerstone of fun at a reunion. MJW5> From my experiences outside Reunicon, I would suggest that competition MJW5> within teams, such as "best role player" awards, etc., are a bad idea. MJW5> They tend to generate animosity, which is not fun. On the otherhand, MJW5> conflicting goals within a party can be a lot of fun, but the designers MJW5> have to be a bit careful to avoid "Loki Spy" situations. GW5> I agree with Michael here. I enjoy the team vs. team compitition, even GW5> though I've never been on a winning team. (I don't count adventure #5 GW5> as a competition.) I guess the biggest reason that I prefer the GW5> competition is Michael's reason number 2. DMs have to be tough in GW5> a competitive adventure and this tends to make those games more GW5> challanging. Personally, I'd prefer losing in a competitive adventure, GW5> than "tying" in one of those adventures where "everyone wins". GW5> The down side about the competitions is that it discourages role-playing. GW5> It is very difficult as a player to strictly role-play your character even GW5> if it hurts the party. DMs should try to alieviate this problem by making GW5> a character's personal goals somewhat compatible with the goals of the GW5> party. Also, DMs must try to make role-playing a significant part of any GW5> scoring system. I don't believe that this has been done successfully in GW5> the past.
(1) - 2 sets of 4 regular characters, level 4-6. Threat of a Loki Spy. (2) - 2 sets of 7 regular characters, level 3-7. Threat of a Loki Spy. (3) - 2 sets of 7 characters - all "short folk" (halflings, gnomes, dwarves) level 3-5. One set of brothers had inter-personal issues. (4) - 3 sets of 5 characters - master wizard and apprentice, master paladin and apprentice, plus hirelings. 7-8th level (equipped at 7-13th level). Characters had multi-page histories and personality descriptions and detailed discussion of how each character viewed each of the others. (5) - 15 characters 7-8th level. Many extra-planar beings (elementals, etc.). Each character had defined opinions of the other characters. A real Loki Spy. (6) - 3 sets of 6 characters of aquatic races: mermen, triton, sea elf, and nixie (7) - 3 sets of characters, each having 3 "master/apprentice" pairings and some tension between the pairs. There were also some NPC "red shirts" controlled by one of the PCs. BG5> The characters have been growing more sophisticated, and this is a BG5> good trend. They're the first and most visible part of the adventure BG5> and help encourage roleplaying. MJW5> Providing a team-oriented game with individual character role playing MJW5> requirements is the stiffest test for the DMs. BG5> The Loki Spy idea has to be done carefully, if at all. It may be best to BG5> approach the player first to make sure they don't mind working against BG5> the party.
(1) Characters randomly assigned. Teams picked by two player captains, before characters assigned, behind closed doors. (2) Teams assigned pseudo-randomly months before (not known to DMs), characters pulled out of a hat by players at tournament (3) Characters assigned randomly, teams assigned by designers and mailed months ahead of time. (4) Characters and teams assigned by designers and mailed 2 weeks ahead. (5) Characters assigned by designers and handed out the night before. Teams picked by players, while in character. (6) Characters and teams assigned by designers and mailed weeks ahead. (7) Characters and teams assigned by designers and mailed weeks ahead. MJW5> There is a lot of room for creativity here, (I have a few ideas...) MJW5> I've been quite satisfied with DM assignemts when they have occurred, MJW5> although I've got the impression that not everyone has been.
(1) One NPC who could join the party if asked. Some encounters had prominent NPCs (a Witch, Druids, squirrels :-) ) (2) NPCs used as flow device (referees), and one prominent NPC encounter (Henny). (3) Many NPC based encounters (villagers, elves, etc.) provided information. Critical encounter stressed negotiation with NPCs (magi). (4) Nearly all creatures afforded NPC status, with history and personality. Many encounters were NPC based, and several NPCs would join party. Negotiation was significant option for players, but not required. (5) Part 1: Several NPC based encounters (brain and stomach people) Part 2: No NPC based enocunters, beyond the level of clever adversaries. Negotiation was an option. Part 3: Very few NPCs?? (6) The Princess becomes a member of the party, but she's limited in her ability to contribute more than some information. (7) The NPC "red shirt" fighters were controlled by a PC. Also, a powerful undead priest would join the party if they carried him around.
(1) (2) figures, paper hats, dice, music, props (3) baseball hats, figures (4) t-shirts, figures (5) theatrical introduction and finish (6) "newspaper articles", t-shirts (7) t-shirts, figures, black light effects BG5> We shouldn't feel like we have to provide "trinkets", but it's a nice BG5> touch if it's not too much trouble.
(1) Origin of Loki Spy (2) The Book of Thoth (from the Cigil Randor campaign) shows up. (other stuff?) (3) The Nullifer (from 2) shows up as the Force of Nature. The "Let's Talk About..." series from (2) appears. (4) The Nullifer appears in the Baron's treasure room. References to several Paladin characters in trophy room. (5) The Nullifer appears as "Mage Killer". Dolamadeus (from 4) appears as a PC. Hurloon Minotaur from (4) and Magic:the Gathering appears as a PC. (6) Plans for the Nullifier appear in a flooded vault. A sunken ship was piloted by Captain "Rockfish" (from 5). (7) One character's sheet mentions the "Magithwart" stone (nullifier), but it wasn't actually in the adventure. (8) several characters from Re2 show up and the nullifier plays a key role in the plot. Also, one of the teams goes after a Hurloon poetry vase. MW8> I think that reaccuring things in reunicons is good. It affords long MW8> time players a chance to remember something amusing which can help MW8> derail some frustration in the current adventure. It also allows long MW8> time players to relate stories of past reunicons. I think the telling MW8> and retelling of tales (with embellishment,of course) is a key to the MW8> longevity of these interesting adventures.[Copyright 2000]
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