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[HOE] Biodome author replies
First off. let me say that with the Epitaph size really does matter, and
unfortunately shorter is better. The Biodome was lifted from an adventure
called "How Does Your Garden Grow", and although I haven't yet seen a copy of
the Epitaph and don't know how badly mangled it was, the Biodome was the
final destination of the posse and there was a very clear reason for the
posse to find out what was going on/get inside. Taken completely out of
context, as a stand-alone setting, I agree that there is no reason for the
posse to go there or "win" the scenario. I'll talk to PEG, and if anyone is
interested contact me privately and I'll send you the full adventure, or
maybe even put it up at Gimme Shelter after a suitable amount of time for
ya'll to buy the Epitaph. It had been playtested 3 times (Once at a con here
in San Antonio), and everyone had a good time, so I'm sorry to hear that the
presentation was less than adequate in the mag.
Jay Kyle
In a message dated 07/19/2000 11:32:19 AM Central Daylight Time,
darrin@neobright.net writes:
<< Biodome looked like an interesting adventure, but despite a strong
premise and some wonderful ideas, I wasn't very happy with the
execution. To get *to* the Biodome, the PCs have to wade through
literally an army of walkin' dead, and there is no attempt to make this
endeavor worthwhile, the PCs can break off and hightail it away, and in
fact would be seriously advised to do so if they had any common sense.
There's just no compelling reason given to the PCs to wade through that
many zombies.
Once inside the Biodome, the set-up is kind of interesting with the
different ecologies, but nothing interesting was done with them, and
there's no reason the PCs have to explore them at all, really. All the
important stuff is in the Secret Basement Lab. Any PC who has ever
played any horror RPG already *knows* all the cool stuff is in the
basement and will probably rush there at the first opportunity. My main
concern would be an experienced party "guessing" how the adventure is
set up beforehand and taking shortcuts that could frustrate a GM that
isn't on his toes. Drugging the PCs and giving them long odds on the
saving throw is a big part of the plot, but fortunately railroading the
PCs this way isn't exactly required, and the adventure does address what
happens if most of the PCs manage to stay awake. The rest of the
adventure is a poor excluse for an insane amount of combat with walkin'
dead, which I guess is to expected in a HOE game, but the adventure
seemed designed as unnecessarily hard for no good reason, especially
since the rewards/payoff for the adventure is lame to nonexistant.
And this bothered me... there's no real way to "win" this adventure for
the PCs, other than to just survive. There's no real point to go to this
biodome, and it's almost *IMPOSSIBLE* to get anything worthwhile out of
this adventure. >>