I agree with Beth and Angel Make Games on the formatting, I really need to learn how to do that properly one of these days, it makes reading so much easier and just feels more professional! I feel it's very clear and easy to run and incorporate for most levels of DM/GMs. It's also a very solid adventure, very clearly laid out, and very easy to see how the story/scenario is meant to play out and be run. Good job!
I had a few nitpicks that may or may not be helpful:
- I also wished to know more about the coin and what it did to make it so desirable. It was less about the coin and more just having the coin as a Macguffin that could've been any of the relics of Zarageth from a cosmetic perspective. Why is the coin the only thing the apparition wants?
- I feel like there needs to be more of a conflict in wanting to keep the coin and suffer the consequences for its power/ability/value vs just returning it because it's the right thing to do and people will die. If there's some interesting mechanics to it, that adds a whole new fun dimension to the story and dilemma and interactivity/agency for the players, rather than it just being a story they just happen to be around for?
- I felt a little bit of a disconnect at the apparition going through all this trouble asking around for the coin back when the coin is clearly on display and available for public viewing at the local museum, would it not manifest more around the museum and to museum goers? That also could be a potentially interesting hook, perhaps the museum tries to downplay the hauntings as mere promotion?
- I get that this is an agnostic Spark and that we shouldn't be overly placing mechanics in, but I feel like having a whole heist scenario without going into the crunch about heist obstacles and what not will make it super daunting to a newer DM/GM who's never run anything like that before and has to come up with all the numbers on their own. Perhaps a line or two of suggestions on resources for determining such things?
Again, great job, very enjoyable!
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