I have such mixed feelings on this book. It terms of the linked scenarios provided, some are interesting, but they don't flow together nor build on each other, in terms of rewards, branching paths etc. They are also brutaly hard but not in a way that felt fun. It is more like they are set up in a way that really hamstring certain wizards, and then you limp along getting weaker and weaker until you fail. The you realize that instead of making the wizard you want to play, it is much better to look ahead to the first 4 scenarios or so, and make the "right" wizard with spells that will not be shut down by the scenarios. None of this is put forward ahead of time. You are supposed to start at level 1 and it does not lay it out as a meat grinder type gauntlet that you need to optimize for. Yes, you can adjust difficult, mix in some games before or during to level up etc. But you only realize this after you get slapped down, and then you have to be game designer because the ball was dropped by the actual game designer. Which brings me to sections of the book that are amazing, where he describes ways of setting up solo scenarios and mechanics that can be used, and teaches a class in game design. That part is great. Glad you had a different experience with it.
I found those same vapor snakes online and printed them out. I like them more than the official version.
I have such mixed feelings on this book. It terms of the linked scenarios provided, some are interesting, but they don't flow together nor build on each other, in terms of rewards, branching paths etc. They are also brutaly hard but not in a way that felt fun. It is more like they are set up in a way that really hamstring certain wizards, and then you limp along getting weaker and weaker until you fail. The you realize that instead of making the wizard you want to play, it is much better to look ahead to the first 4 scenarios or so, and make the "right" wizard with spells that will not be shut down by the scenarios. None of this is put forward ahead of time. You are supposed to start at level 1 and it does not lay it out as a meat grinder type gauntlet that you need to optimize for.
Yes, you can adjust difficult, mix in some games before or during to level up etc. But you only realize this after you get slapped down, and then you have to be game designer because the ball was dropped by the actual game designer.
Which brings me to sections of the book that are amazing, where he describes ways of setting up solo scenarios and mechanics that can be used, and teaches a class in game design. That part is great.
Glad you had a different experience with it.
Why does it feel like the developer of this game went out of his way to have scenarios with the most random obscure monsters?