This is my first scenario submitted to the Blacksmith. I started this when I first joined the AOKH Forums, so it may no be "up-to-par" with everything else out there. I just though it would be good to show people where I started from, and that any future submissions can be used for comparison.
In this scenario, you will play the protector of a village, who has just prevented the assasination of the town's Mayor. You must travel the country-side to seek revenge on the person(s) responsible for this, and kill them.
To anyone who downloads and plays this, a review would be greatly appreciated.
Revenge is a story about the heated conflict between two villages. Each village has a prized knight who has trained his whole life to defend his respective village. You assume the role of Nobley village’s knight. After frustrating an assassination attempt against your village’s mayor, you decide that it’s time to destroy your rival once and for all.
Playability: This scenario has no bugs or lag. This is in large part due to its simplicity. A major problem with this scenario is that a significant part of it is spent marching along the same forest path over and over again.
Balance: This scenario is frankly too easy. When you begin to play, you may be under the impression that your village is in immediate danger. It’s not. The majority of the scenario consists of your beefed up knight overpowering the adversaries he meets on the roads. After each skirmish, a friendly monk is walking close behind. The rival village falls without much effort. Defeating all the militia outside the village hardly required basic hit-and-run tactics. In the final showdown, your target, the enemy knight, is hopelessly outnumbered.
Creativity: The creativity of this scenario was lacking. It featured no innovative or even interesting missions. Nonetheless, I was mildly intrigued by not having control of the enemy monk. At first, I was annoyed, but the game’s poor balance helped ease burden of his lagging behind. In the assault of the enemy village, he played an active role in healing troops, and he even converted an enemy unit.
Map Design: This was the game’s most redeeming attribute. It was better than a random map. Unfortunately it had too many flowers in some places, and it was very repetitive. This is probably could have been partially avoided, if the author had started with a smaller map. Then the forest paths wouldn’t be so long. It looked like the author rushed the map in a few places. This is a very low 4. The author would do well to realize that he has a long way to go, until he’ll attract the attention of a 5.
Story and Instructions: The story had a hackneyed feeling to it. It was somewhat akin to a proverb we hear one too many times. This is what happens when the story is so bear. One is then tempted to focus on how the scenario is just like so many others. If the author put more detail into the background of the scenario, then it might feel unique to some degree. Some parts of the scenario also seemed a bit unrealistic. I wasn’t convinced that a king would take sides in a tribal dispute just for a little bit of gold. As you play the scenario, however, it is hard to be lost because the instructions given were clear. The hints were obvious, but there wasn’t much more the author could say.
I might recommend this scenario to a novice player. I suggest that the author play some of the best scenarios in the blacksmith. Moreover, the author should put more thought into the story because that opens up areas for creativity to be displayed.