This is the first scenario of a campaign that I hope will be decent. I know I have screwed in some places, so any suggestions or comments will be greatly appreciated, so I can make this better.
Hey Terracotter, I had a chance to play through your scenario. Here are some suggestions that you could possibly improve upon:
- The dialogue pacing is off during the part after you return to your home. Play through it a few times and set the timers to better allow the player to read all of the messages. The one in particular (that started with "Quick, Cierietta..." was cut off too fast to read).
- Speaking of dialogue, you can change the color of the instructions text to make it look more like the faction is speaking. Just insert before the dialogue text, and it will show up as blue instead of grey.
- The "alternate path home" is pretty standard... you could spice it up by adding a few more paths springing from it, with maybe a dead end or two. Remember, the path doesnt have to be so wide that it's glaringly obvious. It only has to be wide enough to fit one person... this adds to the realism.
- There was some name confusion. I think you refered to Alturian as Alcar in the objectives and Alturian in the dialogue! It might cut back on the confusion to not use such similar sounding names. Go back through and make sure that the names are all correct.
- The "Algus dies" trigger needs to be reworked. If Algus dies, player 3 immediately declares victory and there isnt enough time to see the death message you made. Try using 2 seperate triggers, one for the message, and then activate a 2nd trigger with a timer, after the time goes out THEN player 3 declares victory.
- The bandits attack trigger isnt set correctly. When I playtested it the bandits just stood there, so I opened up the editor and I think you have the task object set to something other than the bandits. Make sure that's set correctly.
- On the subject of bandits, add more! Just 3 bandits were pretty easy to avoid and didnt really portray a "scary" attack. If you're afraid they'll overrun the village to quickly, you can add a few guards.
- There is a LOT of wasted map, but I'm guessing you're going to add more later?
- The map design itself is a little boring as far as terrain is concerned.
- BUT the town itself looks really nice and realistic. A few of the palisade walls dont make sense though, on the north-west part of town the walls are defending empty space.
- On the plus side, the story looks like it could get really interesting. This is a good and very open-ended set up that will allow you to go in a whole bunch of different directions! :)