Any - your companion is level 13 for illusory purposes only.
Races
Any race is playable, but assumed to be human.
Tricks & Traps
Non-existent
Roleplay
Heavy
Hack & Slash
Non-existent
Classes
Any
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
Any
Max # Players
Any
Min # Players
Any
Min Character Level
Any
Content Rating
Everyone
Alignments
Any - though the word "hero" is used occasionally, wicked choices are properly available.
Gameplay Hours
<1
Description
This is a place where gods die.
...On your journey, you have sacrificed much, leaving friends and family to uncertain fates. You have fought your way through the human armies of your immortal enemy and faced all kinds of nightmarish magic you never imagined possible. Forced literally underground, you struggled with spectral and clawing figures in burial chambers long-forgotten. At last, you've emerged from the endless catacombs into a temple of sorts...
READ THE README before voting. Updated February 10.
Readme file. Read it for explanations & apologies. As of February 10, includes text for the second ending's journal entry - this was not being properly displayed for all paths before.
6.0 A FORGOTTEN TEMPLE (215TH TESTED MODULE) This is my updated scoring system structured around the format provided by Bioware. The final score is still consistent with my old system, but I hope to give clearer feedback within the new guidelines. NB: Judging any material is always subject to personal taste. I have tried hard to be as objective as possible. Remember, this is only my opinion; Bioware?s is the one that counts! If you believe I have scored your module unfairly, or I have missed something of importance, please email me at ?email_althea@blueyonder.co.uk? and I will consider any comments made. All nine Bioware points can score a maximum of 1 point each, leaving 1 point for my personal interest/like of the module. Text of Module: (1.25 out of 3) The Writing: (I do not scan the writing looking for errors, but if I notice something while reading it, I will note it here.) I noticed misuse of punctuation (including dashes overly used and missing full stops, missing question mark), poor sentence structure (even some words added or in the wrong place at times). Also sadonic > sardonic, traveled > travelled. (0.25) Characterization: Cyne was quite good, but the spirit was just confusing. (0.5) Dialog Flow: This was confusing at times. There were things I wanted to ask that I could not because I did not know what the situation was. E.g. The god and his power, but he was now dead. Also there were some options revealed that should not have been there after I made a sacrifice. I sacrificed ?fear?, but there was nothing to chose from to say so. (I guessed it was meant to be the ?sacrificed bravery? option. The wrong image is displayed when Cyne is supposed to be talking, which confused me. (0.5) Concept Execution: (4.0 out of 6) Originality/Creativity: The death of a god, which was quite well done. (1.0) Logical Flow: I was too confused at the end. The dialog flow left me short of logic as a whole. In particular, there was no indication that I was going to be making more than one sacrifice, and my avatar did not react when I did. (0.5) Drama: There were a number of dramatic moments throughout. (1.0) Pacing: The pace started well, but slowed halfway through. (0.5) Character Development: I did not notice any NPC development, although the story behind the god showed some. (0.25) Multiple Paths: I have assumed at least three endings. (0.75) Conclusion: Technically, this module scored below average in the writing in my opinion. (1.0/3) The story scored above average in my opinion. (4.0/6). My personal score is 0.75 out of 1.0 because I did like the idea and felt like there was a reasonable story here. Unfortunately, it fell apart in the telling and was quite hard to understand exactly what was trying to be achieved at the end. MY SCORE SYSTEM (IMHO): 5 Not up with the competition. 5 - 6 Average. 7 - 8 Above average. > 8 An exceptional piece PERSONAL SCORING FACTORS (IN ORDER OF MY PRIORITIES): GRAB FACTOR: How quickly am I involved in the action? Do I have direction? PLOT: Is the story engaging? Is subject interesting? Varied conversation choices? CHARACTERS: Are they easily identifiable? Are they rounded/memorable? SPELLING GRAMMAR: Is the text easy to read? Are there quite a few errors? OTHER FACTORS (MINOR INFLUENCE): Design for atmosphere scenery, including sounds props. Quality of module stability; does it break easily? _________________________ World of Althéa Blog: Link
Posted by herrjeff at on03/09/06
Revised, after further mods'reviews. ------- An excellent preview of what could be a great full-length module. The explanations provided by the spirit about the nature of the god after all the PC would have to fight to reach his temple left me speechless. My only complaint would be it had the same effect on Cyne, whom advice on this turn of events I would like to have before making any sacrifice. This NPC had a really good start but fell into shadows too quickly. Dialog options with the spirit after going to the altar were too broad, but I understand this to be a design choice to display all options at once, which would be implemented differently in a final version.
Posted by Mister_Leebo at on03/04/06
I don't know if I have the updated module or not, it's difficult to keep track of so many submissions. Several sentences are quite ackward and some contained some interesting mixed metaphors (I recall at one time Cyne grabbed my hand like a swift blade... so she chopped my hand off? lol) which could have been re-done. In general the writing was above average but I think would have benefitted from being proof-read before release by somebody who hasn't been staring at it for a month. While Cyne herself was interesting, she didn't have much input during the meat of the story, choosing instead to speak a lot at the beginning and end. It would have been nice to see her presence a little more spread out (assuming you don't kill her I guess). The story is decidedly epic but the purpose of the contest isn't to write the most epic module so I can't really give or take points on that. The Wisp did feel more like an information box than a character, however, due mostly because of the sheer volume of information the author wanted to get across to us. I would have definitely tried to keep the Wisp's general purpose while cutting out a lot of what he says because this part really dragged along for me at a slow pace and, given the scope of the module, I didn't really have the desire to connect with the poor diety's plight because I knew it would end before I got to him. Ultimately, it's easy to tell that this story belongs in the middle of a larger campaign, which would connect some emotions to the decisions you have to make. The sacrifice list needs more purpose (it felt extremely random and abstract to me) and in general the module would need more reasons for me to want to care what happened to the god by making it relevant to the solution I'm looking for. Overall I can see the potential but I can't give points for potential. I've got to grade on what it had when I played it.
Posted by Kirian at on03/02/06
An interesting module! You managed to convey an 'epic feel' and a sense of real complexity. No small feat for a module as limited in scope as this one! The tale of the god was touching, and you told it well. (Even if I am not fond of stories with lots of interference with and by gods - they are too often used as (literally) Deus Ex Machina - but that's a personal preference.) Now, on the downside: the story did not start too promising in my view. It took me a while to get into it, and I had to overcome a strong urge to quit pretty early. I was quite peeved about the fact that the module forced me to make profound sacrifices without really knowing why. And why did these particular choices for sacrifices come up? My character certainly would not have come up with them, and no-one actually TOLD her that these were her choices, so where did they come from? A technichal point: in the final conversation with Cyne the dailogue is suddenly taken over by the whispy figure. That is to say: from the context it clearly is still Cyne that talks, but the portrait and name are that of the ghost.
Posted by Maerdicul at on03/01/06
good story. creative ideas. good dialogue. i have no problem with long storytelling - if it's a tale that draws you in - and it did.
Posted by Glacian_ at on02/28/06
Great writing. No grammatical errors that I noticed. A few awkward sentences that made sense when I re-read them several times. The background information in the beginning was handled well through the journal entry and the spirit's greeting. That made the priest's exposition-heavy conversation near the end all the more disappointing.
Posted by Kenrae at on02/28/06
Impressive writing and story. I liked the fact that you had to make some sacrificies to go on, since that is what life is about, isn't it?
Posted by thegeorge at 13:23:27 Voted9.00
Now that I've finished playing all of these entries, this one still sticks out in my mind. Like others have mentioned, I'd like to see this developed into a full module. Let me know if I can help make that happen.
Posted by MikeLM9215 at on02/23/06
Certainly started out good. First-rate NPC interaction. But then you have to sacrifice a part of yourself. I'd bury the place under 100 years of earth first. I guess augury or prescience were out. Be hard to continue main quest without your abilities, especially as they weren't given back. And any sacrifice gives power to a god you wish to kill. Never would fall into that trap. _________________________ The road to Ravenloft is paved with good intentions.
Posted by JohnSnow at on02/21/06
Sorry I didn't vote earlier. I didn't realize you needed to be regisere heh. You did a great job. ~Elrond