Ok folks, that was brutal! I have never seen so much prone in my life! What did everyone think?
Running a Match
More work than I expected, actually. I expected a map that had almost no DM involvement (except for the teleport, all player posts could happen in one post) to need less attention. I probably set the bar a little high for myself, with limiting myself to map updates on computers with Photoshop. And I've got a full-time job with a weird schedule, a three-year-old, and a house to keep up. But yeah - instead of having to be "on it" once a round, I was posting every time someone else was. So I'm just hoping I was attentive enough and energetic enough to keep everyone's attention.
That said, what the heck was up with missed turns? There was a whole round lost between both teams over six rounds! Ok, that's all I'm gonna say about that. Feel free to light up the comments.
E1M1 - sLAUGHTERHOUSE
Brilliant map. Heavily playtested, very true to the core tenets of FTDM map design, and for good reason. I am so pumped to run this tomorrow night at GameStorm, and I thank CS Ross for allowing me the experience of running it for all of you!
A strange frustration was that saving throws against falling were so pervasive! Sure, the conveyors were unstoppable otherwise, but the fall wasn't. Although... looking back, I'd say the DEATH and MAYHEM were not diminished in an unfun way. The items were an interesting distraction, but ultimately (the second half of the match) folks ignored them.
Holy crap, Dimensional Scramble! Holy crap, Hellfire Touch! Also, good map for the Bladesinger.
I will reveal this now that the match is over: half of WTF didn't even have backgrounds/themes. I don't think that would have made or broke the match, but the slapdash effort to rebuild the team immediately before the match did not do WTF any favors.
Ok, players, other DMs, flies on the wall. How'd it go? What was your favorite part and least favorite part?