Connor9120c1
A FreshHell to Contend With
I just finished my first adventure thanks to the limits imposed by the 8 page Shadowdark game jam last month, and I would really appreciate some feedback any of this forum might have on Usability. I have other larger adventures I've been working on, and as I get into writing the location and room descriptions, I don't feel very well calibrated for how easy my writing/formatting/ layout instincts etc. are for other people to understand and use quickly.
I have seen plenty of adventures that I thought I would be interested in only to open them and not want to deal with slogging through trying to actually use them. The bang wasn't worth the buck. On the other hand I had an incredible experience last year buying Waking of Willowby Hall 5 minutes before an unexpected game, and sight-reading the adventure during play, without any hiccup whatsoever even though it was my first time putting my eyes on the content.
I want my adventures to feel like that. I want them to feel exciting and smooth to use, not daunting. So I'd really appreciate any thoughts on any area that seems difficult to use, too wordy or unclear, or seems like it is either not as filled out as you would need at the table, or overwrought. Could you take this as it stands and EASILY make a session or two of gameplay out of it? If not, where are there hang-ups that I can weed out of my other projects?
Thanks for your time.
(Google Drive link because I can't tell if the PDF attached or not): https://drive.google.com/file/d/1VZ1Fhr5CIqgiBhbDm3kD8plWSyYzEDzj/view?usp=drive_link
I have seen plenty of adventures that I thought I would be interested in only to open them and not want to deal with slogging through trying to actually use them. The bang wasn't worth the buck. On the other hand I had an incredible experience last year buying Waking of Willowby Hall 5 minutes before an unexpected game, and sight-reading the adventure during play, without any hiccup whatsoever even though it was my first time putting my eyes on the content.
I want my adventures to feel like that. I want them to feel exciting and smooth to use, not daunting. So I'd really appreciate any thoughts on any area that seems difficult to use, too wordy or unclear, or seems like it is either not as filled out as you would need at the table, or overwrought. Could you take this as it stands and EASILY make a session or two of gameplay out of it? If not, where are there hang-ups that I can weed out of my other projects?
Thanks for your time.
(Google Drive link because I can't tell if the PDF attached or not): https://drive.google.com/file/d/1VZ1Fhr5CIqgiBhbDm3kD8plWSyYzEDzj/view?usp=drive_link