First let me say that I had a great time. And now with a seamless transition, I'm just going to jump into the likes and dislikes of the event.
Likes
It seems to be a consensus that everyone liked the big town mod and I am part of that consensus. It was great that the less powerful shields (and fighters) had something to do that challenged us, but didn't exhaust and overwhelm us. Giving us two fronts to fight, that were appropriate for all those involved, gave me a strong sense of contribution which was really great. That sense carried on for me throughout the mod. That is partly due to how the town reacted and worked together, but also in the preparation and presentation by plot which gave us that opportunity. Really well done.
In that mod it was evident to me how much I like the physical call. Letting us cut out of it is HUGE. It would be really easy to overwhelm the group if instead of physical it was magical. I'm not sure there would be as many answers (i.e. dispels, etc) to go around, but with physical we can almost always answer it, though it can be tough if we do not.
I liked the Endrel/Waymaker mod just in terms of how tense it was. The fighting was crazy and really pushed us (or at least me) to my limit....upon which I rezzed

. I really liked that tough challenge right away on Friday. The choices given to us by Radi via Waymaker were great too, it made it so that it was not "so crazy that we couldn't complete it". As for resurrecting, I really liked the choice I was given by Travis when I dissipated and then the play between Travis and Chad when I resurrected, along with how Ian and I had to respond.
I also love when we get prodded and poked by other NPCs while we are talking to other NPCs. For instance, when Chad was the Kobolt and Chris came in as the Orc. That was a good time. It also lends itself to moving along the conversation, hopefully, so that it does not last longer than it needs to, which can occasionally happen.
Dislikes and Comments
I understand the call for more jobs, but there were also supposed to be events/notes in the woods that we could stumble on to? I didn't see them, but I also didn't actively look for them either. I, however, never felt as though there was a lacking of things to do. For instance, we were given a contract by an NPC specifically because we sought him out. A member of our group was also specifically given a job by an NPC for seeking him out. This is in response to Joe where it seems as though there already is in place a mechanism where [XYZ person] is in [ABC location], you just have to know that in game, or get in touch with the mover and shakers that you already know (NPCs and PCs alike). Though I can understand that those who couldn't be there for the initial lay-on missed out on some of the jobs and what not.
I'm not a fan of having a big town mod on Saturday night that was not the focus of all other big efforts during the weekend. It makes me feel like there are a million other things going on, which there are, but that none of them are really affected by the big thing we are worried about. It felt like Dwarfholme was under attack but that it was isolated, we were never in any real danger and everyone we talked to had their own thing going on (for the most part). We did engage some settlements with Golems, but I felt as though we could leave them alone until we wanted to deal with them and they wouldn't affect any of the other things we wanted to do throughout the weekend. This could be completely incorrect, but that is just how I felt with regards to that. It just may have been the case that we never focused our actions on a instance where that overlap could occur, which is perfectly fine.
Thanks
I appreciate all the NPCs that came out to fight. Thanks to Brigit for giving her time, I hope she learned a lot as was her intent. Thanks to Beth and Kimberly for coming out and NPCing as usual, it definitely makes a difference when you guys are there. Thanks to Ashley and the new NPCs as well whose names I don't remember right now (sorry!). The new NPCs were great and caught on quickly. And then there was Menotti...yep
Lastly, but certainly not least, thanks to the plot team. It seems that the PCs have a different demeanor every weekend. Sometimes we are proactive and sometimes we are lazily reactive. It cannot be easy to prepare for us to be one and then we are the other. I got the feeling that was where some of the disconnection came in this weekend. As in, some of our pro-activity disrupted the plans that you had for a reactive town, but that was only a tiny hiccup. You guys, as usual though, were able to produce a great event. I really appreciate that.
I hope our new players had a good time (the tin cans and Kristine) and I hope to see them again in October.