Thanks for the concern. My throat is fine. My beard is still however green.
I had fun. I got to affect the world through roleplay, which is what I'm interested in more then combat. I did that a bunch this weekend, so I was pretty happy about that.
The reaper stuff was really awesome. You gave us a list of things with sub objectives and objectives to complete. We could just go for the big bad guy, or kill the underlings and weaken him. That was good. Really good.
My favorite role-play encounter was something I didn't really interact with. Brigit's Dark Elf was perfect. Even though I didn't say anything to her, the walk, the costume, everything about the character was thought out and really helped me keep in game.
I heard 2 holds the whole weekend. One was called for me when I was fine. I love it. This helped me stay in game.
I also had a ton of fun in the "popcan" mod.
I'm excited about coming back. I think you have a pretty strong base, something really good to work off of.
Here's some helpful feedback.
I think in a world where everything scales to you, more consideration should be put into monster cards. All weekend I didn't fight anything that couldn't kill me in 1 or 2 hits. I mostly avoided combat so it was fine but, had I been a heavy combat character this would have been rough. I had a lot of problems with this on the cultist mod, so much so that I accidentally slipped into Link's mode and started dancing around trees. I'd reccomend mixing in high and low level pcs and have the high level npcs purposely try to engage the high level players. While the low level npcs engage the low level pcs. Low level npcs are great to spawn from behind, or sides. Since typically the high level players are pushing the line forward.
NPCS seemed like they were playing to win a lot of the time. I had to really work to get behind things like ogres. This sucks. It seemed like everything knew I had Waylay. This kind of thing is something that comes with experience in plotting and npcing. It seems kind of counter but, not every monster needs to be super alert. Not every monster needs to be super tactical. Some should be dumb, and some should fall for tricks. After all when a player does pull of a trick, they feel good and have fun. Which is the goal of any npc. This really butted it's head with how ready everything was for golems. We had to stop doing stuff Saturday night because we couldn't handle fighting anymore things with the perfect ways to catch golems. Npcs who were fire powered, didn't even bother swinging once at Stevie. They just ignored him and went around him and got at people they knew they could affect. Playing a golem is a huge risk, and it takes a ton of resources. This is a disservice to that. I know it's frustrating that you're fighting some guy who's hard to affect (or you can't affect him at all). And it's fine that npcs move on from him but, if they're near him and they're in kill mode they should just try to to engage him some.
What really confuses me is that the "Dragon" only had one claw. The one creature that I thought made sense to really be playing to win against us clearly wasn't. Don't fight with one claw ever, it's terrible, and to even do anything you'll have give your npc 10x body. Drop the body, and actually fight. The last mod of the night we went on, we were getting pushed in from both sides. Allison and me were in back. It would have been a great opportunity to drop the card down some so we could engage the monsters instead of just trying to block long enough until our friends could get to it. Lastly, several creatures I did get behind were no effect to waylay, or maybe my waylay. I hate thresholds, all they do is limit players ability to engage in your game.
Saturday night it seemed like we were "moving too fast". I had the most of the town ready to go do stuff for 8 hours straight. I'd convinced everyone, even after a resurrection that this was the plan. This should be the best thing for a plot team ever. I'd kill for players who had 8 hours of stuff to do at SoMi on Saturday night, and clearly laid it out in front of me. Instead we got to do an hour of it, and then we were kind of a at a loss of what to do next. I had a backup plan and that also fell through. And that's fine. It's ok if things fall through, and it's ok that you think maybe the plot is moving too fast. But, I had 2 plans and pcs ready, and when we couldn't do either, then nothing else was really happening. So we went to bed pretty early saturday night. It would have been smart for plot to step in and push a different plot forward, when you have a bunch of motivated pcs trying to do some mods.
Talking about oog stuff. I hate this. I slip up sometimes. Sometimes I want to talk to my friends. It happens at Alliance. But, it was happening in the open here, and it pulled me out of character. Players were just as responsible for this as npcs. This is a group thing, that we all need to take on to make the environment better. Trust me, I yelled at my friends. Or if we needed to talk we walked over by the cars.
I have feelings about Alltavius. I'm not sure. It didn't feel right, it was awkward having an ingame conversation with someone who had a headband on.
I know that's a lof of things that could use work. But, all of the good stuff is easier summed up. I had fun. That's important, and the world seemed real. Everything else is just polish, practice, and learning.