Bubbawheat's AE Arcs


Alari_Azure

 

Posted

A new update for Matchstick Women #3369. A brand new non-combat mission #2. I put this in to try and expand the lore of the Matchstick Women, and to utilize something that I always enjoyed on several other arcs I've played. Also, made a few minor changes to boss details and clues in mission #3.

Feedback I'm looking for:
Does this information help to give more depth to the women and the cult? Does it explain any more questions you might have? Is there any more questions you still have that might be able to be answered in the new mission #2? Thanks for the help!


 

Posted

Comment time again! Been a while, first up: Ctrl + Alt + Reset:


Name Rokkwarr
Comment "I will strangle you.... I open a box.... And I get rickrolled.... /e smack"

Name Tremor.
Comment "Thank you for entertaining me i especially loved being rick rolled in the 3rd mission "

*note* some people love it, some people hate it

Name Zamuel
Comment "I'd say that the arc is good for what it is: a time loop. In my own personal taste I tend to avoid time travel stuff but that's due to the head scratching nature of many time paradox stories. Part of me wants to say that you should do small tweaks so th first two parts are little more different so there's less repetition but in ways that would be betraying the actual time loop itself. Also, I don't remember Wyvern hitting that hard redside but that was probably due to spawn size."

Name "Mr Right"
Comment "The glowie idea in the third mission is cute, but I really don't think that many clues need to be there. It just clutters up the clue tab and obfuscates the story I could normally follow through the clues"

Name Archdevil
Comment Marx final mission dialogue: "you're commander" should be "your". No clue from the X-files episode where the bank kept exploding? Or maybe I missed something. Still one of my favorite arcs.

Name "Lia Bete Noire"
Comment "Nicely done! Love the Red Dwarf, Star Trek, Rocky Horror references. The geek was strong with that arc. "

Name Tatmia
Comment "Wonderful, thank you for making this."

Name Fearghas
Comment Fun arc all around, great use of the game mechanics and the end made me go, "Ohhhhhhh Foreshadow!!" *fist shake*

*note* before he was the man we now call Dr. Aeon!

Name Ashcraft
Comment "Great arc, the details really make it shine."

Name Gunbunny
Comment "An Excellent arc. Good story, a twist in the plot, nice work with the possibilities MA offers. I rate it a 5."

Name "Turtle 3.5"
Comment I found your arc from the AE forums. I liked the mission, but am only rating it 5 stars so as not to mess up your record. The protagonist (player) should use what (s)he learns in each mission to further their progress each time, but instead, it felt like I was being being hit over the head with clues. I like my sci-fi to feel like it's "grounded" in something real or that could be real. I didn't feel like you convinced me of the plausability of this one. All that said, though, it's a really nice effort.

Name MissKitten
Comment "That was a really fun arc Good Job"

Name "Gaul MacFion"
Comment "A rare gem among the dungheap that the AE has become. very creative take on the time loop. probably one of the best missions i have stumbled across"

Name "blue bandana"
Comment "Nicely done! I like that even the large number of collectible items were easily done and their text was entertaining. The fights in the last mission weren't linear, but that's a problem with the AE UI - there's only three general-area selections, and you were working with four bosses, so you can't control their placement. Good story, well played."

Name "M I Abrahms"
Comment "It's a thin line to talk in stories of this nature, but this one managed to be repetitious enough to get the point across, withought being repetitive. Reviewed for AEntertainment Tonight, Oct 1"

Name "Destiny Rose"
Comment "Wow that was awesome - So creative - fun to play - Loved it!"

Name Razorwyrd
Comment "Well played sir, well played. CoH is really not where I would expect to get rickrolled~ Awesome arc!"

Name Golden-Age
Comment "awesome use of mechanics and nicely woven into an intriguing story! love the clues, but didn't get the Merry Xmas from Howie Mandell joke..."

*note* It's from a Christmas time loop episode of Lois and Clark: The New Adventures of Superman from the 90s.

Name FemFury
Comment "Well writen. Interesting take on the concept. Some clever and funny clues too. My only concern is not sure Foreshadow is the best contact to detect a temporal anomaly. Maybe the Science Store guy from Brickstown? Or even Positron?"

*note* I like his look and his name, and his lore is little known enough that I felt I could take liberties.

Name Frija
Comment "Very neat, liked all the little references including the Red Dwarf one. I think the Time Shifter's ultimate form was also a very clever work around for a 'big boss' that's doable for low levels, though I think it might be better for it to trigger some TS ambushes to represent it projecting additional reinforcements."

Name Aehaed
Comment "Pushes arc mechanics to its limits in places, but still rolls along nicely as the story is VERY well written. Despite the theme, it is never repetitive. Loved the mechanics of the temporal anomaly that you created. Great work!"


 

Posted

And a few comments from Matchstick Women:

Name PW
Comment "Very good story of Emily's descent into madness and villainy. First mission especially cool; have not seen a fire fighting mission in MA and this arc portrayed it effectively. Emily's back story and final release handled very well. Nitpicks: why fight the Council firefighters in mission 1? How did defeating Emily set her free? (As a hero I assume I didn't KILL her?)  Where did this magical flame giving me missions come from? Despite these questions, I found the story compelling. Will post more on forum."

Name PW
Comment "Really like fighting the fire in the first mission and the story in the last one; I did see that the final fate of Emily was made clearer in the final mission."

Name Proto-Spyne
Comment "A flaming good time!"

Name "M I Abrahms"
Comment "A sad arc.  Would love to see if there's anything else to the story.  Reviewed for Aentertainment Tonight Aug 27"

And finally, comments for Whack-a-Mole, love these comments, they're so much fun:

Name "Wrong Number"
Comment First off, love the concept! Really nice idea. Humor wise I would rewrite the contact to be more carnival barker like and maybe even change it to a custom. Instead of "accept" how about "Waste your $2 on this silly game. no one ever wins" BTW I ran this 2 times and won it the 2nd run. The Moles I am assuming are chained bosss fights. They need dialog. How about "mole" taunts and humor. i.e." Don't Mole-est me!". Also, the contact should say the first Mole is in the very back of the map . WN.

Name Bo'Tanika
Comment "dagnabbit! this is addicting! Now I have to do it again!.... and again!..... and again! tee-hee hee hee!"

Name Aehaed
Comment Always great to find an arc that can so readily be called, "demented".

Name Geekboy
Comment I found that to be kinda cute. I have two small suggestions: First is that in the mission description, I think "step right up" sounds better than "step right down." Second, I think your top score should be whatever the max number of tickets/mission is. Just as a little wink and a nod to the player. I played it at Villainous, so of course there wasn't much challenge at all since I'm still using DO's and won't boost the difficulty yet.

Name Lazarus
Comment "Yay, I won!"

Name "Lethal Guardian"
Comment "(Pro Payne) Heh - this was a very amusing little mission; it really is a pity the I16 changes will seriously nerf the XP for this, it's really a cool little idea.  I wonder if there's a way to incorporate your current score into the mission objective line - it'd make it a lot more visible, and increase the feel that your playing a cute little game."

Name PW
Comment "Fun game!  Very clever use of MA to make a carnival game."

Name MrCaptainMan
Comment "A fun time-passer indeed. Can see myself repeating thisevery now and again when my scrapper needs a fun workout."

Name "Wrong Number"
Comment "Ran it on Bad Manners level 22 Brute and was able to finish it in time.  Next time you are on send me a tell.  I would like to run this as a PERC event on Justice.  WN"

Name "Shadow Conduction"
Comment "Nicely done for what it is."

Name "Homeless Ronin"
Comment "Great boss rush style, awesome mechanic, I was disappointed no-one announced that he was Cornmolio, tho :-)"

Name Golden-Age
Comment "Love the concept and the creative use of MA mechanics! 5 stars!"

Name Eraserdog
Comment "I never get tired of this one "


 

Posted

@GlaziusF

Reviewed as part of the CoHMR Aggregator project.

Mallets. I've only got one character with mallets, so I'm pulling the mid-20s stone/stone brute out of mothballs and going nuts.

Well, modestly nuts. All bosses no AVs 2 villains at +0.

---

Ooh, 5-minute sprint. This should be fun.

...rather sinister barker on the bug text.

Anyway, humorous costumes, generally... the only problems are that the lighting in here is pretty harsh and the moles are rather small, especially since I've got a max-height character, so most of the time I can't see them.

---

And now a 10-minute fight! Lots of running back and forth in the dam looking for where these guys popped up. Kinda fun.

But, uh... they've apparently got hard war mace and hard stone melee, making them The Men With Two Build Ups.

And a lot of times the AI would pop both of them in a row.

That's some ludicrous burst damage.

Especially punishing on an elite boss. I'm glad I slotted for knockback.

Aw! Not even a mole-bashin' badge for a souvenir?

---

Storyline - ***. Not even a mole-bashin' badge for a souvenir. I mean, okay, I'm not exactly expecting Proust here. But there's this little hint of a rather sardonic proprietor who has this mole problem that needs taken care of, and can either pay exterminators tons of money or metahumans little slips of paper with AE stamped on them. Just play it a little goofy.

Design - ***. Five minutes is just a wee bit too long to look at the mole costumes and chip down their HP. Maybe make one or two more moles lieutenants. And the costumed moles are dinky, where the ones in the second mission who all have the same costume are huge. Seems like those should be reversed.

Gameplay - ***. One Build Up is iffy. Two Build Ups are right out. The boss moles need either a standard-diff second powerset or one that doesn't have Build Up as an option. It's just possible to get very unlucky and get one-shot.

Detail - *****. But what is there is good for a chuckle, which was the original intent.

Overall - ****. Pretty good execution of the concept, but it needs just a little more tuning to work just right.


Up with the overworld! Up with exploration! | Want a review of your arc?

My arcs: Dream Paper (ID: 1874) | Bricked Electronics (ID: 2180) | The Bravuran Jobs (ID: 5073) | Backwards Day (ID: 329000) | Operation Fair Trade (ID: 391172)

 

Posted

Update: Got a new poster for my Matchstick Women arc from Soul Storm. Love it!


 

Posted

@GlaziusF

A full review since apparently there have been significant changes. Running this on my stone/ice tank, +1 x1 with bosses on.

---

First mission much the same as it was last time - jump into a burning base, try to put out the flames. What's new here is the martial artist in fire marshal getup, who assumes that I (and not the dozen or so people running around on fire but not discomforted by it) am the one who set the blaze.

Her defeat completes the "find any civilians" mission objective, which kinda seems off given that "civilian" usually has hints of "non-combatant" in it,, but whatever, I'm running into the middle of confusion and I don't blame the navbar.

I get one ambush as I try to break open the fire extinguishers. Did you want exactly one or were you going for one at each valve? You need to create four unique valve names (maybe some numerical junction code or something) if you want the latter.

The return briefing mentions catching a glimpse of one of the firebugs, which (still) sounds like an excellent candidate for a mission exit clue.

---

I sort through the entrance area of this new place (apparently not dyin' in the face of a fireman got me some burn cred) and find burn cream, a journal (fits some kind of "look for stuff" objective but doesn't count as a clue), a map (counts as a clue), and a burn station (doesn't count as a clue). My navbar now says "You thought you saw an odd painting around here, Meet someone", but I've already found the map under the painting.

Single entries to objectives grouped together under a plural just act kinda weird. There's no predicting which one will actually show up, or if it'll relate to what single objective is actually left.

I go up to the top floor, and the boss says "I'm glad you came after our encounter, but now that I see you in person. I don't think you fit here", but I'm sure I'd remember seeing her before.

I'm fairly certain she wasn't the one fighting fires in the base, as I saw that woman's face full on. Or is she using the "our" to refer to her little group?

Anyway, as I pull an ominous note from a bulletin board upstairs and head back down, I have no idea how much of this was actually necessary. It seems like the only important thing aside from the escort, as referenced in the exit clue, is a journal I pulled out of the first room.

---

The guards on the quiet woman don't capitalize "he" in their second sentence. You can use $Heshe to get that effect.

Nobody's down in that little corner by the science store, which is lucky, but by the end of the map, Quiet, Scared, and Peculiar are all following me around.

How many of those were supposed to be? Following me around, that is.

Maybe you should move this to some kind of indoor arena. Like an office complex or warehouse or something. They flush the other workers out except the handful they're interested in.

Also, apparently this coalition's founder thinks it's evil and wants it all to go back to the hell dimension.

Debriefing, why am I wondering about what the cleansing is? That Burnt Match just TOLD me. Am I doubting her veracity?

---

It's nice how you've established the compound in its not on fire form.

The boss is surprisingly not fire armor. What her secondary ability is I don't know, but it's no help against Ice Patch. Damage piles on easily enough and she goes down.

And that's the end of things again.

---

Storyline - ***. The extra mission doesn't really bring much to the table in this regard. The one thing I was the most sure about from the original story was that the customs were members of an initially-beneficial fire cult type of thing that had slowly gone evil as its leader went mad.

Here are some things I'm less sure about: how much time passed between this accident and the establishing of the cult? How was it spent? Coma, psych ward, Legally Distinct From Arkham Asylum? How did it go south? Was it madness pushing the cult to more terrible deeds? Were there cult members (like the Matchbook Collector) pushing for those, and that consequently drove the leader mad? Or were those two factors coincident but unrelated? And where does my contact, the little match girl, come into things? How was she created, and why did she choose me to talk to? Or would anyone have done?

Design - ****. Couple of things about the MA. There's the "unpredictable singular" which I've talked about before - when you're down to one objective out of a plural you don't necessarily get the navbar entry associated with its singular. This isn't how it should work, but it does. Second, inactive captives - like the summoner in the new second mission - don't actually say anything until you aggro their associated spawn. So any vocal indication you may want her to give that you should attack her grays (which may pass as cosmetic details) can't show up until they aggro or somebody actually attacks them. This isn't how it should work, but it does.

The unpredictable singular is never easy to work around. Singulars need to either be made generic, which may not work; take up their own slot in the navbar, which all starts to run together when there are more than about three lines in it; or chain off other objectives, which can lead to backtracking at the best of times. Inactive captives in this particular case can be fixed by giving her a mix of demons of Bat'zul and behemoths so that at any given level there's something which will aggro on the player. Call them "flame spirits" or something. (Or heck, are the fire imps the Legacy Chain occasionally unleashes on you from magical wards available under their group?)

Gameplay - *****. No hiccups here. The lower-level corner of the Steel Canyon map is always a concern, but it didn't come into play. Smoke on the lieutenant controllers is a little irritating, but it passes quickly at least.

Detail - ***. See the storyline entry above about nothing really changing. The new mission doesn't really add anything as far as clues go, aside from some foreshadowing that also shows up in the now-third mission. (The journal from the Burnt Match would be an equally suitable end clue there too.)

Overall - ****. I understand how you're attached to the gimmick of finding a mission in the images of a fire. That's the one thing that hasn't changed about this arc as I've played it. But the big problem with that is that you can't convey nearly as much information in the briefings this way. That's because it puts players through two layers of indirection instead of the usual one; instead of reading the briefing and figuring out what it means (which is often trivial) they have to read the briefing, figure out what sorts of images it's describing, and then figure out what those images mean. It gets a bit "telephone game" at times, and the net effect for me was to make the briefings feel otherworldly and disconnected from the missions, which felt more real since they contained "actual" characters and dialogue.

I could definitely see this gimmick operating in an animated feature, or even in a comic book. But one of the unfortunate differences between the mission architect and a comic book is that a comic book can use pictures. The mission architect can't -- heck, briefings are only 1000 characters, not 1000 words. "Unusual contacts" like TV, Radio, and Slot Machine may borrow their words, but they have some nonetheless. I'm not expecting fifty-foot-high letters of fire here, but I'll say it again -- something more than pantomime from the contact would really help.


Up with the overworld! Up with exploration! | Want a review of your arc?

My arcs: Dream Paper (ID: 1874) | Bricked Electronics (ID: 2180) | The Bravuran Jobs (ID: 5073) | Backwards Day (ID: 329000) | Operation Fair Trade (ID: 391172)

 

Posted

Thanks for the review, it's been a while since I've visited this arc, and your thoughts as well as Mychyl's have given me some things to consider, though I believe I'm pretty close to full. The peculiar woman's role has slowly grown, and she could end up playing a part in the final mission to complete her own mini-arc. I think I will revisit the contact and clues somewhat (the nav text bug is annoying)


 

Posted

Made some updates to Matchstick Women thanks to i17:

*Adjusted the contact text for the first two missions.
*Increasing the role of the Peculiar Woman, and finishing her character arc.
*Added easter egg-ish cameos of three of my Burnt Matchstick characters I actually play on mission 3, along with a note about their character in their description, and powers chosen as ones I actively use (except build up/aim/fiery embrace) Might be more of a challenge, but only Boss level fights.

Short term planned changes:
Add fire whip wielding matchstick woman to the group.
finish tweaking the story for mission 3 and 4.
finish adding Burnt Matchstick cameos in mission 3 (currently have 3 out of 6)

Would love to get some feedback on the changes, or on the arc as a whole if you've never played it before.


 

Posted

And changes to the arc are finished!

Fire whip matchstick added, but only as boss in the final mission.
story tweaked for missions 3 and 4, including a new ending.
all 6 of my player character Burnt Matchstick costumes are fightable in mission 3, with dialog.

Please give me any feedback on the changes, as well as any story elements like clues and descriptions that refer to story elements that have been changed.

Thank you.


 

Posted

New arc time!

Arc Name: A Clone of Your Own?
Arc ID#: 453091
Enemy Group: Freakshow, Dopplegangers
Missions: 3
Level Range: 25-54
Morality: Rogue
Description: Dr. Vahzilok's research was stolen! Why should that concern you? Let's just... keep that a secret for now. But it's a good idea to move quickly.


 

Posted

Review done as part of the CoHMR Aggregator project.

@GlaziusF

Running this on a high-40s DBlade/Fire brute, +1 x2 with bosses on.

---

Haven’t run the official clone stuff for a while but it doesn’t seem like this is referencing it. Good enough.

Not sure if my contact should be saying he stole from me as one of the first things.

Also the mission seems to be to retrieve Dr. Vazhilok’s research, rather than my contact’s, as the briefing indicates. At least I think that’s what it’s indicating. It’s a bit unclear. Have you considered colors?

The Freaks have been experimenting with cloning technology, and turned out three clones with random powers and slightly off appearances, though I’d focus more on how they’re made of some weird substances.

They’re supposed to be the product of Freakshow beerslam experimentation, right? Somehow they’ve gotten a hold of Dr. Vahzilok’s notes, and...

Hang on. Is my contact unstuck in time or something? It seems like in his briefing the mission he described me as doing long ago is the one he just sent me on.

---

So now I’m going to go enforce the copyright on myself.

I find some master Freak doctor, apparently the man behind everything. He has a self-rez so he says his death line twice, but he doesn’t seem like a stock mob. You should probably peel off the rez.

The lab station and maybe the clone pod (couldn’t check before my friendly clones blew it away) have a standard description, which could stand to be customized for the situation at hand.

Apparently I’m not interested in keeping any of this research for myself...

---

Or suffering it to exist, as the next mission is going off-script to backstab my contact.

Hmm. The variant naming of the Banished Pantheon seems a bit off. Are you already using the lowercase-l for uppercase-I trick? You might want to use variant adjectives: decrepit, rotting, decayed, ossified, etc.

Also checking Dr. Mephit’s description, it seems like character-specific variables such as $name don’t actually get replaced when they’re in names.

I am apparently holding his notes for ransom from himself. Little worried about how this map looks pretty much empty. I expect shenanigans.

Oh! The Freaks are making another play at this place. The boss’s description should probably reflect this, rather than being a replay of his earlier one.

Ah. That’s why this place looks so different from a normal sewer level, it’s the Vahz lab. The last room doesn’t show up on the automap.

For kicks I decide not to wreck the doc’s notes and see what happens. I loop around to a perfect clone, though unlike me he’s vulnerable to my knockaround. Also the Crey show up and try to wreck both of us. (there’s a linebreak in the middle of their $hisher line, just for reference)

Welp, looks like this mission’s not over until I destroy the file cabinet and see what happens next.

What happens is that Freaks run in for an ambush when it’s halfway down... but the doc just stands there. Mission completes and he doesn’t even go ballistic. Aw.

And then it ends... talking like this is the end of clones, somehow.

---

Storyline - ***. There are a couple things dragging this down. First is the introduction of my contact as someone I’ve worked with before, even though he doesn’t appear in-game anywhere. I can appreciate wanting to create an excuse for the clones, but honestly, the Rogue Isles is lousy with crazy mad scientists pursuing their own inventions. It’d probably make more sense to leave the doc alive at the end if he was just some random dude instead of someone I worked with in the past and who betrayed whatever little trust I had in him.

Second, though I don’t want to make too strict of a comparison with the official clone arc (as it uses tools we don’t have access to), my character’s immediate EXTERMINATUS stance on the clones seems a little too extreme. Clones have uses, including being distractions or perhaps test subjects. It’s never really explained well why we’re so bent on wiping them out, other than perhaps extreme paranoia or vindictiveness.

Design - ***. Sewers, sewers, sewers. Actually I’m only mentioning this to note it, I don’t believe it registered let alone bothered me while I was playing the arc. I can’t think of many other times I’ve actually seen a sewer map in the Mission Architect, and they may be a little annoying, but they’ve just got chokepoints rather than the crampathons of the blue/crystal caves. If you wanted you could probably have the master Freak hole up in an abandoned warehouse, or move him to the Vahz lab and put my contact in a more conventional one.

But the last mission disappoints for a couple of reasons. First, though you can’t help it, is that I was running this on a character with no build up and an armor set, which made my clone less of a challenge than the random-power types earlier, which popped Aim, Build Up, or both, and often had two damage sets aimed at me. Second, it’s mostly empty. There don’t seem to have been any actual random spawns. Usually I take this as a hint that something crazy’s going to happen down the line, but nope. The arc just came to an end on a large, empty map with plenty of dead space. I didn’t even get to throw down with my contact, which I was sure would somehow happen.

Not that I’d necessarily want it to happen? But he cons as elite boss, so I was expecting something to happen that would get him into combat. I forget if civilians just work that way automatically.

Gameplay - ****. One thing about the sewers: they’re pretty straightforward. No way to miss very much. The single custom boss was a decent rumble, and some of the random doppelgangs were a little challenging but that’s what you get with randoms.

Detail - ***. The destructibles I remembered to check had generic descriptions - no big deal, but look into it - and the custom Freak should probably have a different description the second time around since I’ve seen him once already.

You definitely need to retool the initial briefing. My contact talks about the work we did in the long past, and then describes what the Freaks just did to him in the immediate past. There’s no linebreak or anything between the two, and since English doesn’t really have different past tenses they melt and run together into a single event, which probably isn’t what you wanted.

Overall - ***. A story that forces my hand a bit much, introduces a pretty superfluous connection, and ends on a special but largely empty map.

Aeon Challenge Special Comment - Judging by the alignment I’m guessing this arc was supposed to be about a villain turning rogue. It doesn’t really work in that sense.

Rogues are kind of an oddball alignment, I admit. Your big comic-book example of the alignment is, say, Catwoman, but she doesn’t really fit the in-game idea of someone “dreaming of riches and fame” who does good things for bad reasons. Comic-book rogues are villains who aren’t twisted enough they they won’t work with the heroes, or vice-versa, on occasion. That “dreaming of riches and fame” type of fictional character is more along the lines of Han Solo, who is what you’d call a rogue by affiliation: he was hired by the Rebellion but in the end came back to save Luke less because he wanted to fight the Empire than because he’d befriended Luke during the journey.

Rogue alignment choices on the tip missions aren’t really clear most of the time. But the commonality between Catwoman (when she acted like a rogue) and Han Solo isn’t just that they occasionally did good things, but they they did them in public, or at least in front of heroes.

The supposed good action in this arc is executing all the clones, but for reasons I’ve explained it doesn’t exactly come off as anything more than a practical consideration: this is somebody who’s going to have the power to mess with my plans, let’s make sure that doesn’t happen. But even if this was actually a good thing to do, it’s done pretty much in secret.

The story of a villain getting redeemed is, at least in game terms, the story of someone who decided to do good things for a payoff in cash or acclaim, and then kept doing them without getting paid. This arc doesn’t seem to have a payoff, and it doesn’t even work as an internal transformation because wiping out the clones isn’t presented as a moral choice.


Up with the overworld! Up with exploration! | Want a review of your arc?

My arcs: Dream Paper (ID: 1874) | Bricked Electronics (ID: 2180) | The Bravuran Jobs (ID: 5073) | Backwards Day (ID: 329000) | Operation Fair Trade (ID: 391172)

 

Posted

Thanks for the notes. Other people have mentioned the first mission descriptions as being troublesome (and the contact used to be Dr. Vahz) I just haven't had time to work it out yet, but it's nice to have suggestions on a better direction to go. I've also been meaning to get the last mission out of the sewers after the contact change, and he *is* supposed to betray, but it's not working. Have to figure out what the problem is. Oh and the rez is because he's a Freak, they're kind of known for that even though he's a custom Freak.

I also think it's amusing that I get called out for "forcing the player's hand" which is something that I've seen as a negative a couple times in other's arcs. Do as I say, don't do as I do I suppose.


 

Posted

Made lots of changes to A Clone of Your Own? Based on player feedback, especially thanks to the MA Arc club. If you liked it and have an hour, play it again and tell me how I did. Or if you haven't played it yet, give it a shot!


 

Posted

And I'm trying a little experiment with video arc reviews. More of a runthrough for this one. I chose Whack a Mole for the first one since it's very short. Any tips or suggestions, feel free to comment here or on youtube.

http://www.youtube.com/watch?v=_xojx1-B94U


 

Posted

I will check it out. I tried this a few months ago and my husband loved it, but I felt that no one would really care enough except maybe for a few of the MA regulars so I stopped after doing 1/2 of an arc. That was part of the problem too, even playing through it quickly took a really long time and I was worried no one (but my husband of course) would hang in there. Let me know how this works out. If it does maybe I will post a link to the one I did.


WN


Check out one of my most recent arcs:
457506 - A Very Special Episode - An abandoned TV, a missing kid's TV show host and more
416951 - The Ms. Manners Task Force - More wacky villains, Wannabes. things in poor taste

or one of my other arcs including two 2010 Player's Choice Winners and an2009 Official AE Awards Nominee for Best Original Story