Panpiper Posted August 19, 2011 Report Share Posted August 19, 2011 I am 'not' dissatisfied with the writing in the adventures. I have been consistently impressed with the high quality of writing in this game, when many other much bigger budget games have much worse writing. The stories are great. I just wish I still felt motivated to experience them. The rewards for doing adventures are in my opinion abysmal given the cost involved in actually 'doing' them. If I am building a character that is intended to be as effective as possible for year two and beyond, I am not much interested in using up ten or more actions for a few skill steps and a random stat increase, maybe. (We have no idea going into an adventure what will be required to complete it or what the payoff will be, so it is effectively random.) Ten actions spent in libraries or with the Sphinx, results in thirty or more skill steps (which with me usually means three extra skills maxed over time) and a bonus that is at least equal to a stat increase. Moreover, much of those increases are targeted as opposed to the handful of scatter gun increases one might get from adventures. Much of this problem might be avoided if all adventures were a single action for the whole adventure, that is interrupted 'only' by failing a skill check. Right now, most adventures seem to be automatically broken down into a separate action for virtually every skill roll, and that more than anything is what kills them for me. It is perfectly reasonable to exit an adventure from a failed skill roll, permitting the player to then decide if they want to work on that skill before retrying. But forcing someone to spend ten or more actions for some unknown end does not work for me. I have largely forgone adventures now, unless I have learned in advance that it is a one action flow through. Link to comment Share on other sites More sharing options...
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