This is going to be lengthy, so I apologize in advance.
For those who are (understandably) not going to be able to read the wall of text that is about to follow, I did not enjoy Quest #93.
Plot/Length/Pacing
I'll start with the plot. Sandy, you've woven great stories in the past, but 93 didn't even really had one. There was some context given at the beginning, some information revealed at the end, and that was it. Hell, we even guessed the exact arch demon "working" with Jonah 3 months into the quest, essentially meaning we had the entirety of the plot figured out long before the quest even ended.
The rest was blank space occupied by some of the most aggravating NPCs ever introduced in the game. The clan system introduced no realism and didn't benefit any of the characters, really - and it was never really emphasized enough to even make it a plot point. It was just a six month long chore. It transformed 70+ well designed NPCs into suicidal maniacs who wouldn't budge. Diplomacy? No. Intimidation? No. Logic? Nope. Basic common sense? Not gonna fly. Promiscuity? No dice. I'll explain more about why the system was flawed below, but first I want to talk about the other NPCs.
It really is a shame, because there were a handful of NPCs that were good... They just got constantly trampled over, again and again, by the rest of the crowd. Noel was good, Drucilla was decent, and Sorsha was given depth by Kintobor... And that's it. Hawke got killed off in a sidequest, and Lyren and Nuitan didn't really contribute anything memorable. Almost the entire cast of the quest got objectified in one way or another. Either herd this person to safety, or focus on this person's stats in battle. By the end, the only NPCs who either didn't get fully objectified, dead, or constant annoyances were Noel and Sorsha. Like I said, it really was shame; there was a lot of potential here.
Additionally, with no villain to really pursue, or no mystery surrounding said villain, we lost motivation too. Add in the constant NPC and battle issues, and they sealed the plot's fate. It just was too little, too bogged down with issues such as NPCs, battles, and length. You spread far too little far too much, and the NPCs and battles were the breaking point.
Pacing was touch and go. I understand that you cannot always commit, Sandy, and bleieve me, I respect that - I've hosted 10 quests. But with six months, every absense just got magnified more and more. Additionally, the quest design itself was a little scattered. Or progress would either cruise or be completely sealed off at pretty random intervals, which was jarring every single time. Multiply that by six months, and it's not good. Additionally, memory about the little details faded. If you asked me 2 months in what a certain teacher wnated from his classroom, or who the Rogues were, or that there was even a intruder in the school... And I would've had no idea. In the future, I'd suggest an NPC keeping a journal of facts introduced that the party can refer to whenever.
The six month skip was bizzare as well. it alrtered a few lines of dialogue and... That's it. It's biggest impact was that it had the potential to interfere with character development, albeit reparable damage. It was just... Odd. It felt thrown in at the last minute. Why not introduce it early, and have heroes ponder how much time they're losing in the real world? It could've given the plot a lot more depth, recieving letters from parents with returned children at last/parents whose kids are either missing or deceased... Instead, it's just kind of tacked on to the end.
Escorts Everywhere
The escort system, like I mentioned, commited the cardinal sin of making the escorts annoying or foolish. And there were 73 of them. You called it a quest long puzzle, but really, if the answer is just blurted out whenever we try to mix the wrong cliques, how is it a puzzle? Additionally, we'd run into the impasse where that students who we saved would immediately run away, just because we had no idea who would be in the classrooms. Additionally, although you said opposing clans would follow, just not get into the box; why did things like Mustard's dissapearance then? Or the cyclop's? Or the orc's? Too many exceptions happened to make it an even moderately consistent rule.
Also, why did the escort system had to be designed to harm us if we messed up? Why not benefit us if we did it right? If I was forced to have 73 escortable kids of different alignments in my quest, the heroes would recieve benefits for mixing them correctly, and not be penalized for not doing so. Why not make the Chrls encourage us if we had four of them in a room at once? Why not have Foureyes tell us the enemies' attack patterns if there were enough in the room, making us Dodgy? Stuff like that.
The escort system wasn't just a hindrance to us, Sandy - it was a hindrance to you and your plot as well. It made 90% of everyone encountered in a 6 month quest just... unbelievable. I saw next to none of the students as characters, and barely got attached to the ones that fought for us. Because of the way previous students acted and the clan system, it just made them objects and goals, not characters. Of course, Sandy, I can't expect anyone to introduce 70+ characters within six months. But perhaps that is one of the flaws of the system: There was just far, far too many. If you absolutely need 73 escorts, you probably should've made them, at the very least, not a constant aggravation.
And perhaps worst of all was the fact that the escorts were kids. None of our characters - not even Heckz, really - could justify leaving so many kids to just die. We had to ride the rest of the quest through, or risk putting our character's development at stake.
Battles
The first three were good - in fact, very enjoyable. I liked the taxidermied animals, the Reaper puzzle was pretty good, and the gimmick behind the flower enemy was fresh. Everything else, though was less than enjoyable.
Saga: Suddenly introduced passive specials for added difficulty. I understand you wanted Saga to appear menacing, Sandy, but were the rather scary side quests not enough? It almost would've been good irony, having the demon who wove such perilous stories getting stomped out so quickly. Instead a Gorgmas gift just wnet to waste, and a passive special suddenly thrown int to prevent Saga from going down too easily. It was pretty unfair move - I've had battles completely nullified by Pumpkin Bombs in the past, and I just sat back and let it happen. There was no reason or need for a QM intervention.
Ghosts: I actually did like this one. It was a puzzle battle, and it ended quickly.
Wyrdfire: The gimmick of this fight was okay, but I'm not sure why we had to spend two days prancing around to build it up. Why couldn't Drucilla tell us to do a pincer movement from the beginning and save us an update or two? Beyond that, it was the same case as Saga; the battle suddenly changed to challenge us more. Except this time, the enemy actually put up a pretty good fight before it was suddenly changed! Why? It was especially noticeable, since all the change did was keep the students in peril. We already took out the danger to them, there was no reason to continue. We strategized so that the students would stop getting hurt, and then... They kept getting burned anyway!
Aureole: This is the quest caved, big time. There was no sort of choice against this beast. When the planets went done, Aureole was weak to nothing introduced in Heroica. It had a boatload of HP, and no strategical way to approach it. It got even worse when pleadies got suddenly killed, something we didn't even know could happen, and the demon turned into a TPKO machine. It'd kill our escorts, and possibly even us, in one fell swoop, and there really was no strategy or way around it. We just wailed on it and hoped. It was almost a brick wall by definition. Something that couldn't be approached, and if confronted, had a good chance of wiping us out. Battles should have meaningful choice. This one didn't have any, and the enemy was downright lethal, to boot.
Rusulka: This one was okay, and a nice breather after Aureole. I'm guessing he would've escaped to the Girl's Room, and we would've had to fight him there? It would've been a bit tedious, but after Aurole, it was a welcome change.
Armor: It felt like this battle was only there to waste time... I mean, the armor had next to no offesnive capability, and the entire battle revolved around hoping we wouldn't be unlucky enough to trigger another battle extending special. I don't see why it was included, other than for the sake of another battle.
Cacophonia: This was my least favorite battle to ever appear in Heroica, and for so many reasons. It had a cool design, yes, but it was mathematically unbeatable. With 7 escorts in the room, 10% of our objective was liable to dissapear if we fled, so that wasn't really an option. This battle was insane - I know you intended for it to be beatable, Sandy, but it simply wasn't. I think the best case scenario was that we'd have 1 party memeber left at the end of round one, and... What then? Have them absorb 14 free hits? It didn't seem like it was proofread, really - just kind of rushed out the door. Especially after Aureole, it wasn't a good thing to see.
But there was a second component to this. This was right after you told us to split up, and told us that it would make the quest move faster, and told us you had control over the battles. Then you did the exact thing that made us not want to split up in the first place. We lost a lot of trust in you after that - we didn't know what you woul do, what you would nullify, etc. This fight, beyond being impossible until being rebalanced, made the party lose trust in you, Sandy.
Darkness Battle: This one could've really worked if you allowed communication, but other than that it became a guessing game. After Cacophonia, I was really afraid taht the party would all target Enemy A and get clobbered by free hits, but fortunately, the enemy was relatively nonlethal. Still, cutting off communcation like that was groan inducing.
Forculus: This made the quest come to a screeching halt. it was another luck based fight, much like the Darkness. One bad roll set us back days upon days. This was the point where we all just wnated to get out of this quest, and this battle just kept stalling and stalling and stalling.
Final Battle: Return of the mirror clones! Yay! "Special free hits" - not exaclt yay. Mirror Drucilla? Very not yay. Mirror Drucilla was insane. Any battle, whether a boss, a Threshold Monster, a boss of a stroy arc, a grand finale boss, the final boss of the whole game, should not have a TPKO Free Hit and Special. Combine this with the bizzare ruling of Special Free Hits, and you have a battle with so much potential it kind of loses its shine. Sealing has been around since I very first joined, back in the days where Quest 15 was still ongoing. To have its definition suddenly changed and altered for a single battle was just weird, not to mention a bit aggravating. There's ways to create a tough battle without altering the core of the rules. It's especially glaring as you're the one who made the effect and enforced it in the first place...
Overall: A few good ones that are bogged down with the staggering number of subpar and downright unpleasant ones. Difficulty was all over the place and inconsistent.
Plus, was there any need for so many battles? next to none relayed any real plot. Very few were even characters, or had speaking lines. You could cut the amount of rooms, students, and battles in half and get the same quest.
Sidequests
I'll speak for mine personally, and if I had to choose one word for it, it'd be "unintuitive." Players need to get a grip on their surroundings, especially when the rules change so suddenly. I needed to get a grasp on how this new world worked, and it all happened too fast with too many consequences to make it enjoyable. From the very beginning, any action I took more or less condemned Caloriel and Hawke. Fire an arrow? Some one dies! Think it's a one time affair and try again? More people die! Stop and hold your ground? Bad things happen. Try firing again? Nothing happens to the monster! Hold your ground and try nonviolence? pretty much everyone dies!
Overall, it felt like It was a "damned if I do, damned if I don't" scenario, where I failed as son as I entered the archery competition. If there was a third option, I wouldn't know - I've never read the story of Robin Hood, and to stop metagaming, I didn't I wanted to react as Sorrow would, and ultimately, it seemed like there was nothing I could do.
Similaritieas to Q50:
-Huge, expansive, somewhat jumbled dungeon
-A boatload of NPCs that go more or less undeveloped, with a counter in both to boot.
-Battle after battle after battle
-Occasional puzzle
All while playing through 93, I had one recoccuring thought: "This is 50 all over again." They really are similar - it's more or less an escort mission flavor of Quest 50. We started to display the same feeling as the Quest 50 party did, and at some points, we thought the quest would end like 50 did: With the players so exasperated they just gave up and succumbed.
Pictures
For what it's worth: 93 had, in my opinion, the best sets/photography out of all of Heroica. :thumbup: The sets were large and expansive, not to mention detailed, the photography as crisp as could be, the editting great, and the designs for the NPCs and demons fantastic.
HUGE in this aspect, Sandy! I loved the pictures, but the rest of the quest became too much to endure. The pictures kept me going for the first 25%, but eventually even they couldn't help that much...
Experimentation:
It was clear that 93 was your sandbox, Sandy - there were so many things introduced here, so many mechanics and gimmicks, that it would've been blatant even if you haven't come right out and said. But unfortunately, not a lot of them were enjoyable...
The core escort system was flawed, the Rusulka gimmick could've proven annoying, Cacophonia was downright impossible due to this, the darkness room threw away some of Heroica's most basic core battle mechanics, Aureole's ordered planet thing was ruined by Aurole's unbalanced-ness, Wyrdfire's pincer movement gimmick was ruined by the sudden rule change, the armors were simply too cowardly, the Final Battle's "special free hits" violated some of the first and most consistent rules in the game... It was too much.
I think part of the problem is that you decided to take every gimmick to the extreme as soon as you possibly could've. I think this is demonstrated pretty clealry by the sheer number of NPCs in the quest, and thing slike the dark room. Introduce in bite sized pieces first, then expand.
And don't be afraid to talk to other QMs about it! We're all friends here, and a lot of us are QMs who'd be happy to listen to what you may try and offer feedback. We do it in the QM Lounge all the time. Hell, if you were to hand me a test battle and a gimmick to run it with, i'd gladly either participate in the test battle as a PC, or run it for you. Don't be afraid to reach out sometimes! In 93, you introduced so many things in their most radical form so quickly, it became too much. by the end, a lot of us were fed up being lab rats, more or less.
Questions:
What would happens if Djinnifer's offers were taken? (Taken/self explanatroy offers removed from list)
-Thalion getting married
-Karie getting her hair dyed
-Sorrow getting skin
I feel like I'm fogetting a few...
Overall
66 is one of my favorite quests of all time, Sandy, if not THE one. When I first joined, my first thought was, "Wow - this Sandy person has a lot of good quests, I'll read those." This was before I knew you were the Head QM that started the game. I've followed your plot vigilantly, and I can't thank you enough for creating this game. It's clear that you put a ton of effort into 93, Sandy, but the issues just kep piling and piling and piling. i really wanted to love 93, Sandy. But it became too much. First I lost faith in the NPCs, then I lost faith in the quest, then I lost trust in you as a QM. 93 was my least favorite quest to date, but I wrote this entire wall of text in hopes that you'll be able to continue making great quests as you've almost always done in the future.