Subj : Re: New Game...? To : ANDREW_S._TOTH@WLM.TORONTO.ON.CA From : HAROLD GROOT Date : Sun Jul 09 2000 02:24 pm It was not my intention to scare people away from your campaign, but rather to let you know that you had chosen some themes that have ALREADY EXISTING "scare-away potential". Those who watched SIGILS can certainly make their own decisions about whether they think they would like to play in a game that you would be running. Those who didn't watch SIGILS will have to judge the new game only on the description. I'm just letting you know that there are a significant number of players out there, generally the more experienced ones, who will see a red flag raised from your description. The fact that something was good enough to get used often, often enough to become a cliche, does not mean that the idea is no good. It wouldn't have been used so often if it wasn't basically good. But I certainly wouldn't use the cliche PART of the adventure as the "drawing card". Instead, I would suggest that you focus on what makes your adventure different and interesting. Sure, you don't want to give all of the plot away. But you are assuming the jailbreak/rearming happens quickly, with the more interesting items to follow. OK, write your teaser that way. "After an unjust arrest, the party breaks jail and tries for revenge when ." This shows that the emphasis is not on the jail break itself but instead is on the . This would be much less likely to scare away the players who have seen the "strip the adventurers" plotline abused. In fact, you could even start the adventure at that point - the players have already broken out of their cells, located their equipment and rearmed, and are starting to battle their way out of the dungeon. That might save 2-4 weeks mundane time, allowing you to get to the "interesting stuff" that much quicker. --- Platinum Xpress/Win/WINServer v3.0pr5 # Origin: Solar Quest Online (1:285/85) * Origin: ConchGate (1:106/357.0) .