Thank you for having a look at it and answering.
lestodante wrote:OK... just had a deeper look at it and my question is: did you playtested it?
Yes I played it (unfortunately just once) and the kid could reach room 8.
I think the first room (marked with Y) is already a massacre! A wizard facing 8 Orcs by only using Water spells? Not sure he will survive.
Even if Veil of Myst is used he will ends his turn in the room with the Chaos Warlock leaving the door on his back opened and the Orcs will be free to enter and masscre him while he is occupied against the Sorcerer.
As it is a training quest, I would recommend to allow the player to close the door in his back. Yet, I do understand that it is not possible in normal play. So I'm considering changing a bit this room (I already have an idea)...
Also I noticed the quest it is a forced road with no alternative roads except for the bonus room, so I understand the logic that each number reveals a new group of spells but I think it would be easier to list all the notes in the same order of the rooms explored by the Wizard.
I think you are right on this, I first considered gathering them by theme but, maybe just in chronological order could be better.
Anyway I think there are too much monsters, especially in the corridor with 6 chaos warriors
These are supposed to be blocked by the Stonewall the time the player runs away
and also I can see two rooms with 8 Fimirs each (I really hope he will not use Veil of Mist or Invisibility before).
Invisibility is key here
So if the idea was to help the youngers to be interested in the Wizard, it may results in the opposite situation, a fast death of the player and he still wants to be the Barbarian "because he is stronger"!
I definetely recommend a revision but the idea is ok and would try to develop something similar too.
Thank you for your feedback on this quest, I'll try to improve it
Stig wrote:Such a great idea, and love the intro quests for kids on the blog! My one is two now so I’m looking forward to using them.
For the wizard quest as a training quest why not allow each spell to be cast 3 times? That way the wizard will likely have the spell they need at the right time. Afterwards you can talk about which alternative spell could have worked. Then try with 2 of each spell etc. It seems like the screw ups would be lethal - most likely they will make a wrong decision, so the learning would take place in the context of having failed, which is less fun than having
just succeeded. Maybe design it so using the correct spell is the
optimal thing to do and not the only thing to do in the given situation.
Such a great concept of creating quests that focus on teaching one aspect of gameplay. Super way of introducing the game to younger years

Thnak you for your answer, allowing the player to cast several times the same spell might be a good idea yet It would jeopardize the chronological order of the quest and that concept of "riddles".
Yet the idea of succeeding versus optimal solution looks very interesting but maybe quite tricky to implement...