A simple side quest, which isn’t a bad thing. Characterization of heckler was rather good—the strongest character. Bar owner was weak. Comedy in the bard. Easy to write bad poetry. Perhaps coaching the bard to become better might have been a more unique approach. Writing is decent. Open optioned. Drove the heckler out. Found myself without choice of compromise after a point. Good riddance! (7)
Posted by Redbeard_219 at 2006-03-13 19:18:57 Voted 7.00 on 03/13/06
reasonable precept. Nothing special about it.
Modules rated: 65
Standard Dev: 1.48
Posted by Lance Botelle at 2006-03-05 15:10:13 Voted 5.50 on 03/05/06
5.50 A BARD’S TALE (180TH TESTED MODULE)
This is my updated scoring system structured around the format provided by Bioware. The final score is still consistent with my old system, but I hope to give clearer feedback within the new guidelines. NB: Judging any material is always subject to personal taste. I have tried hard to be as objective as possible. Remember, this is only my opinion; Bioware’s is the one that counts! If you believe I have scored your module unfairly, or I have missed something of importance, please email me at “email@example.com” and I will consider any comments made.
All nine Bioware points can score a maximum of 1 point each, leaving 1 point for my personal interest/like of the module.
Text of Module: (2.75 out of 3)
The Writing: (I do not scan the writing looking for errors, but if I notice something while reading it, I will note it here.) I noticed a missing question mark (opening conversation), but most read well. (0.75)
Characterization: I thought all the characters were quite well done. (1.0)
Dialog Flow: Simple and straightforward. (1.0)
Concept & Execution: (2.25 out of 6)
Originality/Creativity: A “treaty plot” in a pub – not so original, but was quite entertaining. (0.5)
Logical Flow: I felt it was a little orchestrated. (0.5)
Drama: No real dramatic moments. (0.0)
Pacing: No pacing really. (0.0)
Character Development: Minor development in that the NPCs backed down. (0.5)
Multiple Paths: There were at least three. (0.75)
Conclusion: Technically, this module scored above average in the writing in my opinion. (2.75/3). The story scored average in my opinion. (2.25/6). My personal score is 0.5 out of 1.0 because it was succinct and refreshing to many I have played. It was also one of the best written to date, although the story itself was too plain to score higher.
MY SCORE SYSTEM (IMHO):
< 5 Not up with the competition.
5 - 6 Average.
7 - 8 Above average.
> 8 An exceptional piece
PERSONAL SCORING FACTORS (IN ORDER OF MY PRIORITIES):
GRAB FACTOR: How quickly am I involved in the action? Do I have direction?
PLOT: Is the story engaging? Is subject interesting? Varied conversation choices?
CHARACTERS: Are they easily identifiable? Are they rounded/memorable?
SPELLING & GRAMMAR: Is the text easy to read? Are there quite a few errors?
OTHER FACTORS (MINOR INFLUENCE): Design for atmosphere & scenery, including sounds & props. Quality of module stability; does it break easily? _________________________ World of Althéa Blog: Link
Posted by Kenrae at 2006-02-28 05:41:48 Voted 7.00 on 02/28/06
I didn't enjoyed this mod a lot. The riting was good, and the characters well done. But I didn't like the story.
Posted by Thyme_63 at 2006-02-20 01:36:52 Voted 7.00 on 02/20/06
I posted my comments earlier without leaving a score. My vote should raise the average a little, so hopefully you won't mind me leaving it.
Posted by MikeLM9215 at 2006-02-19 15:38:29 Voted 6.75 on 02/19/06
Will only get an ending if you have a persuade success. That severely limits number of players who would normally finish. Bard seems to be mimicking Rudyard Kipling. If you get any of the 4 endings you can choose any of the other endings (probably made this way on purpose). Poetry best part.
_________________________ The road to Ravenloft is paved with good intentions.
Posted by Dnl_Jms_Frwrd at 2006-02-15 16:10:51 Voted 6.50 on 02/15/06
I thought that the module was pretty good, in a rather mediocre sort of way. I can’t really find any fault with it – the writing is okay, the idea is okay, the dialogue is mildly amusing – but I don’t really think that there’s anything particularly inspiring or memorable about it either.
By the way, I consider 6.5, the score I'm giving, to be average.
Posted by RobFaeth at 2006-02-15 14:41:43 Voted 7.00 on 02/15/06
I thought your module was quite good. The writing was better than most of what we've seen in the contest, and you had some really good humor (it's always a great when I find myself laughing while playing). In addition, your work was MOSTLY free of grammar or spelling errors (but don't worry, no one in the world knows how to use the elipsis correctly. You have to put spaces between the periods).
That being said, there were still some things which made the entry "less" than it could have been for me. I thought most of the dialogue was very short-winded (the player, I felt, spoke TOO much), and there were several times where there were not enough (and occassionally not ANY) dialogue options for the player.
There was not real DRIVE to the piece (you may want to mention a reward earlier; just something to snag the players), and so I didn't feel really pulled in.
Also, because of the frequency of player options (and therefore the many pathways) the piece seemed short for the word limit.
Overall, though, enjoyable to play. Have fun, and good luck in the contest!
Posted by Thyme_63 at 2006-02-14 22:58:59 Voted 7.00 on 02/20/06
I don't feel confident enough to give this a score, particularly since what I would have given (a 7) is quite below what everyone else has given. I'm new to NWN and haven't attemtped to create or play user modules before, so maybe I just don't understand. My background is short story writing.
I thought all the NPCs had distinct and defining personalities.
I thought there were a good number of dialogue choices available to me.
However, I didn't feel particularly engaged by the story possibly because I didn't feel there was anything at stake with regard to my character.
Posted by Kirian at 2006-02-13 15:18:20 Voted 7.75 on 02/13/06
Heheh, I considered writing my comments in rhime, but I will spare you the horror.
Say, those poems weren't so horrible for the worst bard in the land! I especially liked the one with the white ducks.
Nice, light story, with plenty of dialogue options for the character to give him/her a non-linear feel. The writing wasn't bad either, but neither was it exceptional. Use of * * to emote behaviour may be common usage in multiplayer mods, but it does not come across as professional in a 'normal' mod. All in all, as this contest is mainly about writing, my vote is not as high as my enjoyment of this module might have indicated.
Posted by Quillmaster at 2006-02-10 05:51:27 Voted 7.75 on 02/10/06
Hmmm...I'm still considering the score here, I'll write down my thoughts first to give me a clearer idea.
Use of English was good. I've seen better, but then I've seen worse too (a lot worse, I'm saying it was good, certainly above average).
The story was entertaining, I certainly liked the way the two patrons interacted with each other, but I felt it could have been played on more effectively.
As for the poems, I didn't feel they scanned right, but then again, he isn't supposed to be that good a Bard, so I suppose it would be a little unfair to downgrade you for that. I guess that's part of the reason I'm finding this difficult to arrive at a final score.
I agree with one of the previous reviews here that scripting absence has nothing to do with what we are judging these entries on, but I do feel a little more effort could have been made on the surroundings to help with the overall feel of being in a tavern. That certainly would have helped make the experience more memorable for me. It was a nice idea, just needed a little more polish I feel, although at least there were various options in the dialogue.
_________________________ View my blog regarding the Relbonian Chronicles project --> Link
Posted by War Bones at 2006-02-05 21:45:39 Voted 9.00 on 02/05/06
No scripting beyond what is required for dialogue, no monsters or exotic creatures, no fetch and retrieve subquest. Just conversation. Outstanding! I think you really captured the spirit of this contest. The first character I encountered (deVries)was memorable with his antagonizing demeanor. Conversation flowed nice and swift between all three characters, and it was light and humorous. Kiera and Gurf could have been fleshed out a bit more, but I'm more than willing to overlook that, especially since your word count was so close to target. There was no need for a back story. It was as if I had wandered into the tavern after an adventure and happened upon the problem at hand. Congrats.
Posted by Aelin at 2006-02-02 07:54:47 Voted 8.00 on 02/02/06
Nice and funny.
Posted by SylviaF at 2006-02-01 23:57:52 Voted 8.50 on 02/01/06
That was terrific. This is the second module I've been eager to play through more than once for more dialogue. You have a wide range of character options and a funny story.
One quibble - there's a slipped conversation. If you talk to Kiera first instead of the two troublesome patrons, they act as if you've spoken with them already. Not really noticable in the Nobleman's text, but it was in the bard's. Not really a deal-breaker, but I thought I'd point that out.
Posted by Moonroach at 2006-01-31 20:50:13 Voted 8.50 on 01/31/06
Fun dialogue ("Devries! Focus!"). Fun poetry.
Posted by PutU2REM at 2006-01-31 18:40:15 Voted 8.00 on 01/31/06
Some great humor in there [I loved the "full moon" :) ], but the dialogue was a little bland.
Posted by emperorzog at 2006-01-31 08:47:36 Voted 8.75 on 01/31/06
Really good job. It was full of wit and humor. Well writen, a great side quest. Solid entry.
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