Evermore: Sluggish, Confused, and Contrary

Yeah, that’s what everyone’s been waiting for, right? More Evermore posts. Longtime readers will be pleased to know that Threadbare posts are resuming tomorrow, it just so happens that my schedule freed up enough for real blog posts again just in time for a Friday post.

Fans of nitpicking will be pleased to know that Evermore is beginning to manifest some flaws, however. Three in particular. First, Evermore is sluggish. I mentioned last time that I’d just barely managed to get to the end of the hunter leg of their Halloween plot. I turned up today, showed Killian my hunter card (new actor on this one, I hope it’s because vital characters have different actors on different nights and not because they’re seeing actor turnover within the space of a single plot arc), and asked what to do next. She had nothing to give me. The plot dead ends there. I was okay with this during the soft open, but halfway through the entire arc the actual ending still isn’t available? The idea here seems to be that the plot advances week by week or maybe even day by day, and you have to come to Evermore very regularly to get each moment. But there’s not actually a whole lot more to do if you go multiple times, and people who visit early on during an arc and aren’t able to return until it’s over just never get to see how that arc finishes.

Evermore is also confused. The actors do not appear to be properly briefed on what the current plot is at all. I was receiving quest hooks for finding black stones to bring to Thurgood the alchemist (who I’m now confident actually is the dual-personality alchemist I met on preview night, but when I met him on other nights, he was played by a different actor – I don’t fault Evermore for this, retaining the same actor every night, six days a week, for every single role would very possibly run the actors into the ground). The problem is, that plot hook is no longer a thing. The Nettletons already have a supply of those black rocks, which they’re grinding up into little bottles of powder and distributing to anyone who asks about it to bring it to the witch Wyn Weaver (pronounced “when weaver,” I only know how to spell it because “Wyn Weaver’s cookies” show up on the food stand menus – they’re pretty good, too, but the hot chocolate is the real selling point when it comes to Evermore food).

Not only that, but apparently the Mother Nature/Mother Earth dichotomy is not a result of a divide between pre- and post-corruption, but instead everyone is just referring to her exclusively as Mother Nature, and reacted with bemused surprise at the notion that she was ever called Mother Earth. One of the off-duty actors even reacted with surprise that Mother Nature’s name was known to park guests at all, having apparently been told that it was being kept secret. This is what makes Evermore contrary. Not only do the actors not seem to be properly briefed on the current stage of the plot, they seem to be being given information that’s flat-out false. I met Mother Nature, identified by that name, during the soft open. That actor who was told she’s a secret wasn’t behind the current stage of the plot, they had been given information that was never true. I suspect there was an attempt to back up and hide Mother Nature’s identity (possibly why she switched to Mother Earth), which they later decided was infeasible so they walked it back. Certainly that would square with Mother Earth being reluctant to admit that she had previously been known as Mother Nature when I talked to her under that name during my first visit after the full opening, and then actors being unaware that she had ever had that name.

I did still buy tickets for Halloween, which will hopefully not be too horribly crowded. My last visit was on a Wednesday, and the more manageable crowds have reaffirmed my “don’t go on weekends” stance. Unfortunately, Wednesday and Saturday are the only evenings I have available, and next Wednesday is Samhain, which means I just have to hope that Evermore isn’t too crowded for the holiday.

There’s still a plot to wrap up here, even if it did advance hardly at all. Many side quests now give out little “gold” (actually pyrite, I’m pretty sure) nuggets, and if you hand enough of that gold into the acolytes, they’ll tell you that gold is magic and had something to do with the opening of the portals, and Wiccam and his assistant William can both tell you more. Wiccam’s not here, so William it is, but psyche, just kidding, William doesn’t know jack. Maybe Wiccam doesn’t either and the acolytes just weren’t informed that the next leg of the plot doesn’t exist yet. Hopefully my efforts to actually get to the end of the Evermore plot this Halloween won’t be thwarted by either heavy crowds or by the plot not actually existing.

Sew You Want To Be A Hero: The Novelization Of A Dungeon Crawl Is Still Boring

Chapter 2

Threadbare and Pulsivar enter the raccant dungeon in search of Dark Threadbare, and soon come across…

The little bear thought that maybe there was something hiding under the junk, but no, nothing was under there. The mob of trash had moved on its own and just slunk up and whacked him a good one.

An animate mob of trash. A trash mob, if you will.

And not much deeper in, Threadbare finds the heart of the raccant operation:

Threadbare gazed upon a large cave, with multiple seats and benches made from stalagmites, free-standing and in rows. Ropes and chains of lanterns hung from the ceiling, flashing with odd colors, and at least three dozen raccants sat on them or jumped up and down, dancing to the music.

Garbage piled high around the cavern shook to the beat, piles of trash and even cans of the stuff shaking as the beat thumped on. Occasionally a can would boil over, and a new trash mob would rattle out, then head toward one of the corridors leading out of the cavern.

And up on stage, was a Raccant wearing a pair of baggy black pants, a gold chain, and some odd contraption over his eyes that Threadbare had never seen before. Though for once that wasn’t due to his ignorance. After all, very few people in Cylvania would have recognized a pair of sunglasses.

Didn’t Caradon have regular glasses? Maybe I just imagined that. Either way, “glasses that are dark” doesn’t seem like it’d be that hard to puzzle out. Nitpick aside, though, I like this setup.

Threadbare is able to dispose of the raccant mooks by animating their own masks to attack them and then using his Wolverine claws to tear up what’s left, with some support from his animated high chair minion that he salvaged from the camp outside. That’s when the boss attacks with a hurricane of puns…

Then in a flash, the raccant was there, bashing the high chair to bits with a heavy hammer that he’d pulled out of literally nowhere.

He’d stopped because it was hammer time, and broken it down, just like that.

Threadbare popped claws and laid into him- or tried to, anyway. The bard could dodge like nobody’s business, thanks to his Raccant Touch This skill.

…which then retreats into a particularly abbreviated example of detached summary.

The fight went on for a bit, and Threadbare switched from trying to shred the guy to just trying to survive, letting Pulsivar do the real work. Fortunately that was a good strategy, and in the end, after three dodge skill ups and two more bodyguard skill ups later, the raccant fell, glasses shattering. Threadbare sagged into Pulsivar, hugging his wounds away with what remained of his sanity.

Survival Quest had this problem, too, where what makes for a good MMO fight doesn’t really make for a good book fight, and instead of having the MMO be weirdly high-lethality in order to pace the fights for a book, it retreats into detached summary. Survival Quest at least had the excuse that it was an actual MMORPG and it would actually be weird from a worldbuilding standpoint for the fights to be balanced around high lethality that allows them to be portrayed beginning to end in just two or three pages of book space (and also allows players to win with a strong alpha strike or even just some lucky crits rather than demanding an effective long term strategy – that’s bad for gameplay). Threadbare has a built-in excuse for having fights balanced for pace rather than strategy:

It's Magic 2

Continue reading “Sew You Want To Be A Hero: The Novelization Of A Dungeon Crawl Is Still Boring”

Sew You Want To Be A Hero: Threadbare Returns

We’re back, baby! One successful Kickstarter later and we are looking at Threadbare’s sequel, Sew You Want To Be A Hero. Like all of these reviews (so far) I’m reading this blind, with no idea whether it’s going to be great or terrible. Unlike the previous ones, this is book two of a series. The previous installment, Stuff and Nonsense, was a rollercoaster of really good and really terrible chapters. We’ll see if the sequel keeps ricocheting around or if it breaks one way or another.

When last we left our hero, the animate teddy bear Threadbare, he had just emerged from the overgrown remains of his home after spending five years regenerating from an otherwise fatal wound. He picked up that wound in a short-lived attempt to protect Celia, his little girl, from the nefarious evil king Melos. In a shocking reveal that has no impact whatsoever on the stakes, context, or balance of the conflict, Melos turns out to be Celia’s father, and his sinister demonic ally Anise was Celia’s mother all along (she used to be human – you can turn corpses into demons in this setting).

According to the status screen Threadbare popped up after finishing his regeneration, that was five years ago. Celia was abducted by Melos at the age of eleven, so by now is quite possibly some kind of evil Sith apprentice. As much as Threadbare’s middle dragged on without a plot, that ending was actually a fairly compelling inciting incident (which isn’t supposed to go at the end of a book, but better late than never), and I’m excited to see what happens next – although admittedly, also nervous that we’re going to have to wait until the end of the book for a single significant plot development.

Continue reading “Sew You Want To Be A Hero: Threadbare Returns”

Evermore: For Real Open

I haven’t gotten any more free tickets to Evermore so far, but I also probably won’t be returning for another week at least, so we’ll see whether the chain of free tickets has finally expired. The tl;dr of my opinion on Evermore’s full open is that it’s good, but if at all possible do not go on a weekend. All theme parks are worse when there’s long lines to major attractions, but Evermore has a story and an atmosphere, and the pacing of the first is absolutely slaughtered by sitting around in a line for thirty minutes between beats and the atmosphere takes a lot of damage when costumed NPCs are drastically outnumbered by uncostumed soccer moms pushing strollers. There’s not really anything Evermore can do about either of these, obviously they can’t require costumes to enter and it would be foolish to set their capacity for an optimal experience rather than a functional experience, so I don’t fault Evermore for either of these things (nor, for the record, do I fault the soccer moms for showing up with strollers), I’m just advising anyone who actually plans on visiting the park to avoid weekends.

The one thing Evermore can do about the massive lines is the one thing that it has: Offered lots of side quests to chase down to help disperse crowds between different locations. The primary quest regarding the Nettletons and subsequently the hunters is absolutely packed but if you want to resolve a spat between Harvey the Ghost and the gatekeeper, the steps on that quest are generally much less crowded and more accessible. There’s another quest about finding the missing pieces to someone’s necklace that I heard about but didn’t have time to actually complete, something about an elixir that Mother Nature/Earth is working on, and possibly more that I haven’t discovered.

These still don’t solve the problem with pace, however: Once night falls and the all ages Magical World of Lore event gives way to the spookier Cursed World of Lore, I went direct to the hunters. The good news is that capturing a vampire requires proving your worth to become a hunter, and that requires actually completing some challenges: You have to get a bullseye at an archery range, go through the top floor of the catacomb and retrieve a special black stone as proof, and then get a tarot reading from the fortune teller, who tonight is a different person from the other fortune teller but still seems pretty cool. This is exactly the kind of actually doing stuff that should be required at this stage in the story, since it helps transition from exploration to investigation, albeit in this case it’s more general preparation, but that might be a better name for that phase anyway. What matters is that we are no longer just learning serving as a messenger between NPCs who are exchanging favors with each other and are instead being required to actually do stuff that other NPCs couldn’t do for themselves.

The downside is that with a thirty minute line at the archery range, even if you get your bullseye with your first three arrows it’d still be a massive understatement to say the pacing grinds to a halt. After my first attempt failed, I wandered off to go find something else to do (thankfully, as I mentioned earlier, there are other quests) and came back when the park was nearer to closing and the lines were short enough that I could try again once every minute or two. During the soft open, the archery range pretty much always had at least one bow open, and I loosed a few dozen arrows with no line at all. I hope that’s because it was Wednesday and not because it was the soft open, because I’d like to shoot some arrows again (quest requirements or not), but I really don’t want to stand in line for it.

An unfortunate side effect of this is that I was entirely out of time to figure out what happens next. I finished the quest, got the card, but it was practically midnight by then, well past time when it would be reasonable to do anything else but wrap up dangling loose ends before going home, and certainly too late to start a whole new quest. What happens next? Is it any good? Are they going to be able to move into a confrontation with the dark forces of the Fey King as effectively as they transitioned from exploration to preparation? No clue. The hour I would’ve spent doing that, I instead spent drinking hot cocoa and watching the Fey King heckle people in the town square. Which, the interactivity of the giant Fey King animatronic is still really cool and it was fun to watch, but there was a shadow of anxiety over the whole thing, that maybe the crowds would never die down and I’d end up wasting the whole night just waiting. Having to put the main plot on pause for a while didn’t just mean I had to find something else to do, it meant I did that something else while worrying that I’d never get a chance to see the plot through to its conclusion.

Continue reading “Evermore: For Real Open”

Evermore: Soft Open

It’s never a good sign when a company starts giving you free stuff to apologize for the quality of an event you have tickets for but haven’t actually been to. That’s the position I was in last Wednesday, having woken up to an email in which Evermore offered me a free ticket to the hard open because I had “bought” a ticket to the soft open, which I got for free when I actually bought a ticket to the preview night back on September 8th. I wonder how long I’ll be able to keep chaining these free tickets along? Are they going to be so embarrassed about the barely-finished state of the opening proper that they’ll give me free tickets for Halloween, and then be so embarrassed by that that they’ll give me free tickets to their winter arc, too? Is this going to end up with me just getting a lifetime subscription to the park because I bought a Comic-Con preview ticket?

Personally, I wasn’t disappointed with the soft open, but I can see why other people would be, especially people who went on the first day, when it was likely even more unfinished than when I got there. Unfinished sections of the park were roped off with uncostumed staff standing there to make sure no park guests accidentally (or maliciously) wander off into the construction zones and the plot stops dead in its tracks halfway through because the goblin forge isn’t finished yet, so they just awkwardly tell you they’re locked out and please come back next week when we can get on with the plot. I didn’t reach that point until the park was near closing time anyway, but then, I’m not super concerned with getting through the story as fast as possible. I take my time talking to characters and other park guests (“worldwalkers,” in the parlance of the park’s lore), and am further slowed by frequent pauses where I try to figure out something to say without breaking character. Also, on at least one occasion I was slowed a bit by being mistaken for an NPC and people asked me for plot threads which, since it was late in the night, I was actually able to provide. So far as I know, those people still think I work for Evermore. In any case, people who are more mission focused and less awkward can probably get through significantly faster and hit that end of the plot “sorry, come back next week” point sooner.

One thing Evermore has significantly improved upon since the preview night was how eagerly the plot was thrust upon me. That one fellow who asked me to slay monsters back on preview night? This time, he directed me straight to Clara Nettleton, who is now the starting point for the plot, so obviously so that I don’t even feel like it’s spoilers to mention as much. Further story spoilers are going below the break, so if you’re reading this because you actually want to go to Evermore during the current plot arc (ends November 8th), now might be the time to stop.

Continue reading “Evermore: Soft Open”

Evermore: Preview Night

As of the writing (and slightly more so as of the posting), Evermore has been soft open for several days. The proper and official opening is coming September 29th, and the first arc of the story will run until November 8th. I got into the sneak preview at Comic-Con clear back on September 8th, and as part of the bundle for buying that ticket, I also got a free ticket that I’ll be using Wednesday, September 28th, to check out the soft open.

So what is Evermore? Evermore is a theme park unlike any other, by which I do not mean “so much better than Disneyland that it deserves a category of its own,” but rather “so different from Disneyland that if you think of it as being like Disneyland you’ll get it all wrong.” If you have to pick between going to Evermore or going to Disneyland, it’s not a question of which one is better, it’s a question of whether you like LARPing better than rollercoasters. Evermore has shows, restaurants, and food stands, but it has no rides. Instead, it has actors in costume, in character, wandering about the park that you can interact with. A fairy king has fallen to corruption, and that corruption is spreading through the town fast. A couple of people are trying to figure out how to reverse or at least contain it, but no one seems to be making much progress. Dig in the right places and you’ll find some of the townspeople are handing out honest to god quests.

I’ve been following the development of Evermore from a distance for years, and I decided that for the occasion I would slap together my very first cosplay.

Continue reading “Evermore: Preview Night”

Petals and Thorns: The Beryl Clan

The final Petals and Thorns playtest video goes up today. It wound up slightly shorter than the twelve sessions I originally expected, but the party did skip the sahuagin dungeon (they’re more aggressive in the version that’s being Kickstarted now, since I can’t really argue with my party’s logic of “well, seems like so long as everyone stays away from the river they’re pretty harmless, so why should we risk our lives for this?”).

Petals and Thorns: Into the Catacombs

Today in Petals and Thorns the party ventures forth into the catacombs to complete an easy quest that I probably should’ve directed them to way earlier in the game. In fairness, I actually did direct them to the Order of the Bear, and they decided to wander off the road and into the spider cave instead, so maybe directing these guys is a useless endeavor to begin with.

Petals and Thorns: Against the Goblins

I’m gonna go ahead and keep posting Petals and Thorns videos for as long as they’ll last in order to get some quick and easy posts out of it while also wrapping up that series in a hurry. I’m still hoping to get some regular articles out during this Kickstarter, but I’m not sure I can make any promises. I’ve hit my funding goal way faster than expected, which means I need to figure out some stretch goals fast. That’s an awesome problem to have, but it may still eat into the time set aside for blogging. The “good” news is that Kickstarters usually slow down a lot towards the middle, so while this first week might see my backers breaking through stretch goals faster than I can get in touch with artists to nail down quotes for them, it probably won’t be a problem for the whole month.

Petals and Thorns ep. 8 is here:

Petals and Thorns: What Do You Believe In?

Petals and Thorns Cover Final Art

The Petals and Thorns Kickstarter is now live. You can click on the image above or these words here to get to the page and see what’s all up with that. If you play D&D 5e, you should consider buying it. For that matter, if you play other editions of D&D, you should consider buying it to read and maybe adapt certain elements into your homebrew campaign. Personally, I’ve got an entire Humble Bundle’s worth of Frog God stuff that’ll probably never see actual play, but it was still fun to read, so I figure there’s probably a market for that.

This thing hit 80% funding in six hours, requiring less than $100 to be fully funded. It will be five hours away from the end of its first day when this post goes live. I’m hoping to get it funded in the first 24 hours, so if it’s still not there by the time this post goes live (or if it is and you want to be helpful anyway), post this link anyplace interested in tabletop RPGs you know about, or drop a $1 pledge in (although, as mentioned above, if you play 5e or just like to read D&D adventures, you should take a look at the Kickstarter page and consider actually buying it for $15 – that’s $5 less than what it’ll sell for once brought to market). Kickstarter pushes projects according to how many backers they have, not how much money they’ve raised, so a pocket change $1 pledge hits way above its weight level in terms of showing support.

Also today: The seventh Petals and Thorns video.

Edit from 90 minutes before this post goes live: I am 100% funded in 12 hours. It is perhaps counterintuitive, but this means that $1 pledges are more important than ever. I mean, obviously $15 or $50 or $400 pledges are even better, but not by nearly as much as you’d think. My Kickstarter has been incredibly successful and that’s great, major thanks to everyone who’s already pledged, however with its current backer count it won’t sustain its momentum. The most important thing to this project right now is more backers, at any pledge level, so that we can sustain some momentum into the doldrums of the middle weeks and avoid falling apart.