Common Mistakes In the five years since Blades of Exile was releaed, we saw lots of new scenarios. A lot of them, to be honest, we would have been better off not seeing. While we really appreciated people's efforts, it's important to try to provide something people would want to play. First common mistake: no testing. You must test your scenario. This is an absolute necessity. If the player leaves town and is buried in a wall, you've just wasted that person's download time. If you can't enter the main dungeon, there's just no point to having the scenario. Be sure to play through the scenario yourself, at least twice. And, more important, have someone else play through it. A different person will spots tons of errors you didn't. Different people will show you which of your puzzles are too obscure. if you are having trouble finding testers, ask for volunteers in the forums on the Spiderweb web site. Don't send a scenario to us without testing. Second common mistake: the big room syndrome. This is very common with all games that come with scenario editors. A person gets the editor. They're excited! The rush! The power! "Now," they think, "I can place the dragon! I can attack the party with a lich!" They then make a dungeon level which is just one big room, filled with all sorts of the most bizarre and exotic monsters. The problem is that a scenario like this just isn't any fun for someone to play. They walk into the big room and get sucked into a big, huge, long fight. It takes hours to play and probably slaughters their party, and there's no point to it. One advantage of finding someone else to play your scenario is that they can point these problems out. Scenario design is tricky. It takes work and practice. Stick with it, but remember that your very first impulses may well lead you astray. -Jeff Vogel