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FEEDBACK

 

Some rather flattering customer emails have inspired us to create a "Feedback" page. These are quotes from emails and other sources directed to us from customers. Concerning the design and style of our games and their quality -- Don't take our word for it, take theirs.

If you wish to leave feedback, feel free to designate it in any email you send us.

 

General

As for the positive feedback, I think it's the lifeblood of any writer: An artist usually intuitively knows when he's hit the nail on the head, but he needs to hear when his work is not just enjoyed, but appreciated and respectedIn fact, that's partly my motivation for the questions. I was lucky enough to do some acting in university, at first through an actual drama course in which we produced and performed three plays, and later with some dinner theatre companies. Our director hammered home a lot of valuable lessons, including his First Commandment: Respect the script. In the Fantasia gazetteer, you outline what kind of world it is and, perhaps more importantly, isn'tNo dark elves, no politics, no teleportation, etc. Those proscriptions tell me the world has its own story-driven, interior logic: It has integrity. Too many game settings claim to be a cinematic-pulp-action-high-fantasy-sword-and-sorcery-post-apocalyptic-worlds-of-grit-and-horror. That tells me the setting has no soul, and doesn't proceed from any vision on the part of the writer:  It's intended to please everyone, to make money, and that's all. So, often my questions are out of respect for the worlds you're creating and a desire to understand them properly: Thanks for taking the time to answer them.


Starquest

I've immensely enjoyed all of the Starquest material, and have to commend your genre-savvy and appeal to underlying myths that inform heroic narrative the world over. Well done. On a technical note, kudos on establishing mood and tone through suggestion rather than lecture: You suceed, where a lot of other sci-fi RPGs fail, at creating a Campaign setting awash with currents of wonder, horror and humor. On a side note, I appreciate the interconnectivity of your games; Of course, this suffers a little from there not being a universal system, but from the perspective of story-telling, the prospect of the MS-TK3000 winding up in Phenomenon is pure gold.


I really enjoyed the first Starquest trilogy of adventures: They were epic in scope, yet appealed to the essential humanity of the heroes (particularly love). That said, 'MS-TK3000' was terrific because it was such a departure. Rather than the expansiveness of space, the players are trapped in an alternately humorous and horrifying, claustrophobic, ship-as-world. Speaking of which, you seem to intuitively understand the need for variety as a dramatic accelerant:  Some modules stumble along, overplaying one note, while your Adventures perpetually refresh their primary theme (for example, heroism) with alternating but complimentary-themed interludes (for example, romance or humor).

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