My NTrpgcon of
Mortzengersturm, The Mad Manticore of the Prismatic Peak is just 6 days away. This past week there were not one but two playtests of the adventure: one Friday by Jeff Call (whose art will grace the adventure when published) and one by me yesterday with a group of seasoned gamers other than my regular one. Both sessions seem to go really well and will inform some minor tweaks I'm make to the adventure at the con and also to the eventually published thing.
After spending a good bit of time this past week on the pregens, I was curious to see which one the players' picked. Sir Clangor (fighter), Minmaximus the Mighty (dwarf fighter), Wulf Howlen (barbarian), Moonflower (elf ranger), and Brother Mudwort (frogling cleric) were chosen, so both the intelligence-based spellcasters and the thief were eschewed--probably having some implications on how they made to approach problems later.
One interesting thing was how much I forgot! Having written the thing based on an adventure I ran in my regular campaign (almost a year ago now, admittedly) I didn't necessarily prep in the way I might a published adventure (Orr either my desire to adhere to adventure-as-written is stronger with my own stuff! Likely a bit of both.) and so there were so fun (to me) details and NPC bits that fell by the wayside. I didn't really effect the players' enjoyment, obviously.
Another was how things play differently in the context of an ongoing campaign than they do in an isolated adventure. I've tried with the pregens and through the adventure itself to convey the feel of the Land of Azurth, but interacting with the Clockwork Princess of Yanth Country or encountering a bunch of weird creatures with punny names plays differently depending on how much you've run across this stuff before. Again, I don't think that effects player enjoyment, but it gives me something to think about in terms of generizing an adventure enough it can be used most anywhere and without losing the flavor that makes a particular setting (hopefully) interesting, because with an adventure or adventure locale derive from an ongoing campaign, that was part of the alchemy that made it fun.