Date: 2011-08-28 06:31 pm (UTC)
Long wrap up coming later, but in general:

1. I didn't want to give out the final location clue until later, specifically to block people from hacking the code. I call it "The Ian Factor". I didn't want it to be possible to solve the game by just looking at the materials. I wanted to make it so you HAD to complete the challenge.

As to the locked locations, I do feel bad about Griffith, because I nearly made it a daytime location, but aborted because I didn't like the swaps I would have to do. Upon reflection, it should have been swapped with the guitars.

My biggest problem was time and flakiness:
I didn't have nearly enough time to prep everything (Kirsten was printing out the final puzzle at 3pm), and my player count went from 32 to 16 to the final 21. I also lost locations at the last minute, and had to squeeze in substitutes, such as the guitars and PS612. Both of those came into the game on Wednesday or maybe even Thursday before game, after my former choices bailed on me (for legit reasons, but still). And the MoD was also a last minute addition. I should have left it out, because the owner said he couldn't handle people asking him questions. I knew it closed at 10pm, but forgot it once we were running late (dinner). Anyway...more later.

Thanks for playing, and I think for the very thin structure I propped up, it mostly worked.

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