First, thank you very much for all the feedback! This is all extremely helpful insight!
Which is exactly what it was intended to be, I think! But I think having there be a more concrete benefit to having gone and done the thing (and maybe a more clear motivations for characters to pursue them IC) would make these sorts of sidequests feel more rewarding. In this case I think the prize was supposed to be the berries, but if those ended up changing the parameters of the boss fight at all, it was unclear. The mankey attack you planned but ended up cutting would also have been good.
Honestly true. Yeah I was originally going to try and do a bit more but whew, there ended up being so many moving pieces it was hard to add more. They did actually have an effect near the start of the boss fight but as the fight continued it became a bit trickier to keep up with and I wanted to focus more on flavor over background numbers.
In future missions with a large battle I might consider writing extra opponents or planning other elements to the battle. Between even accounting for Flygon, as well as keeping up with players actions I didn't want to overwhelm. Definitely gives me something to think about how to plan around for the future though!
In theory this should have allowed people to contribute in a variety of ways, but I think in practice it can be hard to get people to do that; one method is jumped on by the most active players, or seems like the coolest/most interesting, and people pile on it and then find their character doesn't necessarily have anything to do there. It's tough!
Yeah my hope was definitely that some people would work on some stuff, and other people could free Mantine, but its hard to avoid one option being a lot cooler hah. For small puzzles, I think if I have dupes, so multiple people can be involved, or design distinct but interesting variations that can work as well.
I think it would be worth experimenting with splitting the party or introducing more elements that give players clear and distinct roles to play in scenes, like you mentioned trying. Or, of course, player limits, though I don't know that anyone wants that. :P
Gosh yeah, this is one I have been mulling over and will continue to. I kind of knew going in for sure a large group would be hard, but it still helped me get a good a feel. But yeah, regardless, I'll be thinking about ways to write in good party splits. Player limits make me so sad

. I just want everyone to be able to come if they want (especially not having to think about who to cut or invite for future missions).
I mentioned this briefly in a post further up, but I had considered multiple islands, with the Mankey being on one and Honedge on another. The split I had considered would be diplomatic inclined characters could pick one route, and fighty characters another, but there might have been some uneven disparity. I could still see something like that working for the future though, that way players with different interests can do the things they like best.
But if not a character/flavor split, could always just design split puzzles or dual puzzles.
As you mentioned, Keldeo was never knocked out in this fight, but it also wasn't clear to me throughout how he was doing in terms of health/on the fighty side of things--most big combos seemed to have more of an impact in terms of lowering resolve rather than because they did damage as such, and regular attacks didn't seem to do much of anything.
Originally I
did plan to calculate it more, like I did with AQ's final fight. After turn 1 and 2 I lost track of tracking the numbers like I planned to do, and ended up focused more on flavor 😅.
I do agree that in the future, I should like to give a bit more clarity on that. I think it'll help balance flavor and move impact. On turn 1 players managed to knock off about 25% of his health. By that metric I believe based on my instictual calculations and memory of the fight, Keldeo would have ended up with about 20% of his health or so by the end, tops. Definitely near a KO.
I wonder if there's any way that the battle side of things could be fleshed out so people who maybe don't have as much to contribute on the RP side of things still have something they can do, even if they aren't able to coordinate a big multi-attack with other people.
Big agree. For missions with big fights I think I'll consider even posting some approixmated health values, since I have my background calculations. A little bit of numbers and mathing can be fun, and give that extra oomph. I'm always on the fence because I'm not math person and don't want players to feel like they have to minmax or have stuff be unbalanced, but I have some ideas for a middleground...
It might have been fun to include some "tests of honor" earlier on in the story, so that the boss battle could feel like more of a culmination of what the previous scenes had introduced.
Also big agree here. I'll definitely incorporate this into my notes and ideas for future campaigns, since I really want to explore lots of legends and their concepts. I had meant for this to show through more in interactions with Mankey and Honedge but I was also trying to be mindful of length. Now that I've practiced I have a better handle on how long certain things may take.
Maybe the party's honor could be more severely tested before reaching Keldeo--this would give characters the opportunity to fail during one of the earlier trials, then have a more dramatic reversal during the boss fight.
This is also a good idea, to build a nice mini story instead of just events, that way character can have a little arc and get tested more.
I did really enjoy that people ended up taking a variety of different approaches to understanding honor in the final fight without them being penalized, though!
Oh man yeah, this was my favorite and also hardest part. I wanted all kinds of characters to be able to give a pitch instead of just having to lie or conform to one opinion. Definitely my own favorite part because I had exactly zero plans or notes for this section beyond "keldeo's resolve will only go down if characters can prove their honor".
Everyone gave such fantastic takes on the idea 😭.Definitely got perspectives I hadn't even considered or expected.
I'm really curious where you'll take this next! Are you planning to just work through the Swords of Justice, or are you thinking you might bounce around to other legends first?
I would very much prefer to bounce around, hah. Otherwise I'll end up working my way through by set, but I think I'd like to chance to explore whatever catches my fancy. Plus mix things up.
(2025-me note: I have some strong ideas for other legends and myths so definitively bouncing around is the plan. There's some meta/in-universe reasons I have to justify but ultimately its just more fun for me and easier than trying to only do sets).
The potential scene with phantom Kyurem also sounded like fun--drawing from Gates to Infinity Keldeo lore there?
Actually the Keldeo movie is where I got a lot of inspiration from (soundtrack too!). Honestly one of my top fav pokemon films of the newer ones. I had no idea GTI had Kyurem/Keldeo stuff.
I'm also curious what the final stage of the fight would have been... I was kind of prepared for the water all over the arena to come into play somehow (e.g. it gets poisoned and then everybody there has to deal with the poison's effects), but I guess as it was that was just to provide some justification for Keldeo jetting around real fast?
.... wow that
would have been really cool. * furiously makes notes *
One part of the final phase concept would have involved Keldeo trying to use other pokemon inhabitants as shields to get the group to stop attacking, and I briefly contemplated dynamax. Also had the potential to cheat and use healing items on himself. None of these quite came into play because I felt that between time constraints and player actions, it had enough impact.
It was set up so yeah, whoever jumps in and starts the cycle first gets to do it, everyone else got left out. In that case, Mighyena and friends. Like I mentioned OoC though, it fit Nori so I didn't mind much, but I imagine others might've gotten annoyed.
Ahhh yeah i know see what you mean. Thanks for pointing that out, definitely something I plan to address for future campaigns.