ArrowRose

Cohort
  • Posts

    473
  • Joined

  1. I updated this arc so that each member of the Brood has a different bio.

    The bios are not long, but all should be unique.

    If anyone plays and notices any bio typos or has any suggestions as always feedback is appreciated.

    Thanks
  2. Thanks for your review on the Greater Good. Most of the things that you disliked about it were done by intent.

    The arc is as it is because it was written to satisfy Dr. Aeon's challenge.

    I think that most players will dislike it, because it forces a character to do things he or she would not normally do.

    Because of this I will most likely unpublish this arc, though I feel it met the nature of the challenge.

    As an aside, I was actually complimented on the villain group. They looked alike by intent. They were brainwashed and mind controlled. The fact that some defended you at the end is a bug aka feature of MA. They were set at allies so they could stand around and party. Because of this the enemey Greater Good will attack them if they cross paths and they will defend themselves.

    Thanks again for playing and reviewing.
  3. Quote:
    Originally Posted by MrCaptainMan View Post
    I played it yesterday, found by ID number.

    Eco.
    I tried it by ID first and I can't find it. Can you still find it?
  4. Thanks so much for your review of my Liberty Arc - I am somehow at 101% of space, so I am collecting input to fix it up when we get more space.

    If you have the time I would also love a review of:

    The Greater Good
    350877
    @Gypsy Rose
  5. Quote:
    Originally Posted by Bubbawheat View Post
    I didn't double check it because I was familiar with it from the first PCs. It must have been unpublished.
    I also could not find it, but when searching on Gno Man, I found some interesting titles including "How many ninjas can fit in a casino?", "Smurfs Want Our Women", and "I am an empty mission. Please ignore me."
  6. I would love a review of my arc:

    In Pursuit of Liberty - 344916 by @Gypsy Rose


    Thanks
  7. I made some more updates to this arc thanks to some inputs from recent reviews:

    - I made the Wizard be a totem first and then turn into Master Marvel (thank you PW for this suggestion and LJ for his technical advice on how to implement this).

    - I changed the Wicked One's second power to fire (again thanks to PW for pointing out that martial arts does not fit and to LJ for the suggestion of fire)

    - I modified the last mission return dialog to mention the other heroes (thanks to Bubba for reminding me I forgot about them)

    - I added a rescue animation for the mini-girl in mission one (thanks to Cap for this and for making me smile so much with his review)

    I want to thank all who have played this arc and given me input. Your suggestions helped me so much.
  8. Quote:
    Originally Posted by MrCaptainMan View Post
    I was going to review Aracade's Introduction to Chaos, but he unpublished it half way through my play, and I couldn't finish the review lol. So I chose a replacement

    Suppression, Arc ID 374481, by @Gypsy Rose
    Thank you so much for your review. This made my day.

    Quote:
    [The 'minikins' custom faction is nicely designed. The captive here runs off immediately upon being rescued. My preference is for captives to have a rescued animation of any kind, as that enables me to read the rescued dialogue on the screen, instead of watching it zoom away with the captive and then read it in the chat bar]
    I added a rescue animation and that works better.

    Quote:
    A delightful arc. The parallels to the Wizard of Oz are mostly obvious from early on, but I didn't realise on my first playthrough (for Dr Aeon's challenge) that even the various mob groups have been specially chosen to fit the theme (the ghostly pirates in Captain Courageous' mission, for example, have been picked to represent fear, the opposite of courage, Rose explains in PWs review thread). It's little touches like this that show the love that's gone into the making, and it's appreciated, Rose. Playing this through at a slower pace for my thread, I remembered the sheer fun I had playing it the first time. The varied mob groups are just right for Tumbleweed's level and powers, and the story's lovely.
    I am so glad that you enjoyed this.

    Quote:
    Negatives: I think that after reading PWs suggestion about having Master Marvel spawn as a totem first, enabling you to do the 'Pay no attention..' line, I've got to agree with her. That would be brilliant, really.
    I agree and I implemented this change.

    Quote:
    I'd like to have seen more of the minimen lol.The miniman newsie spawn made me think I was going to see a few more interesting and amusing animation usages, but no more materialised.
    There are lots of them in mission 1. If I put more in they spawn too close to the Tuatha and end up dying in battle. This still occasionally happens and I put in some dialog to handle that.

    Quote:
    However, even as it stands right now, I loved it. 5 stars.

    Eco.
    All of your reviews make me smile, but this one made me smile most of all.

  9. Quote:
    Originally Posted by PoliceWoman View Post
    Suppression review
    Arc ID: 374481
    Keywords: Solo Friendly, Save the World, Magic
    Morality: Heroic
    Level range: 5-10
    Warnings: none
    Thank you so much for playing my arc, for your detailed review, and especially for getting this information to me before the contest deadline. I really appreciated that!

    I fixed all the typos and punctuation mistakes that you pointed out.

    Below are some issues that you raised and my responses:

    Quote:
    Mission 1

    [-0.1] Confusing: Some of the Minikins seemed to be flagged as enemies, but couldn't be attacked (due to being guarded by friendlies, I think).
    This is a bug (or a feature) of MA. All of them are release captive with a surrounding group of ally. They will never attack you, but the tab takes you to them (I am assuming that's what you mean).

    Quote:
    Mission 3

    [-0.1] Don't understand: The pamphlet mentions a "Master Marvel" magician, but why are we supposed to think this is significant? (The contact talks about it more in the debriefing and thinks it may be important, but it still seems a bit of a stretch to me.)
    You, the player took it because the contact said: "look around while you're there and see if you can find any information that might help us."

    The name Master Marvel was chosen because in Kansas the Wizard of Oz was Professor Marvel.

    In the wrap up for this mission, Dorothy says: " That pamphlet you found might be just the break we needed. Master Marvel may have the answers we have been seeking." She says this because he is (per my arc version of Paragon City) well-known.

    Then at the start of mission 4, you are told a bit more: "Master Marvel is a great and powerful wizard who seems to know about almost everything that transpires in Paragon City. I think he may have the answers we seek. So, I need you to go see Master Marvel."

    The fact that you the player does not know exactly what is going on here is by intent. In the Wizard of Oz, the characters are sent to the Wizard for answers, so to parallel that, you are sent to Master Marvel for answers.

    Quote:
    [-0.1] Don't understand: how are the Spectral Pirates connected to the story? It seems like the Brood are the actual agents of the Wicked One, so the Spectral Pirates are just sort of random. Why are they here and why do they cooperate with the Brood?
    They are here for several reasons. The first one being that it is their ship. The second reason is because just as the Winter Hord represent coldness in mission 2, they represent fear. The issue with Captain Courageous is that he is afraid. I felt of the villains available at that level, they best represented fear. Lastly, I wanted the player to have different enemies to fight in each mission. In the first version of my first arc, I received lots of complaints about fighting the same customs in every mission.

    Quote:
    Mission 4

    Considering the source material, I was thinking it might be funny if Master Marvel started out as a gigantic Banished Pantheon totem, but once you defeat the Totem he should say "Pay no attention to the man behind the curtain" and spawn an ordinary looking human hostage who is the real Master Marvel. (Just a random idea, you don't have to do that if it doesn't work for your story.)
    I love this idea! Do you know how I can technically implement this without getting level range warnings? The arc is now 5-15.

    Quote:
    Freeing Master Marvel completed the mission. I'm a bit surprised it didn't give me a clue to free him.

    [-0.01] Involvement: would be nicer if Master Marvel gave you a clue on defeating him that explains the story, rather than having him "talk to Dorothy" who then tells you the story.
    I noticed that many people use clues to describe what has happened and this is a technique I may use in future arcs. In this arc all my clues are tangible items and in this case I want to keep the style consistent. If I think of something physical that makes sense here that I can have you find on Marvel to use as a clue, I will, space permitting.

    Quote:
    [-0.1] Debriefing needs more writing: the debriefing seems too short (a line and a half). Also, the contact says Master Marvel has "provided all the answers", but doesn't actually say what any of them are.
    I believe I added a bit more since you played. It now says:

    "Oh, thank you so much for bringing Master Marvel to us. While some believe that he is a humbug, his brochure description, you know, the part which read "Master Marvel never guesses, he knows" proved to be apt.

    He talked to Ms. Liberty and after some assurances that we would leave him in peace, he provided us with all the answers we sought. I'm afraid we need your help one last time."

    I don't tell you what the answers are on purpose at this point to make you want to keep playing, but I don't make you wait long. At the beginning of mission 5, Dorothy tells you:

    " Master Marvel has revealed all. The Wicked One has been using a mystic brew to suppress the powers of our heroes. This brew combined with her mystic powers causes the heroes to doubt the very essence of who they are. This doubt renders them powerless. The power that each hero had is still present, but it is suppressed. To restore the hero's powers, we must simply restore the hero's belief in him or herself."

    Quote:
    Mission 5

    [-0.1] Need description: "The Brood" mobs could use custom descriptions reflecting their status as minions of the Wicked One. The default description may work for some, but not others; for example, Wolf Spider and Spiderling have descriptions specifically referring to Lord Recluse and Arachnos, Viper Fang's description talks about the Rogue Isles and Children of Enos, etc.
    It was a huge help that you found this and gave me the chance to fix this before the contest. I gave them generic, but appropriate bios because I didn't have time at that point to create unique good ones. I think, space permitting, I will give each a unique bio.

    Quote:
    [-0.1] Doesn't make sense: why would a wicked witch be a martial artist?
    She is a gravity control primary, with a martial artist seconday. I want to keep the gravity control, because things flying around fits with the storm that brought Dorothy to OZ. I picked martial arts because it seemed easy for lowbies to handle. If you have another suggestion for a secondary that will be easy for lowbies, I will definitely change it, because you are right that her being a martial artist does not really make sense.

    Quote:
    Overall
    I liked the Wizard of Oz theme of the arc, and the various analogs of the Oz characters. I liked recovering the various heroes' talismans and returning them to the heroes to re-power them. I liked that they never actually lost their powers, and that it was more about doubt/believing in themselves.

    I thought the plot structure was a little weak early on; although the first three missions were kind of neat in depicting the various depowered heroes and some background scenery, it didn't seem like those missions actually advanced the plot very much. We don't really learn what is going on until we talk with the wizard at the end of mission 4, and the clue that leads us to the wizard seems like we almost found it by accident.

    [-0.1] Plot: earlier missions don't seem like they advance the plot of the story.

    I think I'd like to see the earlier missions contribute more directly to solving the mystery, with more clues found by the player earlier on as to what's going on and what can be done.
    I am glad that you liked it overall. The first three missions parallel the Wizard of Oz. Each hero is encountered one at a time.

    They only advance the story in the sense that you find each hero.

    I intentially do not tell you what is going on or give many clues because to parellel the Wizard of Oz, Master Marvel has all the answers. You are not supposed to know what is really going on until after you meet him.

    I really appreciate the time and effort that you put into this review.

    Thanks again so much!
  10. While I got no direct responses posted in this thread, I did get feedback on both arcs.

    I want to specifically thank Wrong Number and MrCaptainMan for providing me with detailed feedback and thanks also to the members of the MA Super Group who played yesterday.

    The verdict was that the Custom's Version was better liked. So I unpublished the other version and what now remains is:

    Don't Freak (Customs Version): 384769 - @Gypsy Rose


    Since I was unable to come up with non-annoying powers for my Gloom Freak, I dropped him from the custom group. Instead, I created a Neat Freak (thanks to the MA player who mentioned that to me yesterday). I actually had an office mate once like that. He had magazines on his desk and all had to be lined up perfectly or he would go nuts.

    I created this arc orginally because I love fighting Freaks and I wanted to learn MA. When Bubba announced his latest contest, I started looking for one mission arcs to nominate and found farm after farm. That inspired me to re-visit my original arc.

    My hope is that this arc can work on different levels.

    The first is for people who like me enjoy fighting Freaks.

    The second is for people who may relate to the humor in the arc and get a smile. I have learned however that humor is very subjective and so not all people will find the arc funny. As hard as it my be to believe, the members of Efficiency Inc. have bios based on actual people I have worked with.

    The third level of the arc is a commentary on outsourcing. I work in IT and my company has shrunk form about 8000 employees to about 1000. I am fortunate to still have a job, but many people I have worked with are not so lucky. I added this aspect of the arc to poke fun at what I believe is a serious issue that impacts lots of people.

    I am still very eager for feedback, especially as to if the customs' powersets are now OK.

    Again I ask that you not rate if you are someone who believes that no one mission arc deserves a 5 star rating.

    Thanks again to all who played and gave me input.
  11. If I understand your rules update, I can nominate an arc from an author with a Player's Choice win as long as the arc itself did not win. If that is the case, I nominate the following:

    2-mission category

    Death to Disco
    Arc ID 84420
    @Wrong Number

    This arc was really creative and funny. The customs were awesome.

    3-mission category

    PENGUIN
    Arc ID 29205
    @Tubbius

    I love WADDLE! This is another arc that really made me smile.
  12. Quote:
    Originally Posted by Sister_Twelve View Post
    The Golden Age Secret of the Paragon Society Arc#344596 by @Wrong Number.


    This arc is a very good homage to the golden age of comics. The contact is one of the most memorable that you will encounter. The arc is written in such a way as to make the way that comic books were written back then not seem stupid or cliched, (which, if you read other books that supposedly hearken back to that period, is harder to do than it seems), and it ties what happened in the past to a compelling story occurring in the present.

    The author deserves a Developer's Choice.
    I agree completely. This arc is definitely worthy of a Dev's Choice as is the author. She has proved to be very versatile by writing comedy arcs that really brighten my day and now two serious arcs, both of which I think are worthy of a Dev's Choice.
  13. Thanks so my for taking the time to play and review my arc.

    You are right. I got so focused on OZ I forgot to mention what happened to the other heroes. I will look at putting something after the last mission or in the souvenir.

    I love the tweets! They brought me my second message board induced smile today.

    Thanks again.
  14. Quote:
    Originally Posted by Coulomb2 View Post

    The Greater Good (Arc ID#350877, 4 stars, 5 stars given in game)
    Thank you so much for playing and taking the time to provide such detailed comments.

    Below are some responses to your comments:

    Quote:
    Based on the arc’s premise, and the first mission’s briefing, I’m going to assume that I’m going to be playing the role of a character the author is envisioning, rather than really playing it as Pro Payne. I’ll be honest – I’m not wild about doing that, but considering Pro Payne’s basic premise, the fact that I’m using M.A. as a fantasy engine to play a story about someone else is not an unreasonable stretch, so I’m going to see where it goes.
    You are playing as yourself but as you mentioned you have talked with your former mentor and " He suggested you talk to his friend, Dr. Allura. After months of meeting with her, you find yourself here." So what happened is you have already been brainwashed, or partially so by Dr. Allura. Angela is giving you a series of tests to see how effective the brainwashing was. She is asking you to do evil things and if you perform the tasks and she judges you ready, then you will become a full member of the Greater Good.

    I realize that most people hate having their character hijacked so to speak and that they take offense if they are made to do things that their hero would not do in an MA arc. That is why I put a warning in the arc description. As you know the nature of the challenge was to have a hero do evil for the greater good. My feeling is that many people will dislike this arc simply because they do not like how this arc will make their hero behave.

    Quote:
    (Note: I liked the design of this mission; good use of chained objectives placed in a way to avoid backtracking, as long as you were reasonably thorough searching through the ‘mansion.’ And Nikki’s design was great – she really did look like a little girl rather than a miniature adult. It’s a shame I didn’t get a screenshot – but she ran away too fast after her rescue, which I didn’t mind since it meant I didn’t actually have to escort her back. On a technical note, I would recommend changing her to a non-combat follow for while you remain in the mission – it makes more sense for her to have to stick near you until you exit because you are kidnapping her.)
    I am glad you like Nikki's design. Originally you had to lead her to the door, but some people found that annoying. I like your suggestion of making her a non-combat follow, because you are right that her running out makes no sense.

    Quote:
    Good news guys! If you need your tea re-heated, I’m your man!
    I loved this comment. It gave me my smile for the day

    Quote:
    (Note: It might help bring the story full circle a bit stronger to find your mentor – mentioned in the first mission – here too. The interaction between him and me that forms the backstory that leads me to the arc in the first place at least hints that he introduced me to the Greater Good because, unfortunately, he’d already been brainwashed and subverted by them. Killing your mentor because you don’t have a way to save him would factor into the arc’s story pretty nicely, I think.)
    This is a good thought and space permitting, I may implement this.

    Quote:
    Cons: The other one of the author’s arcs that I’ve reviewed leads me to believe that the author is most comfortable with having a kind of “fairy tale” theme to their arcs; that’s not really my cup of tea (at least for arcs set in the modern day), but I did make every attempt to approach the arc from the standpoint of: “okay, I don’t really like this style of storytelling, but do I think the author did a good job of telling a story using this style?” And, frankly, I felt they did. What does that mean – if you’re a curmudgeonly sort who just can’t get past things not written to your specific tastes (and you don’t like fairy-tale type stories), you should give this arc a pass, but otherwise I do think most folks will enjoy playing the arc, even if it’s not your favorite style.
    I did not think that this arc fit the fairy tale like style, but my other two major arcs most definately do. Perhaps it was the use of symbolic names that made you think so? I am curious to see if you ever play my one mission arc Don't Freak if you think it does as well. My Mom is to blame for this fairy tale style I think since she read me all 30 plus Oz books when I was a kid. Since then I have read lots of science fiction and action stories so for my next arc I am going to make an effort at a different style.

    Quote:
    The basic premise, at least as I understand it, doesn’t seem to be held consistently through: at the beginning I felt as though the expectation was I was filling the shoes of the author’s character, but by the end I felt as though it really was supposed to be my character playing the arc. I also thought the pacing of the story seemed just a little off – I really had some trouble buying how quickly I was willing to do the first evil act (a bank heist); I feel as though something a little more morally grey would be a better “intro” mission, then followed by a bank heist.
    As I mentioned above, your willingness to do evil was because you were already brainwashed. I felt the missions progressed because in the first one you just took money to give to the poor, in the second you broke an "innocent man" out of prision, but in the third, you kidnapped a child.

    Quote:
    On a related note, the end just seemed a little too abrupt, almost like I was wanting just a tad more story development there … something about the arc had me feeling there were just too many loose ends and unexplored avenues in the arc.
    I am not sure what you are looking for here. Perhaps something could be said by Angela after the last mission. I will think about this. If you have anything specific, let me know.

    Quote:
    Finally, I did have some technical issues with those notes – I liked the idea overall, but never could buy exactly how Angela was getting some of them where they were (the big standout is in the jail cell, although the safe I was stealing Mr. Richman’s money from was a close second; the other note locations didn’t seem nearly so implausible.)
    This is a good point. In the bank job, I think it can make sense, as this was a set up test. You are right about the jail cell. I think it would make more sense if someone else slipped you the note (perhaps a guard). It is unlikely Angela could have hidden a note on Mr. Worthington himself.

    Quote:
    One final issue I had: it seemed odd to me that Angela, who almost certainly would have been just as brainwashed as the other heroes, would not have felt the need to “sacrifice herself” for the greater good, lest she, in her altered mental state, fall under the sway of some other villain.
    Angela was not actually brainwashed. She was playing along to look for that someone that she thought could help bring down the Greater Good. My thought was she had a brother or loved one who was taken in by them and who died in their service. Perhaps if I write this into the end of mission 4, it will tie up the loose ends?


    Quote:
    So the final verdict? In spite of some of the things I saw as flaws, I definitely liked the arc overall – it was fun to play through and kept me interested throughout. From a technical standpoint the arc is very well done, and from a story standpoint, I think there’s a good story in that could certainly benefit from some tweaking.
    You gave me some very valuable input that I think can help me make this a better arc. Thank you so much for looking beyond your dislike of a fairy tale style and providing me with very objective and very usefull comments.

    Thanks again so much!
  15. In response to Bubba's latest contest, I decided to enhance my first ever MA arc, which was a one mission arc that involves fighting Freaks.

    At the moment, I have two published versions of the arc. In one, you fight only Freaks. In the other, you fight Freaks and some customs.

    If any of you have time to play both, I would like input on which you prefer.

    If you play the version with the customs, I would like specifically like input on the customs' powersets. I think that all are OK now except the boss. The boss is a Gloom Freak and I believe he has some powers that were mentioned as being disliked. So input as to appropriate, non-annoying powers for a Gloom Freak would be much appreciated.

    As always any input is welcomed. As for ratings, what I request is that you rate it with the concept that a 1 mission arc could be 5 stars. It is one mission and will stay that way. It will not help me if you take off from the rating simply because it is only 1 mission. If you would never give a 1 mission arc 5 stars, then I request that you don't rate it, but would still love your feedback.

    The arc info is as follows:

    Don't Freak (Customs Version): 384769 - @Gypsy Rose

    Don't Freak: 384767 - @Gypsy Rose

    Thanks in advance for your input
  16. Gratz! I loved this arc and was so happy to see this!
  17. Quote:
    Originally Posted by MrCaptainMan View Post
    Don't Freak, Arc ID 384058 by @Gypsy Rose Heroic, Short (1 med map), lvl range 40-54.
    Mission 1: Stop FreaKing!
    Thanks so much for the review! As always your review made me smile.

    I have some questions on the things you did not like.

    Quote:
    I'm not completely sure that the Office/Freakshow mix works here, mainly because there's no clue that the human customs you meet are actually in league with the Freakshow until the debriefing, so I was confused as to why I was fighting them until after I'd finished. It seemed that some of the ANT workers had turned on their co-workers for no good reason (other than them being annoying parallels of Jan, Michael, and Dwight)
    The fact that this might be confusing entered my mind, which is why I added the explanation after the mission.

    Do you think it would be clearer if the group of the Office Freaks was changed to Efficiency Inc. or would it be better if all the enemies were Freaks?

    If you think it would be better if all the enemies were freaks, then I need to decide who to use as hostages. Like you, I really like the map, so I don't want to change it. The map only allows for 3 hostages so I would either keep the hostages I have now, who are parallels of people on the Office (which btw I never saw - I read the Wiki) or I would use my own custom enemies whose bios are composites of people I have worked with over the years. Do you have an opinion as to which would be better?


    Quote:
    The level range is 40+, and I'm not sure why this is. I'd have preferred to see it at a lower level. However, Scoop wasn't ever in any huge danger.
    The range was dictated by the level of the Freaks I used in the arc. I was able to solo it on a 31 blaster.

    I have a question based on your in-game comment. You noted that the robotic caps talk looked odd with the lowercase name which came from $name. Is there a way to make that name uppercase?

    Based on your comments I am leaning heavily towards making all the enemies Freaks. This would remove the issue of worrying about annoying custom powers. Do you think this would make the arc better?

    Thanks again for your input
  18. Quote:
    Originally Posted by Bubbawheat View Post
    I don't think it's so much as being mad at having more arcs than he can handle, but just doesn't want to take requests that he knows he won't get to in a long while. I'm in a similar situation, but I don't cap myself. He doesn't want to be in my situation - I've had two requests from you for arcs that I haven't gotten around to, and you've been waiting what many might say is an unreasonable amount of time for me to get to them (Suppression is next on my list after Bad Voodoo BTW). He just doesn't want that to happen to him.
    I never mind waiting. I know how much time and effort you all put into your threads.

    I was scared by the caps and I couldn't find a fear emote to use, but I wanted to be sure he knew I never saw the request for no more.
  19. Quote:
    Originally Posted by MrCaptainMan View Post
    OK, Rose, since BR sort of retracted his submission, yours can replace it in my queue, but I'll reiterate my pleas from earlier in the arc:

    NO MORE SUBMISSIONS, PLEASE, TILL I'VE FINISHED THESE AND ASK AGAIN

    I take a bit of a long time to play the arcs I 'review', is the reason, I'd rather not have too big a queue and leave people disappointed if I'm taking too long. Thanks.

    Eco
    I'm sorry.

    I saw your post on March 5th, saying you were back and taking submissions for 1, 2 and 3 mission arcs only.

    I somehow missed the post where you said you no more submissions and since we had spoken via PM, I assumed it was OK.

    If you are too busy it's fine.
  20. Bubba's latest contest inspired me to re-visit the very first arc I made for MA. I would love it if you and review my new and hopefully improved 1 mission first ever arc.

    Title: Don't Freak
    ID: 384058
    Author: Gypsy Rose

    Thanks
  21. I am sure I started a thread like this earlier, but I searched and could not find it.

    Inspired by Bubba's lastest challenge, I am fixing up the first arc I ever wrote for MA. It is a 1 mission arc with mostly Freaks, but it does have some custom enemies.

    So my question is this. What powers really annoy you in customs?

    The one I recall from my earlier thread responses was slow.
  22. I would like to suggest:

    A Hero in Need... is a Friend Indeed! (375018) by @Wrong Number

    Two Tickets to Westerly (374002) by @PW
  23. Since the contest is over, I updated the level range for this arc to 5-15.

    This fit the natural level range of the villains I used and allows for a broader player base.

    As always, feedback is welcome.
  24. Gratz!

    This is a really great arc. I loved what you did with the newspaper articles.
    I am really happy for you.