- Combat is quick, brutal and very tense.
- Magic is powerful, dangerous and unpredictable.
- Dungeon crawling does not kill roleplaying. Creative players find opportunities everywhere.
- There were plenty of heroic acts, all the more meaningful because the risk of death is real.
- The DM has no idea what's going to happen and is as excited as the players.
- Due to the PCs' interactions, the village next to the dungeon is taking shape at a rapid pace, spawning opportunities for adventure and roleplaying.
- The Barrowmaze lacks the kind of sword & sorcercy atmosphere and sense of wonder I desire.
- I dropped the ball regarding faith and religion. I failed to set the mood with the village priest and except for one player's initiative, these elements are largely absent from the game...
- Resource management, random encounters and using miniatures on a grid can be tedious at times.
- Dying - especially dying over and over again - can be frustrating and strain player creativity and compassion. (The players are handling these challenges well, though.)