Should Series 3:Team 11 have won?
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i think the way level 3was done in series 3 was very tricky, ie you had to get a spell by answeing a question, if not die along the way!!! The use of clue objetcs was spare and if they did find objetcs they were useless(i remember Mogdred saying "None of these objetcs are of use to you")
They shoudl have won!!!! a damm good quest it was too!!!!
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[quote author=HStorm
I'd consider that a flaw in S3 if that's true, as it makes it too linear, almost a fix. Also, as I mentioned before, if the death was pre-ordained from the moment they failed the riddle, that makes most of level three seem a bit pointless.
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Not at all. There were lots of quests that weren't failed immediately because you picked the wrong objects or got a riddle wrong, and not just in Series 3. TC himself has said that making the wrong choice of objects or getting a riddle wrong put teams into a losing status, one from which they would not be allowed to win.
Not killing losing teams off straight away adds to the tension of a quest, even if you know they ARE going to fail - it's a case of waiting to see HOW.

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...and in that we have a recurring point about Knightmare:- The atmosphere.
Rarely was a teams mistake SO obvious that a team should be killed off in the next room. Far rather let them relax a litle thinking they've survived a near miss, then nail 'em 'stagefright' style by presenting an obstacle that they weren't expecting. (sadly this was nearly always a causeway minus code but thats a different thread...)
For instance (apologies for not being able to quote series/team):-
Elita running off with no help despite being given what she wanted. reason: team too slow to decide.
Team not having causeway code by not winning their magic diploma from Hordriss.
My personal favourite: Blackened room, no nightsight... LF voiceover "2-nil I think............"
It's like the production was trying to get back to the old 'clueroom fear'. Yes, there's been a glitch but HAVE THE TEAM SURVIVED??
To give another side, in HStorms defence... I used to hate when the rooms taken between the initial mistake and the teams demise happen over a 'Timeout'. The team has screwed up... get rid of them, not waste part of the NEXT episode killing them off. That was down to good/bad timing I suppose... Even Pickle noticed this occurence at one point during an episode start (I believe in S4).
"The team are carrying *** and ******** but I can't help thinking they should be carrying something else"
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Well I agree with all that, Snowcat, but this situation is slightly different because we're talking about spells rather than clue objects. Magic is always looked upon as a bonus more than an essential tool for survival (hence teams tended to celebrate when they were awarded a spell, but not when they found a clue object).
I guess I'd just prefer to see spells as a way of making the job a lot easier rather than an critical means of survival. It feels more human when you can win by your own powers rather than needing mysticism coming to your aid. It's more inspiring and gives more hope to an audience being shown you can be a winner in your own right rather than needing Merlin to win it for you, if you see what I mean.
So I'd have preferred it if failing to win magic meant you had to win the quest by a far tougher means, rather than making it completely impossible.
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