[X] Plan Dug Too Greedily
-[X] Worrisome Discovery - 1 Point
-[X] Corrupted Monsters - 2 Points
-[X] Slumbering Terror - 2 Points
-[X] Dark Portals - 3 Points

As media keeps telling us, any scientific expedition into ancient secrets will have been infiltrated by a fanatic cult, because I don't even know why, but it keeps turning up in horror games.

Admittedly the sleeping dragon starts to sound like some sort of eldritch horror more than a regular dragon, what with people turning into monsters and opening portals everywhere.

Still, if it's a regular dragon, maybe we can befriend it.

-

In case anyone was curious about what the heck I was talking about in the prior vote:

Plan Skin Dark Hair Light was what I was talking about, because it's essentially the Japanese Street Fashion of ganguro gyaru. In other words, it has extra connotations for our heroine's personality that the other options did not, and I was hoping this was considered in that plan.
 
If the spirit of a recently-deceased loved one were to suddenly appear, do you think most people would react rationally and accept it right off the bat?
People are afraid of uncertainties and the unknown in general, and there isn't anything more unknownable than death. So of course if things started happening without context, possessions got moved, or guitars suddenly started playing on their own, it would freak people out. But it's not as if we can't provide that context, especially since we have retained our ability to communicate.

I would also say that I am yet to find anyone who, having received news of losing someone, didn't hold out hope that it was some kind of mistake or misunderstanding. Denial is the first stage of grief, after all. So I really do think that if Yuki came clean to her family, no matter how outrageous her story would sound, they would have believed her simply because they would want to believe. Rational thinking has nothing to do with it.
But how would they react to that? [...] If your brother died instead, and reappeared saying he was now a magical girl, you'd probably think the grief had driven you crazy...
Well, I can only quote a popular cartoon from my childhood:
"If we would have gone crazy, it wouldn't be all at the same time. One goes crazy alone. It's the flu that people get together." :p

I actually had approaching our bro first in mind. Since he is still a kid, and since he knew his big sis was a weirdo, he might have been more accepting of weird things happening. But I suppose the Stranger has already arranged for a meeting with our family, unless it was just an excuse to meet us.

...we really should get a phone. Why couldn't we get telepathy included with our superpower set?

[X] Plan Monsters and Mysteries
 
Last edited:
[X] Plan Maximum Masochism

We really should ask the stranger for their name, etc. (even though I doubt they'll tell us).
 
We really should ask the stranger for their name, etc. (even though I doubt they'll tell us).

If nothing else, we probably need to be able to call the stranger something other than "the stranger" or "that guy" or some such variant.

(I'm imagining the stranger approving of the name "The Stranger", just because it sounds cool.)
 
[X] Dubious Dopplegangers - 1 Point
[X] Worrisome Discovery - 1 Point
[X] Slumbering Terror - 2 Points
[X] Dark Portals - 3 Points
 
What I want to know is why choosing more the seven points of stuff is encouraged. Is it because the GM wants us to suffer...or is there another reason?
 
More potential for the story to go sideways offers more opportunities for an interesting story. Who doesn't love tales about overcoming terrible odds?

The most intense quests are the ones where everything is on fire, you only have a bucket, and the well is haunted.
 
What I want to know is why choosing more the seven points of stuff is encouraged. Is it because the GM wants us to suffer...or is there another reason?
It's not suffering, it's how fun the story gets. It's going to be difficult but fair either way, so piling more things on just makes the battle more crazy.
 
[X] Plan Yakuza Dragon
[X] Worrisome Discovery - 1 Point
[X] Corrupted Monsters - 2 Points
[X] Slumbering Terror - 2 Points
[X] The Godfather - 3 Points

Might be a bit late to the game but no harm in trying. Well that and I'm somewhat warry of the Doppelgänger scenario leading to us having a clone that pretends to be the original, that we were the fake that died and infiltrates our family. Something I'd rather avoid. (Here's hoping I didn't accidentally give anyone ideas.)

What have I done. D:
You broke the limiter on the fun setting?
 
What have I done. D:

Apparently made a joke vote without marking it as [joke]

But honestly SV likes challenges and so far our character is being shaped into being the veteran magical girl quickly between demeanor (being a ghost isn't exactly a happy thing, also level headed and probably reliable) and situation/experience (while we're not that much newer but no civilian life means more tome for the work). The power giver is a bit - hapless really, and the dynamic of hapless recruiter and what basically amounts as a seargent rock/hyper competent subordinate would be great to play as.

Also personally I can relate to characters with two emergencies to deal with at once - and I find it funny
 
What I want to know is why choosing more the seven points of stuff is encouraged. Is it because the GM wants us to suffer...or is there another reason?
Three reasons. First is that while I'm not overly attached to most of the scenarios (aside from the Juggernaut one, which is why I made it locked in from the start) I still didn't want 80% of them to wind up going to waste right off the bat. Thus the baseline of seven points to make sure at least three or four would be picked, with the option to do even more if interested.

Second reason is for some variety as a writer. Some of the scenarios are more relaxed while others require more consistent attention, but all are more-or-less set up so that if we're getting bored dealing with one thing, attention can be shifted to another plotline for a while without it feeling out of nowhere.

Third and arguably most important is of course, as others have said, urgency and fun; always having something to do. Even if some plotlines are shorter than others, generally speaking there's always going to be a few different fires to put out, and by the time most of them have been dealt with you'll probably be facing endgame for the remaining longer ones. And this isn't even getting into things like death's side-offer and team dynamics.
 
Last edited:
Third and arguably most important is of course, as others have said, urgency and fun; always having something to do. Even if some plotlines are shorter than others, generally speaking there's always going to be a few different fires to put out, and by the time most of them have been dealt with you'll probably be facing endgame for the remaining longer ones. And this isn't even getting into things like death's side-offer and team dynamics.
Pretty much; giving you the option to throw ninjas at us means that instead of you getting writers block and staring at the screen you can throw ninjas at us and have the plot progress that way.
 
Back
Top