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Right, I feel like this is going in circles. I had a thought that might be helpful, might not be, but it feels more constructive than just tossing in another "yes/no" point in the debate.

For those people who are not satisfied with the actual mechanics of this Quest as they stand, what is one thing you think Poptart could do to improve things? A specific idea that is simultaneously not too wordy would be the target here.

Secondly, for those whose concerns lie less with dice and numbers, and more stylistically (how updates are presented, when "vote breaks" happen, and so on), what is one thing you think could be done better?

I'm not trying to turn this into a list of things the QM must do, but rather encourage positive discussion with at least a bit of focus. I would honestly like to see specific ideas, since I myself don't really feel anything mechanically or stylistically needs to change, but I'm not everyone. So seeing specific ideas beyond "it's not great" would help me understand what some perceive as pain points.
 
I think that, at this point, it's a difference of philosophy on games like this. Can we agree to disagree on that point, and leave it at that?

Well, I think that there's room for discussion of why we hold these differing philosophical positions, but I'll grant that it may not be here so I suppose we can drop that subject. I will say that a sizeable majority of quests I've seen seem to lean more in your direction on that issue, so I'd quite like it if one of the few I've found that doesn't could stay that way.
That's why I'm upset! We have been setting things up to make this encounter as hard as it could be without trying to do so. We screwed ourselves over accidentally.

I've been admitting that the entire time. Several people have. It doesn't change the fact that many of the same people are mad, salty, and disappointed about it, and have opinions on things.

Okay, this I don't understand. You admit that we screwed up...yet somehow Poptart is to blame? Are you seriously going for "the GM should prevent the players from making mistakes"?
 
Right, I feel like this is going in circles. I had a thought that might be helpful, might not be, but it feels more constructive than just tossing in another "yes/no" point in the debate.

For those people who are not satisfied with the actual mechanics of this Quest as they stand, what is one thing you think Poptart could do to improve things? A specific idea that is simultaneously not too wordy would be the target here.

Secondly, for those whose concerns lie less with dice and numbers, and more stylistically (how updates are presented, when "vote breaks" happen, and so on), what is one thing you think could be done better?

I'm not trying to turn this into a list of things the QM must do, but rather encourage positive discussion with at least a bit of focus. I would honestly like to see specific ideas, since I myself don't really feel anything mechanically or stylistically needs to change, but I'm not everyone. So seeing specific ideas beyond "it's not great" would help me understand what some perceive as pain points.
I don't think the quest has mechanics problems as it stands at all. I think that complaints about not understanding the rules can be solved in their entirety (or at least to the degree that they can be solved at all) by posting the explicit rules at the start. For all that there's a lot of stats to look at, the system itself doesn't seem very complicated at all beyond the fact that people outright don't know what it is. I also don't see any barriers to entry being raised by making the rules visible - from what I can tell of the system as it stands, while seeing the rules would help players understand what's happening and why, they aren't any more useful in planning out future actions than the vague stats currently defined in the character sheet. Computing the exact calculation of bonuses offers no comparative advantage compared to looking at the stats as they stand, and is thus mostly irrelevant from a planning point of view.
 
Okay, this I don't understand. You admit that we screwed up...yet somehow Poptart is to blame? Are you seriously going for "the GM should prevent the players from making mistakes"?
@PoptartProdigy is not to blame. However, the reason that the guiderail vs railroad thing came up in the first place was because they had said something about "preventive measures" and not likening this whole mess.

The focus is that if things were done differently, we wouldn't have had this blow up. The way I would have done it is with some guidrails to get the players in the mindset of "we need to learn more". Therefore, since I believe that mechanics changes will not solve this issue, I brought up the idea of railroad vs guiderail so that it gets considered.

I'm not trying to blame Poptart for our mistakes. I am suggesting that if they hate having their thread blow up like this when something goes horribly wrong, they should take more control and agency over the plot instead of just letting things happen.

There is a huge difference between more traditional roleplaying games and quest's like this. And that is narrowing of focus. Most stuff D&D style, where players and their DM are roleplaying with mechanics to set rules on what can be done. Even the most difficult of DMs need to play using game mechanics. They are usually telling the story of a group of characters and the world they interact with.

Most fourm quests, on the other hand, have a multitude of people sporadically controlling one character, and DM who does everything else, including controlling the way the player character actually does things that the players decide to do. The reason that the guiderail technique is used by many GMs is to prevent exactly the kind of things that Poptart has said they don't like happening.

It's not that a GM should prevent players from making a mistake. The problem is that the entire playerbase is blind to anything the GM doesn't explicitly tell them. The guiderails are to help orientate the player base in sorta kinda the right direction to find clues.

Example: Poptart reinforced the idea that NPCs are competent at what they do. We trusted NPCs to things that there were supposed to be good at. This was fine until it wasn't and we were screwed. In a D&D style game, with several player characters around to do stuff, the compromised NPCs wouldn't have been leading the conspiracy if the PCs both had a choice and cared about the outcome. In a more average quest, some hints about mindcontrol would have been dropped early to be a chekhov's gun later, and the NPCs wouldn't say things that lead players to believe that mindcontroling can be better resisted the stronger you are, without the caveat that power level at the takeover was directly relevant to the resistance. The guiderail method would be used not to prevent mistakes, but instead to prevent misconceptions.

Not everyone will be able to see underneath the underneath. Only the GM can do so consistently, as something fundamentally does not exist in the setting until the GM decides it does, therefore they know everything there is to know.

This actually why forum quest are typically set in a fictional work that exists outside the GM's own head. When it is completely internal, things the players don't know screw them over. And when the players learn about the world and come to the wrong conclusion about important mechanics to the setting, fixing those misconceptions is hard and the only one who can do so is the GM.

Now, this setting based on a fictional work that both GM and Players have a mutual understanding of. But the actual story we are dealing with has huge differences in style, theme, and characters than the original. But while the players learn about how the setting is different than the original work, they will inherently assume that something in the setting is like the original work until proven wrong. Mindcontrol was never a big factor in the Dragonball franchise. It happened, but it was always obvious and could be fought off if you were strong enough. The fact that mindcontrol was ever going to be directly relevant and also in completely subtle sleeper agent form goes against that inherent assumption.

If this was not a Dragonball story, I am completely confident that the idea of allies potentially being under mindcontrol would not have been the surprise. The fact that there were laws against it would have been enough to put the player base on the right trail. But with incorrect assumptions about how it works in the setting, we never acted like it was the threat it turned out to be. And many of those assumptions were not formed from anything that Poptart did, but from the source material that Poptart was using.

In the future, I would hope that when something is completely different or works completely different from how the original material had it, we would have more GM guiderails in place so we don't form misconceptions on things in the setting. But that's only my opinion, and I hope I have adequately explained why I feel that way now.

Edit: Fixed typos.
 
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...okay, now I have no clue what you all want. Everybody seems to be arguing with 100% confidence for very different viewpoints. Let's fit some numbers to this.

Do you want:

[ ] The rules as they presently stand, but with explicit details on what exactly whose rules entail.

Or:

[ ] A complete rework of the rules to make them practically accessible to the player base.
 
[X] The rules as they presently stand, but with explicit details on what exactly whose rules entail.

I like the way the numbers work and have no problem seeing more of the "insides".
 
[X] The rules as they presently stand, but with explicit details on what exactly whose rules entail.

Personally, I think that the complaints about transparency were, in general, less about an issue with game mechanics and more an issue being blindsided with the mindcontrol thing.
 
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[X] The rules as they presently stand, but with explicit details on what exactly whose rules entail.
 
[x] The rules as they presently stand, but with explicit details on what exactly whose rules entail.

I think it's going to be a pretty one-sided vote
 
[X] The rules as they presently stand, but with explicit details on what exactly whose rules entail.
 
[x] The rules as they presently stand, but with explicit details on what exactly whose rules entail.
 
[X] The rules as they presently stand, but with explicit details on what exactly whose rules entail.

For all the arguing about various things here, I don't think I've seen anyone argue explicitly in favour of a rework? There's been suggestions on how to go about it if you do, but I don't recall seeing anyone say that the current rules are bad, just hidden?
 
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[X] The rules as they presently stand, but with explicit details on what exactly whose rules entail.
The rule system I found personally to be fairly readable and comprehensible.
 
[X] The rules as they presently stand, but with explicit details on what exactly whose rules entail.
 
[X] The rules as they presently stand, but with explicit details on what exactly whose rules entail.
 
Secondly, for those whose concerns lie less with dice and numbers, and more stylistically (how updates are presented, when "vote breaks" happen, and so on), what is one thing you think could be done better?
Mmn, well... More use of author's notes at the bottom for stuff that may not have been discussed in detail in-story, but that Kakara would know about from off-screen stuff? (Like everything we learned from Dandelor about magic, for instance.)
 
@PoptartProdigy

I feel, with all the negativity the thread has had lately, I should say something nice.

I hope that this all gets better soon. I don't think any of the demands for "transparency of the rules" were truly meant in a mean or attacking way. Including mine. I believe that it was a convenient target to lash out at, that was not actually you. I think very few people in your player base are mad at you over this, and have been lashing out at things on a general level.

Because I like you. You write well, have interesting ideas, and can bring characters them to life in a way I not only understand them, but I also emphasize with them. There's published authors out there that can't do that, and you are doing it for free.

I don't think I am alone in this sentiment. I believe the vast majority of your player base feels the same, or similar, about you and this quest. Because if they didn't, why in the world would they be here over 300 thousand words of story posts later?

I know now, after having time to think and discuss things with people both in this thread and in real life, that the rules transparency was a convenient target. It was a way of being mad and angry that felt reasonable and productive. It really wasn't, but it felt that way. Therefore, I said things with a filter of anger and disappointment that were, frankly, unreasonable.

I've never wanted the quest to stop. I want to move forward, deal with the hand we were dealt, and be the best Space Ghost we can be. I want to get to the point were the thread jokes about it, referencing DBZ Abridged Nappa Ghost or other funny things.

We lost. I accept that. I know that we will rise from this loss with all grit and stubborn determination we can vote up. You are giving us an out, a way to eventually snatch victory back from the jaws of defeat.

Thank you for not ending the quest, by having us seal before we woke up or something stupid yet reasonable like that. Thank you for both your perseverance and your creativity. And thank you for four years of entertainment.
 
[X] The rules as they presently stand, but with explicit details on what exactly whose rules entail.

Totally unexpected from me, I know. :V
 
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