Idea!How exactly are you expecting to keep them anywhere they don't want to stay? While Kyoufu could maybe be convinced to hide somewhere safe, given their demonstrated strength and durability I'm not sure why you think restraining Muhou would lead to anything other than her leaving the premises Kool-Aid Man style.
Also, it's still unknown whether there's just the two of them or if there's more. Frankly, Maiko's biggest concern right now is that there could be a third focused on sorrow or despair, because there'd be a very real danger of that aura darkening Soul Gems.
Wouldn't that just be taking all of Naoko and moving her from "human body" to "Unfamiliar body?"
No no, the Naoko left behind after the Unfamiliar of jerkass-ness is pulled out will be a much better person, probably
Could you put the winner vote when you write a new post that would make it really easier for those like me that are using reader mode to catch up .
Well you could make a separate post for the winning vote right before the story post.Yui: *waves hand in front of Naoko's face* Helloooo? Anyone home?
Naoko: *blinks once, twice, then nods slowly*
Yui: Uh, great. So! How do you feel?
Naoko: *tilts head, blinks, shrugs*
Yui: ...yeah, this didn't work out the way I hoped.
Maiko: I don't know about that.
Yui: Huh?
Maiko: I mean, strictly speaking, this is an improvement...
Like, copy the winning vote and put it in a spoiler at the start of the following update? I've seen quests that do that and I considered it, but it always felt kinda disruptive to me as a reader. For a more crunchy-mechanics-oriented quest it might be necessary to provide context, less so in an almost entirely narrative-driven quest like this one.
Ideally, if you stripped out the voting-option blocks and combined all the posts into one document PMIM should still read as a coherent and self-consistent narrative. That's my goal, at least.
Anybody else have any thoughts on the matter?
When I catch up on quests, not knowing which vote won is annoying. When using reader mode, it doesn't detract from the immersion because when you see the spoilered voting results, you have just scrolled past the unspoilered voting options. When not catching up, it doesn't detract from the immersion for me, because the spoiler box is right at the top and I haven't started reading and getting immersed yet.Like, copy the winning vote and put it in a spoiler at the start of the following update? I've seen quests that do that and I considered it, but it always felt kinda disruptive to me as a reader. For a more crunchy-mechanics-oriented quest it might be necessary to provide context, less so in an almost entirely narrative-driven quest like this one.
Ideally, if you stripped out the voting-option blocks and combined all the posts into one document PMIM should still read as a coherent and self-consistent narrative. That's my goal, at least.
Anybody else have any thoughts on the matter?
Well you could make a separate post for the winning vote right before the story post.
I read quests as quests, so I like to know what the voters intended when things start to backfire. It's not always clear what people voted for after the QM writes their updates. A spoiler is very easily ignored if the reader doesn't care about the meta.
When I catch up on quests, not knowing which vote won is annoying. When using reader mode, it doesn't detract from the immersion because when you see the spoilered voting results, you have just scrolled past the unspoilered voting options. When not catching up, it doesn't detract from the immersion for me, because the spoiler box is right at the top and I haven't started reading and getting immersed yet.
In short: Oh god yes please
My preferred format for all quests is for votes in the beginning, along with bought upgrades, then at the end an updated character sheet and finally an author's note. All neatly spoilered.
The reason for the character sheets is because if there's only one, continually updated, later readers will be either spoiled or left without context.
I have a strong preference for putting the vote in a spoiler. It's annoying not having it, I feel lost without it. I think part of it is that I want to know what the playerbase decided in a straightforward manner, not just having to infer it and go to the previous post to figure out what the vote options where.Yui: *waves hand in front of Naoko's face* Helloooo? Anyone home?
Naoko: *blinks once, twice, then nods slowly*
Yui: Uh, great. So! How do you feel?
Naoko: *tilts head, blinks, shrugs*
Yui: ...yeah, this didn't work out the way I hoped.
Maiko: I don't know about that.
Yui: Huh?
Maiko: I mean, strictly speaking, this is an improvement...
Like, copy the winning vote and put it in a spoiler at the start of the following update? I've seen quests that do that and I considered it, but it always felt kinda disruptive to me as a reader. For a more crunchy-mechanics-oriented quest it might be necessary to provide context, less so in an almost entirely narrative-driven quest like this one.
Ideally, if you stripped out the voting-option blocks and combined all the posts into one document PMIM should still read as a coherent and self-consistent narrative. That's my goal, at least.
Anybody else have any thoughts on the matter?
I can see where you're coming from, but as someone who's trying to reread the quest right now, I gotta agree with the man. Trying to go back to where you listed the vote can be pretty irritating, and one does like to know what exactly was voted on. The idea of it being a 'consistent narrative' is also somewhat broken up by the fact that each section ends with a bunch of vote options, rather defeating the point.Like, copy the winning vote and put it in a spoiler at the start of the following update? I've seen quests that do that and I considered it, but it always felt kinda disruptive to me as a reader. For a more crunchy-mechanics-oriented quest it might be necessary to provide context, less so in an almost entirely narrative-driven quest like this one.
Ideally, if you stripped out the voting-option blocks and combined all the posts into one document PMIM should still read as a coherent and self-consistent narrative. That's my goal, at least.
Anybody else have any thoughts on the matter?
S'fine either way.
I have a strong preference for putting the vote in a spoiler. It's annoying not having it, I feel lost without it. I think part of it is that I want to know what the playerbase decided in a straightforward manner, not just having to infer it and go to the previous post to figure out what the vote options where.
I can see where you're coming from, but as someone who's trying to reread the quest right now, I gotta agree with the man. Trying to go back to where you listed the vote can be pretty irritating, and one does like to know what exactly was voted on. The idea of it being a 'consistent narrative' is also somewhat broken up by the fact that each section ends with a bunch of vote options, rather defeating the point.
She calls the unfamiliar her friend, and then two seconds later says there's no such thing as friendship for the forsaken. Either she's contradicting herself, or she's saying that Yui's the forsaken one.Then wh-why were you unafraid of my new friend?
You suddenly realize you've lost track of the recently-created unfamiliar. Whoops. Where did he go, anyway?
Don't hurt him!
I was just asking, geez! I want to talk to you, not hurt anyone, you say. Maybe we can even be friends!
That cannot be, Kyoufu insists. Th-there is no such thing as friendship f-for the forsaken.
When it becomes important, relevant, yes. So far you've been quite good at telling us in text how much Corruption Yui has and more or less her Grief Seed situation, but as her coterie grows, tracking who has what and who's doing what becomes more important.Nah, that'd be even more awkward--either scrolling up when reading by threadmarks, or not appearing at all in reader mode.
Hunh, okay. I suppose I can start doing that, then? Unless there's another contingent that absolutely hates the idea or something.
Yeeeeaaaah, that reminds me that I should probably start tracking stuff like Grief Seed reserves, ally Soul Gem corruption levels, and stuff like that. Or rather, I should actually update the tracking information I already have. Want me to start posting some of that at the end of updates as well? And if so, any thoughts on what info and how it should be organized?
I kind of don't want that. While it would be useful in a mechanical way to have constantly-updated summaries of Yui's knowledge and available assets, it also undermines the narrative nature of the quest. The constant presence of an "inventory" or "status sheet" is inherently something which pushes players toward a gamist mental frame of reference instead of encouraging us to treat things as a controlled story. That's troublesome enough already.Yeeeeaaaah, that reminds me that I should probably start tracking stuff like Grief Seed reserves, ally Soul Gem corruption levels, and stuff like that. Or rather, I should actually update the tracking information I already have. Want me to start posting some of that at the end of updates as well? And if so, any thoughts on what info and how it should be organized?
Was rereading and I noticed something kinda weird.
She calls the unfamiliar her friend, and then two seconds later says there's no such thing as friendship for the forsaken. Either she's contradicting herself, or she's saying that Yui's the forsaken one.
When it becomes important, relevant, yes. So far you've been quite good at telling us in text how much Corruption Yui has and more or less her Grief Seed situation, but as her coterie grows, tracking who has what and who's doing what becomes more important.
I kind of don't want that. While it would be useful in a mechanical way to have constantly-updated summaries of Yui's knowledge and available assets, it also undermines the narrative nature of the quest. The constant presence of an "inventory" or "status sheet" is inherently something which pushes players toward a gamist mental frame of reference instead of encouraging us to treat things as a controlled story. That's troublesome enough already.
Unless it's narratively relevant, we don't and shouldn't care about whether we have eight grief seeds or ten, or whether a given girl is at 10% or 30% grief. "Your grief seed stockpiles are running low, hunting is below replacement" or "one of your friends is letting her gem stay at high corruption for extended periods instead of cleansing" are things we do need to care about, but those are best presented, approached, and handled in a narrative fashion instead of by tracking sheets.
The problem of having so many people and fiddly details that it becomes difficult for the players to keep track of narratively exists, but at that point it's a narrative problem with a narrative solution- Yui is also likely to be having difficulty keeping track of things and should be coming up with blanket high-level solutions to widespread problems, delegating more, and otherwise doing the things that people actually do when they're hitting management issues.
So unlike several of you, I actually didn't go back and reread anything to refresh my memory for this update. That said...--[X] Ask Maiko to find a couple of available allies and call them in to help contain the situation. Leave the specifics to her judgement, since yours is about to be impaired.
I propose a simpleminded modification of Plan: Hold my Sanity. I really think we ought to get some more meguca involved in the situation sooner rather than later so we have more options later.
I think if anybody was easily available, we'd have called on them then; we very specifically disrupted Yumi's relaxation time after all. It's like calling somebody in on their day off for overtime.
So I'm hesitant to call for yet more reinforcements right now when we don't even have a vague idea on how to deal with the situation. Minami and Yumi are both viable once their job is done. Minami is currently on overwatch. But again, what would we actually ask them to do?
Would be quite interesting if the new girl can use this ability against magical girls, imagine removing one of Yui's emotion or she remove despair from a magical girl, would it reduce the grief corruption in her soul gem if she's close to witching.Well we're assuming the source is a magical girl who made a wish, and either as a magical ability shaped by the wish or the effect of the wish itself she cast off certain emotions. Exiled them, cut the cord, etc.
Either the new girl will be able to reconnect or control these emotions somehow via her wish magic, or we need to figure out how to get her to reject or undo her wish, or something else we can only really figure out once we know what's going on.
Edit: Getting Shinobu's help would be great, actually. It's not even hunting a witch, she clearly gets to be a good guy, and her powers are great for this exact situation where we need nonlethal options for containment. Maybe Shinobu specifically would be good to ask for?
Well there's that mobile phone game with trick characters pull there.Maiko's gonna be real disappointed if this happens and nobody gets a Persona out of the deal.
So, coming back to this quest after the hiatus, I had no idea who Muhou might be, so when an elementary-schooler-looking girl started beating up Kyoufu my first guess was untransformed Tomo. It was fairly eye-popping, until I understood what was going on.Ohyeah I knew I was forgetting somebody. In my defense, this quest totally has too many characters. I blame the QM.