Sure. Nothing wrong with fitness club, double xp is double xp, but we're a wizard. We need more magic stat.

[X] Teach Isola To Read but also some bladderwack
 
The week-long plans with up to four sub-actions in a day are, ah, above the threshold of complexity that I would put in my own votes, though.
I'm going to echo Nevill, plans involving 20 different elements are just a little difficult to make, and I'm not much of a plan builder anyways. If we were taking things in smaller increments I'd have an easier time with it.
This vote is also above my ability to manage the mechanics of this quest. I'm not even sure I actually understand the implications of the vote as written, but I can come up with a minor change as an alternative plan to argue over.
Well, judging by some of the other quests I've seen on this board, some of them extraordinarily popular, I mistakenly believed that people were perfectly fine with long and complicated vote options. More fool me, I guess. :rolleyes:

I eventually want to streamline this quest so getting through an entire week will take no more than a few paragraphs, so then I can focus on the incidents and storylines that I'm really interested in. It seems a bit much for me to expect you to vote on every single thing which Dorian will do in a week if most of those things will be resolved in a couple of sentences: too much effort for too little reward. Yeah, I know the feeling.

I realise that there are a lot of different actions to choose from and that this could get quite complicated. Please don't get stressed about it. Let's discuss some of the things you might want to do and then we'll work something out together, okay?
Well, I said that, didn't I? Nevertheless, it seems like people panicked when they saw the list of options. Obviously, I've gone wrong somewhere.

In future, when we get to the end of a week/start of another week, I won't ask you to vote for what Dorian will do next. Instead, I'll ask you: what would you like to do in the next week? Above this post, I can see that several people have put some effort into describing what they want Dorian to do in the future, where they want him to end up and how they think he could get there. That's the sort of thing I want to see.

Then, after people have described their ideas for what they want Dorian to do, I'll present you with a few possible timetables and ask you to vote on which one you prefer. So, using LLSix's and Tascion's plans as examples, it might go something like this:

What should Dorian get up to in the next week? (Choose whichever timetable you prefer.)

[] Teach Isolia to read
OnedayTwodayThreedayFourdayFivedaySixdaySevenday
Lesson: Ritual MagicLesson: LiteracyLesson: AlchemyLesson: Ritual MagicLesson: LiteracyRestRest
Studying: practice Literacy with Cadre 1FStudying: practice Literacy with Cadre 1FStudying: learn Alchemy with Cadre 1FStudying: practice Literacy with Cadre 1FStudying: practice Literacy with Cadre 1FRestFitness Club
GardeningDebating ClubGardeningExplorers and Archaeologists ClubGardeningRestPractice Literacy with Cadre 1F

OR:

[] Save Isolia from Witt.
OnedayTwodayThreedayFourdayFivedaySixdaySevenday
Lesson: Ritual MagicLesson: LiteracyLesson: AlchemyLesson: Ritual MagicLesson: LiteracyRestRest
Studying: practice Literacy with Cadre 1FStudying: practice Literacy with Cadre 1FStudying: learn Alchemy with Cadre 1FStudying: practice Literacy with Cadre 1FStudy AlchemyRestFitness Club
Practice Literacy with Cadre 1FPractice Literacy with Cadre 1FGardeningPractice Literacy with Cadre 1FGardeningRestPractice Literacy with Cadre 1F

OR:

[] Teach Isolia to read but also play some Bladderwrack
OnedayTwodayThreedayFourdayFivedaySixdaySevenday
Lesson: Ritual MagicLesson: LiteracyLesson: AlchemyLesson: Ritual MagicLesson: LiteracyRestRest
Studying: practice Literacy with Cadre 1FStudying: practice Literacy with Cadre 1FStudying: learn Alchemy with Cadre 1FStudying: practice Literacy with Cadre 1FStudying: practice Literacy with Cadre 1FRestBladderwrack League
GardeningDebating ClubGardeningExplorers and Archaeologists ClubGardeningRestPractice Literacy with Cadre 1F

Does that seem easier? That way, you could just give me a vague idea of what you wanted to do and I'd turn it into an organized timetable. And I'd never again have to remind you that Dorian needs four rest actions per week because of his low Durability: I'd automatically include them in the timetable. Also, I wouldn't have to keep saying, "I assume you're not going to skive off lessons." Unless, of course, you'd already told me that you wanted Dorian to skive off lessons that week.

I admit, providing a decent structure for my quests is something I find very difficult to do. One of the reasons I gave up on A Hedge Maze Is You (which was the only really popular quest that I've ever written) was because it collapsed under its own weight. I suppose teething troubles like in this quest are to be expected. But does the plan I've outlined in this post sound like it might be a better way of doing things? You tell me your ideas, I'll try to turn them into a plan. Yay?

(Also, I want to specifically thank LLSix and Tascion for the work they put into their plans. Saved me a lot of work.) :)
 
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Well, judging by some of the other quests I've seen on this board, some of them extraordinarily popular, I mistakenly believed that people were perfectly fine with long and complicated vote options. More fool me, I guess
I'm personally surprised such quests stay active. I don't understand how such quests get people involved.

When I look back at my chromatic quest, I'm consistently surprised that anybody voted at all.
 
Does that seem easier?
It is a lot more readable, for one. It's fine if you require votes to be submitted in this format, because then I can actually comprehend the differences between the plans without drawing a spreadsheet myself.

Plus it gets rid of the suboptions:
-[] If we can, beg, barter, or buy enough marigolds to pay our tuition and grow our own seeds for next year
-[] If we can, buy pots for our sage and peppermint sproutlings.
I have nothing against them, they are good ideas, but the vote is complex as it is. Maybe they could be moved to the relevant section of the update, or just submitted in plain text as a suggestion, since I know you read the discussion anyway.

I'd probably highlight the differences, or if we are talking a template, bold the commonalities like Lessons (or even remove them outright - but we might need them if there are time-sensitive actions which depend on them, like an assignment is due and we must need to do research in our Free slot for it), to make sure we don't pay attention to these parts as they are set in stone.

Edit: Experimenting with the table...
Schedules of available clubs. Provided in Table format (instead of xtable) for ease of editing on the fly.
I think a template like this visualizing when the club activities can take place should be provided somehere. Preferably in every update when we need to come up with a week plan.
____Oneday________Twoday________Threeday________Fourday________Fiveday__________Sixday___________Sevenday_____
Bladderwrack League*, Equestrian Society, Work for SimonyBladderwrack League*, Fitness Club, Work for Simony
Bladderwrack League*, Equestrian Society, Work for SimonyBladderwrack League*, Fitness Club, Work for Simony

Gardening Club, Board Games Club, Dueling Club*
Debating Club, Poetry ClubGardening Club, Literature Club, the Apathy Society*Explorers and Archaeologists Club*, Mathematics Club*Gardening Club, Music Club, School ChoirAstronomy Club*
I think choices of XP/stat allocation (when there is such a choice) are too unwieldy to be a part of this vote/table, and should be moved to the vote after the club session happens.

Edit2: oh, and
[x] Teach Isolia to read but also play some Bladderwrack
 
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(Also, I want to specifically thank LLSix and Tascion for the work they put into their plans. Saved me a lot of work.) :)
I enjoyed doing it.

I think your suggested approach will work well. It's normal to have to experiment with options for presenting votes. Different quests attract different readerships, and not everyone wants to embrace complexity in their leisure activities. I love it, but I've had to learn to accept not everyone does. I also think the complexity of the schedule will drop after a few weeks as Dorian gains more semi-permanent commitments like Gardening club.

If you don't mind, I might help put together other schedules when I have time? I can't commit to doing it all the time since I have my own quest to run (on another forum), but I don't want you to burn out either.

[X] Teach Isolia to read
 
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[X] Teach Isolia to read but also play some Bladderwrack

The extra knowledge xp we can get from asking older students questions is just too good to pass up.

At the end of the year, we will be put through a test that may or may not involve giant mutated rats. Since we`re too young for the Dueling Club, Bladderwrack seems like the best way to prepare. Also, raising our Ritual Magic and Magic scores is pretty important if we want to do alchemy all summer to earn money for the family. Infuse Magic Potion requires a check of 9 to succeed, so we need to get our Magic + Ritual Magic to 7 to protect us from bad rolls.
 
quick review from someone who binged what there is so far just today. If its not welcome i can delete.

Pretty fun story reminding me of anime magic highschool stuff back when those didnt have protags who could kill god with a pimpslap at the age of 14. Aka bit cliche but in a fun way. Not in the oh god make ot stop way.

My big confusion with it is why everything escalated so damn quickly. If i had to peg a tipping point i think id say after we woke up from our mind magic lesson. Before that it was just highschool drama and some fun school puzzles. Then all of a sudden within the span of like two chapters we have got demons, dying daddies, and we are apparently a homonculi, tho apparently all elves are? Boole spilled his life story to us insanely fast. Like we havent even known him for a full week and he wants us to help him hide his abused little sisters and solve his soul slave problem. I mean i guess he is desperate but it all just feels rushed as hell. Then miss andriod spills her lifestory super fast and put herself as our workhorse incredibly fast and easily. If she can be pushed around that easily how is she a teacher in any way? For "our first fight" i think it honestly would have been best to rewrite it so that she left a baddie for us our something as a combat lesson (since you admitted in the post that you felt you had wrote urself into a corner) it would have been a believable situation.

But overall its just feels like the story suddenly kicked into hyper gear insanely fast and characters divulged to us and are supporting us as though we were charisma 6 or something. Im going to stick around if thats ok, but i just wanted to voicd my concern over how we just went from having to worry about being able to write good to having to deal with the fallout of a demonic pact with city and possibly kingdom wide implications in the span of a day. If its going to be a fast paced crazy thrill ride awesome, but i dont feel our character is equiped for that and our power progression seems to be a bit slow (we have to start with spending weeks learning how to write better for godsake) for that. Regardless im hooked for now and despite its quirks im enjoying it.
 
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Felt like a said a tad more negative about the story than positive so a ps of things i like.

1. The power structure of the world is pretty interesting and fun. What with rituals being such a big emphasis.
2. the school setting may be overplayed in alot of media but requiring us to actually solve fantasy world magic problems is imo kinda cool tbh. Tho thatll be lost on readers if this ever makes it to be a light novel.
3. I like that we seem to be going down a more crafting focused road with the alchemy. Its rare to see a story from a fantasy world crafter.
4. An extension of the fantasy world power structure but the balance required for alchemy of physical magical and spiritual and the logical consequences of it was pretty neat.

As i said i think its interesting and pretty good so far. Just wanted to voice some concerns i had
 
Found this thread since someone advertised it on Threads of Destiny. They said it was a similar kind of magic school thing, and I guess it is, but... I guess the difference is that it doesn't feel that deadly? I feel like it was suspiciously kind of the headmaster to insist on everyone being shoved into 4-person groups, and made it very clear these 4-people groups had to sink or swim together regardless of the personalities or abilities of the different members. When I think about our first year in Forge of Destiny and how everyone had a choice to join a group or try to strike out on their own, how even if you wanted to join a group, you still had to show you were useful and keep an eye on group dynamics... This version of magic school felt much less exciting, and honestly less darwinist than I was expecting from the headmaster.

Still, I did binge through this, and I found it interesting enough. There are some big problems we need to work on, but nothing very immediate, so I'm getting the sense that if we partition our time well, we should do fine. And it doesn't feel like we're at much risk of losing anything personally at the moment. Except maybe Phil's friendship, but we're already trying our best with him, and with how he's been behaving so far, I'm not that attached to him as a character.

Honestly, the character I feel closest to at the moment is Green Fire. She's been helping us, seems to genuinely want to look out for us, and I like her slightly off view of the world. I hope we get to see more of her.
 
Author's Commentary and Criticisms of this Quest
quick review from someone who binged what there is so far just today. If its not welcome i can delete.
Thank you for the review. I don't mind people criticizing my work. I can be my own harshest critic at times.
thing for me when I was growing up.

My big confusion with it is why everything escalated so damn quickly. If i had to peg a tipping point i think id say after we woke up from our mind magic lesson. Before that it was just highschool drama and some fun school puzzles. Then all of a sudden within the span of like two chapters we have got demons, dying daddies, and we are apparently a homonculi, tho apparently all elves are? Boole spilled his life story to us insanely fast. Like we havent even known him for a full week and he wants us to help him hide his abused little sisters and solve his soul slave problem. I mean i guess he is desperate but it all just feels rushed as hell. Then miss andriod spills her lifestory super fast and put herself as our workhorse incredibly fast and easily. If she can be pushed around that easily how is she a teacher in any way? For "our first fight" i think it honestly would have been best to rewrite it so that she left a baddie for us our something as a combat lesson (since you admitted in the post that you felt you had wrote urself into a corner) it would have been a believable situation.

But overall its just feels like the story suddenly kicked into hyper gear insanely fast and characters divulged to us and are supporting us as though we were charisma 6 or something. Im going to stick around if thats ok, but i just wanted to voicd my concern over how we just went from having to worry about being able to write good to having to deal with the fallout of a demonic pact with city and possibly kingdom wide implications in the span of a day. If its going to be a fast paced crazy thrill ride awesome, but i dont feel our character is equiped for that and our power progression seems to be a bit slow (we have to start with spending weeks learning how to write better for godsake) for that. Regardless im hooked for now and despite its quirks im enjoying it.
Well, there are several reasons for that. I will admit that pacing, like structure, is one of the things I find most difficult to get right. I very rarely have people criticize the quality of my writing, even when maybe they should (there are parts of some of my older quests which I think are poorly or lazily written), but the pacing and structure of my quests is something that people complain about. And rightfully so. The thing is, I put a lot of work into planning out epic backstories and plotlines way in advance, but I have no patience, so I end up spilling the beans as soon as possible. So, for example, in only a few updates, my Hedge Maze Quest went from being a silly story about a very minor god futzing around in a large hedge maze to an epic saga about a universe-spanning war between gods, demons, and evil wizards. I just can't control myself, I guess.

Another thing to bear in mind is that this quest went on hiatus for seven months shortly after its inception. When I came back and decided to continue it, I was keen to get things moving again, which may have exacerbated my usual tendency to rush things. Also, I think I was feeling like, "The story is more than forty thousand words long and the plot hasn't even shown up yet. Better hurry up with that!"

Thirdly, I will say that there are in-universe justifications for all the things you've pointed out as "escalat[ing] so damn quickly." Dorian's dying father was always going to be an important part of the story and this was hinted at in one of the previous chapters. Philander would have kept silent about his problems for longer if he hadn't very nearly accidentally got his sisters killed, but because Dorian was a witness to that he doesn't see the point in keeping secrets from him anymore. And Green Flame hasn't told you anything about her backstory which couldn't be deduced just by looking at her, if Dorian knew anything about folklore or the history of elves in this setting.

I think part of the problem is that my intentions don't match up with people's expectations for this quest. If you expect Dorian to immediately become a mighty wizard and kerbstomp all of his enemies quickly and easily, you're going to be disappointed. This isn't a shounen anime where the kid hero gets a major power-up to deal with the first bad guy, and then another power-up when a bigger bad shows up, and so on. In my mind, this quest is about being a tiny fish in a very large pond, at least to begin with. There are terrible threats and problems out there which you just won't be able to deal with until you're a lot older. For a long time, guile, subterfuge, and making yourself unnoticeable will serve you a lot better than any of the basic spells you learn. First and foremost, this quest is about surviving in a cruel, unequal, and rapacious society which will quite happily chop you up and render you down for spell components if you put a foot wrong. At least, that's the way it is in my mind. Whether that's what it will turn out to be when I get around to writing everything down is another thing entirely.

Y'know, when I came back to this quest after the seven-month hiatus, I asked if people wanted to start again or continue from where we left off. Most of the people who replied said they were happy to continue, but I'm wondering if it would have been better to start again. I could have paced it better, organized it better (yeah, I'm regretting the super-detailed xp and update system which is set to detail every aspect of Dorian's life for the next five years) and in general everything would have been better. Or, at least, that's how I imagine it might have gone. In reality, I'd probably have made a big mess of it again.

For "our first fight" i think it honestly would have been best to rewrite it so that she left a baddie for us our something as a combat lesson (since you admitted in the post that you felt you had wrote urself into a corner) it would have been a believable situation.
I abandoned the idea of any kind of 'combat tutorial' at that point in the story because Dorian doesn't have any combat skills and I felt that it would be irresponsible of Green Flame to put him in a position where he would have to fight.

As i said i think its interesting and pretty good so far. Just wanted to voice some concerns i had
Well, thank you. I'm glad you're enjoying it, in spite of everything.

Found this thread since someone advertised it on Threads of Destiny. They said it was a similar kind of magic school thing, and I guess it is, but... I guess the difference is that it doesn't feel that deadly?
I've never read 'Forge of Destiny' or 'Threads of Destiny' and I'm not entirely sure why you felt the need to compare this quest to them. (Hey, everyone, why are you bothering to read this? Here's a much better quest about a magical school which you could be reading instead!) :rolleyes:

To be honest, I wasn't even aware that there was a magical school in Forge/Threads of Destiny. I think I glanced over the first few paragraphs of Forge of Destiny several months ago, but xianxia isn't something which appeals very much to me, there was something about the writing style which I just didn't like, and it didn't immediately grip me, so I stopped reading. You might think that was unfair of me, but I'm sure that there are many people who've looked over my works and done exactly the same thing. I write the sort of thing that I like to read, and I'm well aware that my personal tastes don't exactly correlate with what's popular. I don't like Battle Action Harem Highschool Overcomplicated Title either. (I was quite vocal about that, a while back. Someone called me a "pretentious asshole" because of it. Or something like that. To be honest, I've forgotten what they actually said.)

So yeah, don't expect this quest to be like Forge/Threads of Destiny. It's not Forge/Threads of Destiny, it's not trying to be like them, and I don't know enough about them that I could imitate them even if I wanted to.

I feel like it was suspiciously kind of the headmaster to insist on everyone being shoved into 4-person groups, and made it very clear these 4-people groups had to sink or swim together regardless of the personalities or abilities of the different members. When I think about our first year in Forge of Destiny and how everyone had a choice to join a group or try to strike out on their own, how even if you wanted to join a group, you still had to show you were useful and keep an eye on group dynamics...
The reason for the four-person teams is… well, the Doylist reason is that I was riffing on Harry Potter's golden trio, or the four-person teams in Naruto or RWBY. However, the Watsonian reason is that it's because the academy is supposed to provide the Sambian Empire with a regular supply of battle mages, weather mages, and various other types of mages who at various times will be required to work together in teams. Your personal desires and preferences don't matter: whether you'd rather work alone or choose your own partners, you've got no choice but to stick with the team you're given, like a good little cog in the Imperial war machine.

This version of magic school felt much less exciting, and honestly less darwinist than I was expecting from the headmaster.
I know I've said several times that Opernus Prentigold is an asshole, but that's not all he is. I envisage him as the sort of person who can seem pleasant, wise and caring when he wants to be; you'll only see the 'ruthless asshole' side of him when you find out about his backstory, or when you ask him to solve one of your problems for you. After all, he is a public figure and has to convince members of the public that he is doing a good job as headmaster. He is quite capable of putting on different guises.

I think I made a mistake in putting that speech by Opernus Prentigold right at the beginning of this quest; it seems to have given readers the wrong impression, or set up expectations which run counter to my intentions. You see, in this setting, magic is dangerous. With fire magic, you could easily reduce yourself to a burnt-out corpse; with mind magic, you could be left in a drooling vegetative state; with illusions you could turn every waking moment into a nightmare which you can't turn off; and so on. But it's not like (for example) Warhammer 40K where every time you draw upon the power of the Warp, you run the risk of unleashing demons into reality. There isn't an element of randomness which makes using magic inherently risky. In this setting, if you're careful and know what you're doing, you'll never be in danger of doing yourself any real harm with magic. On the other hand, a lot of young mages are killed because of their own recklessness, stupidity, and incompetence. First and foremost, the purpose of Prentigold's speech was to scare his young students into being cautious. Because, from his point of view, every student who gets him or herself killed stupidly is a waste of time and money.

In itself, the school has the potential to be a dangerous place, but it's not really any more dangerous than any other part of the city of Tyrepheum. What makes it potentially dangerous is the actions and decisions of the people residing within it. You may even be lulled into thinking that the school is actually a rather cosy and safe place, especially by comparison to the horrors outside (i.e. anything to do with Philander's dad), but it won't always be.

Still, I did binge through this, and I found it interesting enough.
Well, I'm glad you thought this quest was interesting, at least.

Honestly, the character I feel closest to at the moment is Green Fire. She's been helping us, seems to genuinely want to look out for us, and I like her slightly off view of the world. I hope we get to see more of her.
I think it would be insulting of me to compare what is going on in Green Flame's head to any real-life mental, medical or neurological condition, but I think it's fairly obvious that she doesn't think the same way as everybody else. In her own way, she is intelligent and competent – and she seems to care about the people whom she has a duty and responsibility to care about – but she's not exactly "normal".

Anyway, I've spent most of the afternoon and evening writing this. I'm gonna play some Warhammer 2: Total War, mmkay? :(
 
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I abandoned the idea of any kind of 'combat tutorial' at that point in the story because Dorian doesn't have any combat skills and I felt that it would be irresponsible of Green Flame to put him in a position where he would have to fight.
I think this was the right call. We would feel very differently about Green Flame if she made us fight an adult she was more than capable of handling herself.
 
Green Flame cares about her students too much to let an untrained 11 year old face off against a professional thug. Her Mentor Flaw (aka why she doesn't solve all of our problems for us before we can have any adventures) is that she doesn't have much experience being a person because she was kidnapped and mutilated into being a combat robot. To make it worse, she`s stuck in a racist society that doesn't take her seriously.

I think people`s reactions to Dorian are more due to their character than him having Charisma 6. Professor Kunrath just seems like a nice person who wanted to stop Venta from being harassed. Green Flame`s position in the school is to be helpful to our group and I get the impression that she`s socially isolated and lonely, but isn't sure how to articulate that. Phil seems pretty desperate to have someone both believe him and help him, and has been dropping hints that something wasn't right all week. It makes sense that as soon as he sees the chance for getting help, he`d latch onto it immediately.

@Chandagnac please feel free to change the xp system and/or the style of updates at any time. I've been part of quests that changed xp systems because the GM decided that the system wasn't working for what they wanted.

Maybe something like:
  • Classes are assumed to be attended and don't have to be voted on
  • Choose a focus for study sessions.
    • Choose whether independent study or group study
  • Choose free time focus
  • Choose (Durability+1) extracurricular activities
That would make the current votes:

Teach Isolia how to read
[][Study] Literacy
-[]As a Group
[][Free Time] Teach Isolia to read
[][Extracurricular] Gardening Club
[][Extracurricular] Explorers and Archeologists Club
[][Extracurricular] Debating Club

Save Isolia from Witt
[][Study] Literacy
-[]As a Group
[][Free Time] Teach Isolia to read
[][Extracurricular] Gardening Club
[][Extracurricular] Explorers and Archeologists Club
[][Extracurricular] Fitness Club

Teach Isolia to read but also play some Bladderwrack
[][Study] Literacy
-[]As a Group
[][Free Time] Teach Isolia to read
[][Extracurricular] Gardening Club
[][Extracurricular] Explorers and Archeologists Club
[][Extracurricular] Bladderwrack League

Which I think might be more manageable for votes, and because we're voting on less you wouldn't feel compelled to write about every class.
 
So yeah, don't expect this quest to be like Forge/Threads of Destiny. It's not Forge/Threads of Destiny, it's not trying to be like them, and I don't know enough about them that I could imitate them even if I wanted to.

Fair enough. No offence was intended, just that since someone came over to the Threads of Destiny thread to recommend this fic as "if you like magic school, you might like this too", I guess I had an expectation that this magic school would be more similar to the ToD one. It is quite different though, and yes, more similar to Harry Potter, which is certainly not a bad thing. Harry Potter is far more successful than even the most wildly popular quest on SV after all.

I guess, to give a more useful critique rather than just comparing it to other works, I feel that this quest could perhaps use more in the way of stakes? Or of urgency? As I mentioned previously, we have a number of big problems, but none of them are urgent, and we're working to solve them the best we can. Perhaps we might have smaller, more immediate problems, that nonetheless carry a sense of urgency and stakes? I believe our most immediate problem is maybe Isolia's lack of literacy, but we're already working on that, and even if we left Isolia to flounder, what's the worst that could happen? She gets yelled at, she cries, maybe she gets caned a bit. That doesn't sound too serious. Nothing will happen to her besides hurt feelings and stinging palms for a while.

Maybe teachers could start giving out mini-quests, or errands to run for promising students? Maybe there could be a surprise quiz? Or a surprise challenge requiring us to intelligently use the small spells we've already learnt? Some kind of teamwork challenge? I'm not sure, I just feel like magic school should probably involve more of a challenge than just keeping on top of class work and working to pay off next year's term fees.

Of course, maybe we're too early in the year for that kind of stuff, and we need to get better at all our classes before we can even be considered for group challenges and errand-running. Which is fair enough, and you can always disregard my comment. This is just how I personally feel about this quest.
 
@Chandagnac please feel free to change the xp system and/or the style of updates at any time. I've been part of quests that changed xp systems because the GM decided that the system wasn't working for what they wanted.

Maybe something like:
  • Classes are assumed to be attended and don't have to be voted on
  • Choose a focus for study sessions.
    • Choose whether independent study or group study
  • Choose free time focus
  • Choose (Durability+1) extracurricular activities
That would make the current votes:

Teach Isolia how to read
[][Study] Literacy
-[]As a Group
[][Free Time] Teach Isolia to read
[][Extracurricular] Gardening Club
[][Extracurricular] Explorers and Archeologists Club
[][Extracurricular] Debating Club

Save Isolia from Witt
[][Study] Literacy
-[]As a Group
[][Free Time] Teach Isolia to read
[][Extracurricular] Gardening Club
[][Extracurricular] Explorers and Archeologists Club
[][Extracurricular] Fitness Club

Teach Isolia to read but also play some Bladderwrack
[][Study] Literacy
-[]As a Group
[][Free Time] Teach Isolia to read
[][Extracurricular] Gardening Club
[][Extracurricular] Explorers and Archeologists Club
[][Extracurricular] Bladderwrack League

Which I think might be more manageable for votes, and because we're voting on less you wouldn't feel compelled to write about every class.
Thank you, I think I'll consider that in future. For now, I'm going to try out the 'discussion, then vote for whichever table you prefer' idea. We'll see how that goes.

I guess, to give a more useful critique rather than just comparing it to other works, I feel that this quest could perhaps use more in the way of stakes? Or of urgency? As I mentioned previously, we have a number of big problems, but none of them are urgent, and we're working to solve them the best we can. Perhaps we might have smaller, more immediate problems, that nonetheless carry a sense of urgency and stakes? I believe our most immediate problem is maybe Isolia's lack of literacy, but we're already working on that, and even if we left Isolia to flounder, what's the worst that could happen? She gets yelled at, she cries, maybe she gets caned a bit. That doesn't sound too serious. Nothing will happen to her besides hurt feelings and stinging palms for a while.

Maybe teachers could start giving out mini-quests, or errands to run for promising students? Maybe there could be a surprise quiz? Or a surprise challenge requiring us to intelligently use the small spells we've already learnt? Some kind of teamwork challenge? I'm not sure, I just feel like magic school should probably involve more of a challenge than just keeping on top of class work and working to pay off next year's term fees.
I think all of the things you've mentioned are things that I want to do eventually, but I think it would be very unfair for Dorian to be asked to complete a quiz or a spell challenge in his first or second week when he hasn't been taught very much yet. That's partly why I want to speed up the passage of in-story time, so that I can add some more interesting challenges without it seeming like anyone's being unreasonable.

Keep in mind what I said about this quest going on hiatus for seven months. Before that, I was only writing it for about two months – and I only came back to writing it at the beginning of April – basically, I haven't been writing this quest for very long. It's only just beginning. I haven't had time to do most of the things I want to do with it. Another point in favour of restarting completely, I guess. :rolleyes:

Of course, maybe we're too early in the year for that kind of stuff, and we need to get better at all our classes before we can even be considered for group challenges and errand-running. Which is fair enough, and you can always disregard my comment. This is just how I personally feel about this quest.
Well, thank you. It does help me to discuss these things because it can help me to put my thoughts in order. And you've reminded me of a few things I already meant to do but which I'd kind of forgotten about.

EDIT: Also, here's a vote tally. It seems like the "Help Isolia learn to read and also play some Bladderwrack" option is in the lead, if you count the various different spellings. I'll start putting together the next update.
Adhoc vote count started by Chandagnac on May 7, 2020 at 4:35 PM, finished with 34 posts and 8 votes.

  • [x] Teach Isolia to read but also play some Bladderwrack
    [X] Teach Isola To Read but also some bladderwack
    [X] Teach Isola To Read
    -[X] Fiveday (Lesson: Literacy)
    [X] Save Isolia from Witt.
    ---[X] Encourage cadre to come, but otherwise just try it out with whomever is interested.
    --[X] Bladderwrack League (gain 1xp towards Ritual Magic, may eventually gain xp towards improving your Magic stat)*
    --[X] Rest
    -[X] Sevenday (free day)
    --[X] Rest x 3
    -[X] Sixday (free day)
    --[X] Explorers and Archaeologists Club (meet older students who are planning to rob a few ancient tombs)
    -[X] Oneday (Lesson: Ritual Magic)
    -[X] Fourday (Lesson: Ritual Magic)
    --[X] Team training with Cadre 1F (gain 1xp towards Ritual Magic or 1xp towards Alchemy, chance of learning new cantrips or a potion recipe from your teammates) - alchemy please
    -[X] Threeday (Lesson: Alchemy)
    --[X] Debating Club (gain 1xp towards Social Skills and 1xp towards Leadership)
    --[X] If we can, encourage Isola to take Literacy tutoring from Green Flame
    -[X] Twoday (Lesson: Literacy)
    ---[X] If we can, buy pots for our sage and peppermint sproutlings.
    ---[X] If we can, beg, barter, or buy enough marigolds to pay our tuition and grow our own seeds for next year
    --[X] Do some gardening (gain 1xp towards Durability, hopefully 1xp towards knowledge too)
    --[X] Get together with Cadre 1F to practice Literacy (gain 1xp towards Literacy, help Isolia gain Literacy)
    [X] Teach Isolia to read
 
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Well that's pretty decisive. Makes it very clear even if everything else didn't that I should have swapped Fitness Club for Bladderwack. Oh well, now I get to tell everyone I told you so if we ever fail a check because we weren't swole enough.
 
Well that's pretty decisive. Makes it very clear even if everything else didn't that I should have swapped Fitness Club for Bladderwack. Oh well, now I get to tell everyone I told you so if we ever fail a check because we weren't swole enough.
I do actually kinda want to fet our strength up to 2 so that its not too glaring of a weakpoint. Im not in a rush or anything. Just not like next year (in quest time).

Speaking of which. Im pretty sure qm set up that its 15xp for bade skills but did he ever set up how much xp is needed to up attribute points? I think that being upfront about how far we are from each upgrade would do wonders for making plannig more fun.
 
I do actually kinda want to fet our strength up to 2 so that its not too glaring of a weakpoint. Im not in a rush or anything. Just not like next year (in quest time).

Speaking of which. Im pretty sure qm set up that its 15xp for bade skills but did he ever set up how much xp is needed to up attribute points? I think that being upfront about how far we are from each upgrade would do wonders for making plannig more fun.

15 xp for skill points, and 30 xp for Attributes. It's listed in the accumulated xp spoiler.
 
Hey folks,

Just a quick status report: I've been finding the next update difficult to write, but I think I'm finally making headway. Ironically, forcing myself to slow down and think things through a bit more seems to have greatly sped up the passage of in-story time. One promising sign of that is the title of the next update, which will be "Year One, Week Two (Part One)" because it will span several days.

Speaking of which. Im pretty sure qm set up that its 15xp for bade skills but did he ever set up how much xp is needed to up attribute points? I think that being upfront about how far we are from each upgrade would do wonders for making plannig more fun.
I know Indivisible already answered that question for you, but I just wanted to point out to anyone who's still wondering that you can find the list of Dorian's accumulated xp here.

Also, I want to use this space to roll some dice. See below.
Chandagnac threw 2 6-faced dice. Reason: Mental Defence 1 Total: 10
4 4 6 6
Chandagnac threw 2 6-faced dice. Reason: Gardening Insight 1 Total: 7
2 2 5 5
Chandagnac threw 2 6-faced dice. Reason: Mental Defence 2 Total: 4
2 2 2 2
 
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@Chandagnac is it going to be 30 xp for every level? since strength needs 30xp to get to lvl 2 yet the others also need 30 to get to lvl3? will it be something like the req exp is always 30 but it gets harder to get the xp as the levels increase? or is it just always the same.

also it could be interesting to do these overarcing narrative votes but have sub votes for what we want to work towards outside of that? like help isolia read is the vote and an example subvote would be focus on developing ritual magic/do weight training for strength and durability or magic exercises to develop our magic. that way we can consistantly work towards goals we want while progressing story? its just a suggestion.
 
@Chandagnac is it going to be 30 xp for every level? since strength needs 30xp to get to lvl 2 yet the others also need 30 to get to lvl3? will it be something like the req exp is always 30 but it gets harder to get the xp as the levels increase? or is it just always the same.
Hmm. I explained the rules about how levelling up works here and here, but I forgot to add that information to the front page. Thank you for reminding me.

I've quoted the relevant information in the spoilers below:
Uh, I haven't explained how levelling up works in this quest. I was hoping to do that closer to the time when you'd actually be able to level up, but...

At this point, I think I should point out that having enough experience points to level up a skill doesn't guarantee that it will level up. It requires an Ability check (Insight, usually). If you fail, the DC will be lowered next time you have a chance to level up.

(The game system I'm using only has levels up to twelve, so if I didn't limit your progress somehow you'd be god-kings of the entire universe by the time you left school.)

So, when she's got enough xp to gain the Literacy skill, Isolia will have to roll an Insight check (2d6+2) and get a total of 10 or more. If she fails the check, she'll need to keep practising, but next time she's got enough xp, she can try again and this time she'll only have to roll higher than an 9. And so on.

In order to get up to Literacy level 2, Dorian will need to overcome a more difficult Insight check. He'll have to roll 2d6+2 and get a total of 13 or more. Very difficult, at the moment. But it'll get easier the more often he tries.

Getting enough experience to level up your skills will be a lot easier when I get the introductions out of the way and I can just summarise the weeks in between one story arc and the next. That's kind of the way I've planned to do it.
Willpower isn't a bad choice. You can use it when levelling up skills which involve physical activity, various magical powers, and anything else where you really can succeed if you try hard enough.

Each of the Abilities will be used as a bonus to level up different skills (alternatively, if there are multiple abilities you could theoretically use, I will apply the one which gives you the highest bonus).

Agility can be used as a bonus to level up skills which require you to be quick, nimble, or sneaky.
Charisma can be used as a bonus to level up skills which require you to be charming, persuasive, or impressive.
Durability can be used as a bonus to level up skills which require you to be patient and to endure hardship.
Insight can be used as a bonus to level up skills which require a deeper understanding and knowledge of what you're doing.
Magic can be used as a bonus to level up skills which require you to be magically powerful.
Strength can be used as a bonus to level up skills which depend on brute force and physical might.
Willpower can be used as a bonus to level up skills which depend on determination and hard work.

(Yeesh, it sounds almost like Dorian is a shōnen protagonist.) :rolleyes:

I've ruled that learning basic Literacy depends on Insight, so you can't use Willpower as a bonus for it, because I feel that it requires understanding and an awareness of what you're doing. You can't just brute force it.

also it could be interesting to do these overarcing narrative votes but have sub votes for what we want to work towards outside of that? like help isolia read is the vote and an example subvote would be focus on developing ritual magic/do weight training for strength and durability or magic exercises to develop our magic. that way we can consistantly work towards goals we want while progressing story? its just a suggestion.
You will have opportunities to vote for other things as the story progresses. For example, in the next update which I'm currently writing, I've already included a couple of things you can vote on if you wish. So yeah, don't worry about that.
 
Hmm. I explained the rules about how levelling up works here and here, but I forgot to add that information to the front page. Thank you for reminding me.

I've quoted the relevant information in the spoilers below:


You will have opportunities to vote for other things as the story progresses. For example, in the next update which I'm currently writing, I've already included a couple of things you can vote on if you wish. So yeah, don't worry about that.
nice, thank you :). may i suggest adding the dc to level up to the skills? EX:
8/15 towards improved Literacy (DC:13)
i think its a simple and easy way to make the dc mechanic apparent, stop people from getting upset about being blindsided by "impossible DC's" and all that fun stuff. if you would rather keep it a secret for the sake of fun that's totally fine too. sorry if i'm being annoying with my questions/suggestions though. ill try to chill out.
 
nice, thank you :). may i suggest adding the dc to level up to the skills? EX:
8/15 towards improved Literacy (DC:13)
i think its a simple and easy way to make the dc mechanic apparent, stop people from getting upset about being blindsided by "impossible DC's" and all that fun stuff. if you would rather keep it a secret for the sake of fun that's totally fine too. sorry if i'm being annoying with my questions/suggestions though. ill try to chill out.
Impossible DCs aren't a big deal, check difficulty decreases by one every time we fail, so with enough persistence we can learn anything. 2d6 odds are wonky, quickly dropping off in the high numbers so we'll still want to boost stats whenever we can.
 
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