Magical Girl Home Base Quest

The fact that a crafting vote can be split and that other votes cannot means I've got a strong incentive to mass-tag everyone who voted for "not researching the Kolobok" in hopes that some of them can be persuaded to vote for a Level 3 Trinket.

Since at the moment the Kolobok is winning with a united 41% of the vote base, crafting has about another 40%, and the remaining 20% is building upgrade votes and the like. I know it's poor form to tag like 20 people at once, but I feel like knowing that (unsurprisingly to me) yes there are risks from fucking around with the radioactive thing may influence some people's thoughts.

It'll be great, since Homer is one of those characters who may or may not get himself into trouble as he sees fit.
Homer:

"I see what you did there..."
 
Sure as hell decided *my* vote. I have no interest in killing off Medicine Boy with one bad roll.

[X] [WORK] Trinket
- [X] Level 3
Remove the space between the - and the [ it makes your vote different from the rest


[x] [WORK] Trinket
-[x] Level 3

Fine I wanted to do wands in the hopes of maybe getting a crit for tier 3 but trinkets are good too
 
The 'least good' result is the worst result that does results in a positive effect for the players. The worst result is I get to roll d6 to determine the length of Homer Quest. It'll be great, since Homer is one of those characters who may or may not get himself into trouble as he sees fit.

Do you mean Medicine Boy gets knocked out for 1d6 weeks? Or that he dies? And does this apply to every research roll?
 
Good to know.


...Not sure I'm changing my vote, though. A Tier 4 healing Trinket is a pretty big potential prize to dangle right now, and Homer Quest sounds hilarious.
Reminder that Medicine Boy, as the title suggests, is our healer. He is also our only healer, and he might be the only healer in the city. A pair of bad rolls could take him out for up to six weeks, or to put it another way, the entirety of the crisis. Is Homer Quest funny enough for that?

[X] [WORK] Trinket
-[X] Level 3
[X] [GIRLS]: Partner the junior girls up with the senior magical girls; it'll probably increase their odds of survival.
 
[x] [WORK] Trinket
-[x] Level 3

Personally I'd prefer making a wand over a trinket, but this is the action with support so oh well.
 
Inserted tally

Only a one vote difference now
Adhoc vote count started by NotteBoy97 on May 8, 2020 at 10:54 PM, finished with 237 posts and 46 votes.
 
[x] [GIRLS]: Partner the junior girls up with the senior magical girls; it'll probably increase their odds of survival.

[x] [WORK] Trinket
-[x] Level 3
 
Trinkets are good and we could really use the bombs, but as we're not upgrading the workshop now and probably won't for the duration of the crisis, we're not going to have a safer way to research the Kolobok soon. We are going to need a medical center for this crisis. So even though a bad roll will be bad, I'm sticking with Kolobok.
 
I feel the very fact that the best result of research 'only' gives us a t4 trinket and that we would presumably be able to have made the Medical Center without this specific major artifact means that the Kolobok is not needed or that much help for making a medical center.
 
I feel the very fact that the best result of research 'only' gives us a t4 trinket and that we would presumably be able to have made the Medical Center without this specific major artifact means that the Kolobok is not needed or that much help for making a medical center.
We're not unlocking the Medical Center for a long time.
Correct. The special events are basically the same, but this determines whether you can get flags for one or the other. The one you don't pick isn't permanently locked out, but it is pushed behind two or three other special rooms.
 
I was responding to the idea that Olivebirdy was talking about since I gathered it was a common thought that Kolobok research could help with the medicine center
I don't think he meant that researching kolobok was going to unlock the medical center room, but that with healing trinket from kolobok we could have an ad-hoc medical room.
 
[X] [GIRLS]: Bunker down for a week, and try to use the time to drill the newbies into some basic skills like 'how to stop charging foe' and 'signs of demonic possession' and 'how to pay rent when all you have is a fistful of silver'
[x] [WORK] Trinket
-[x] Level 3
 
A 10% chance for Medicine Boy to get seriously injured and out of commission for over a month sucks. I get it. For most quests that'd only be a possibility during boss fights or pivotal moments. In this quest, it's a risk on what looks like a routine, normal action. And while that might fit the tone of the quest, it's still far outside what most voters are willing to risk except in the direst of circumstances.

Last time, we didn't know the risks with researching the Sword at all. We had no idea anything worse than failing the action was possible. If we'd known how risky it was, we probably wouldn't have done it then. And I wouldn't be surprised if after what we've learned now, we might not research anything else for a long time. I get the idea that we should wait until we get something to mitigate the danger. But given the very random nature of building and workshop upgrades, it might be a very long time before we're lucky enough to get an upgrade that makes researching safer, if ever.

Even given all that, though, I'm still voting to research the Kolobok. Because these are dire circumstances. MGs might be incredibly resilient, but even then we know that most of them die anyways. A few getting injured together might be enough to overwhelm Medicine Boy. And there's going to be a few dozen local MGs by the end of this. MGs who are completely new, have equipment that's gonna break soon, and are in a warzone with a demon prince. I know OOC they're just minor characters, but IC if we start having people die that our protagonist could have saved, it's going to suck.

Going back a second, we haven't upgraded the workshop nearly as much as we could have. The path we've gone down is one where we've prioritized helping as many MGs as much as we can. It hasn't worked out perfectly, and there's no telling what might have been down a different path, but what we have gained is that we actually can house most MGs currently. We have a handful of experienced and armed MGs. We have Jocelyn running Mission Control. Doing a research project to improve our healing isn't a temporary desire, it's following the core path we've traveled so far. I don't want to give that up, and I don't think it's fair for our protagonist to shy away from danger when those he helps are often in far more danger than he is.
 
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Trinkets are good and we could really use the bombs, but as we're not upgrading the workshop now and probably won't for the duration of the crisis, we're not going to have a safer way to research the Kolobok soon. We are going to need a medical center for this crisis. So even though a bad roll will be bad, I'm sticking with Kolobok.
Like I said before,we have no way of knowing how long this crisis is going to last. Are you really okay with putting off workshop upgrades until it blows over? Because for all we know,it could last several turns and I don't think we can afford putting it off for the entire crisis. That's just how I feel though.
 
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Hmm. Ok, I'm convinced.

[X] [WORK] No, you want to research an item instead.
-[X] Kolobok

Taking risks can be worth it if it saves people.
 
A 10% chance for Medicine Boy to get seriously injured and out of commission for over a month sucks. I get it. For most quests that'd only be a possibility during boss fights or pivotal moments. In this quest, it's a risk on what looks like a routine, normal action. And while that might fit the tone of the quest, it's still far outside what most voters are willing to risk except in the direst of circumstances.

Last time, we didn't know the risks with researching the Sword at all. We had no idea anything worse than failing the action was possible. If we'd known how risky it was, we probably wouldn't have done it then. And I wouldn't be surprised if after what we've learned now, we might not research anything else for a long time. I get the idea that we should wait until we get something to mitigate the danger. But given the very random nature of building and workshop upgrades, it might be a very long time before we're lucky enough to get an upgrade that makes researching safer, if ever.
May be out of commission over a month, if the d6 7734 mentioned was for weeks. That's also if we can upgrade our workshop to mitigate the dangers of researching dangerous artifacts, since I did ask QM if it is possible and was given no answer.
Like I said before,we have no way of knowing how long this crisis is going to last. Are you really okay with putting off workshop upgrades until it blows over? Because for all we know,it could last several turns and I don't think we can afford putting it off for the entire crisis. That's just how I feel though.
QM gave us an estimation of how long this crisis lasts.
More seriously, this quest is designed to model what its like developing sufficiency from scratch, so there is a point where the 'average' difficulty between crises will drop significantly. If my timing estimates are correct and you finish this crisis up within two weeks of 'on time' which is week 19 then there'll be a notable drop-off around Week 22-24... which is right in time for Summer Equinox. Nothing bad happens then, right?
 
May be out of commission over a month, if the d6 7734 mentioned was for weeks. That's also if we can upgrade our workshop to mitigate the dangers of researching dangerous artifacts, since I did ask QM if it is possible and was given no answer.

QM gave us an estimation of how long this crisis lasts.
We're on week 13, so the crisis is estimated to last about 5 weeks. If we research the kolobok, get irradiated, and roll poorly, we'll be out of action until after the crisis is over. Not good when we could instead be outfitting MGs with equipment to make it easier to defeat the demon president with less casualties.

It's important to remember that while being able to heal the injured prevents people from dying, so does making sure enough of them are armed that they can win while getting less injuries.
 
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