Unrelated to this vote, I think I'm going to be less inclined to Generic Event Actions in future Turn votes. Because at least two of the ones picked for this turn seem to have just ended up as doppelgängers for other actions we already had the option of specifically choosing ourselves.
I don't think that's entirely true. Specifically, I don't think that choosing highly specific actions and making a detailed plan about everything we do is actually going to yield reliable good results. I don't think we have that level of control, for two reasons.

One is genre awareness. A lot of Sailor Moon plots, at least in the Dark Kingdom arc where I'm a bit more familiar, boil down to "our heroines trip over the youma plot while doing a normal thing." I don't think it will ever be granted unto Sailor Moon and her comrades to consistently and precisely take down exactly the targets they want to take down like a laser-guided bomb, because it wouldn't be recognizably Sailor Moon if everything were that planned and controlled.

The other is related but more pragmatic- we have too many autonomous enemies and other factions operating at the same time. Foes are perfectly capable of pursuing their own actions, Jadeite keeps several plot-plates spinning at any one time, and the city is 'crawling' with demons to someone with Inuyasha's senses. They're going to indulge in enemy interrupts, and taking actions that keep us together while having some flexibility as to exactly what we do is helpful.

As I discuss below...

Hanging Out With Makoto seems to have just been replaced with the Check on Chen action, only apparently worse since it's happening on his terms rather than ours.
Alternate hypothesis: If we hadn't stopped to hang out with Makoto, Chen and his friends would have shown up anyway and come after her alone. Maybe she'd have been able to handle that, but we'd hardly be better off for it.

And of the two Look For DK Agents actions taken by Usagi and Makoto, at least one of them just turned out to be looking for the Clock Youma. Based on the text, I'm guessing that Usagi's action is going to find a new plot at the museum, while Makoto's leads to the Clock. And while both of those are good finds that I'm not going to turn my nose up at, out of the list of Youma for us to go after, I considered the Clock to be the lowest priority and would have much preferred to specifically target Midnight Radio instead if I'd known we'd end up with him.
It should be noted that the clock plot has killed a LOT of people in the SAT team attack and is, in its way, possibly just as bad as the radio and chanela plots. Makoto's action was eminently reasonable.

Likewise, Usagi's action gave us a lead, one we didn't have before, and I don't think we'd have gotten it automatically.

I don't think the story is going to be firmly under our control just because we always set up our best-laid plans in advance, more generally.

With regard to event actions, does anyone else feel like there are too many events occuring at once?

I count seven follow up events to turn 4, and that feels like four events too many? Which I realise is a subjective thing, but it feels like too many things are happening in one turn, especially when its over the span of one week. The time feels very compressed.
Hm. Let's see. We have:

1) 'Double Date of Destiny!' This one is basically a Naru standalone event triggered by her rolling well on an encounter table.

2) 'Transformation Troubles.' This is a whole-gang event, yes. Not clear what day it happens on.

(Sunday spent with mom)

3) 'The Return of Chen.' Takes place Monday.

4) 'Magic Shop Blues' Takes place Tuesday.

5) 'On the Hunt' Takes place Wednesday.

6) 'My Buddy Chanela and Me' Takes place ??? (sometime after Sunday, could conceivably be ON Sunday)

7) 'Free Ride to the Dark Side.' Takes place Friday/Saturday.

Hm. OK, in fairness that's a good deal of drama happening in one week, and last week was no less full. While there aren't literally more plot events than days in the week, it's a close-run thing, saved mainly by Naru being the sole participant in her event.

@Lunaryon , one idea that occurs to me- though this might disrupt other plans- is simply to stretch out the turns to two weeks long. We're already tackling multiple episodes worth of "interfere in youma plot" and assorted filler and training in each turn, so it would tend to slow the tempo of in-game operations to something more consistent with the show.
 
Updated the Nation sheet with a placeholder for the new artifacts. I need to add their effects, but I have them up.
 
[X][Moon] Head back into the cool shade, away from the burning sun

Between punching a mugger and punching a car, the mugger probably deserves it more.
 
Omake: The Origins of Sailor Earth
Omake: The Origin of Sailor Earth

Luna: Do you have any idea how terribly that could have gone, Usagi!?

Usagi: Hey, you only said that the Transformation Pen would change my body! You didn't tell me that there was a chance that I'd get brain-swapped with my millennia-old ancestor!

Luna: That's…true, but I expected you to transform into your mom, or an adult version of yourself. The Transformation Pen imprints you with some of the working knowledge and perspective of the "disguise," so that infiltrators have a better chance of doing their work without getting caught up in an obvious mistake. The imprinting works better the more information you have about them, and when you've got the full archive in your own soul…

Usagi: The imprint became more of an "overwrite." Well, at least I'm back to normal, and I feel I understand more about how my magic works! Hopefully I didn't make too much of a splash while in "Princess Mode".

Luna: You left two muggers suspended in midair 3 feet off the ground, and when you came across a beggar you gave him a rock that you transmuted into gold.

Usagi: …Anyway, we're home now, and that's the end of it! *walks into living room* Oh, hey, Naru. I thought you were leaving with the others and…have you been crying?

Naru: I'm sorry, I just…I think I somehow got hit with a Youma mind-whammy. A really, really bad one. And I didn't know if I should just ask for the Stardust to clear my head or try to figure out where I got it so we can find their scheme or-

Usagi: Naru, it's okay. Look, nobody else is going to be home for a while, so take all the time you need.

Naru: So, we were all together to see how the Transformation Pen would work, and then you asked it to turn you into the Silver Princess, and the moment it finished, something…snapped? Awoke? Triggered? I don't know, but it felt like when Luna was describing what the Want-It-Need-It Spell felt like, like there was something I needed to do.

Luna: What was the compulsion?

Naru: It made me…it made me want to hurt you, Usagi.

Usagi: Hurt me?

Naru: Once I saw the Silver Princess, I was filled with such hatred and loathing that I didn't know how to start. I wanted to rip your dress into shreds and force the cloth down your throat until you choked. I wanted to run to the kitchen and grab a knife so I could stab you with it. I wanted to just reach forward and claw your eyes out. So many terrible, terrible thoughts. But the moment you teleported away it just…stopped. It didn't come back when I saw you come home after turning back to normal. But anytime I think the words "Princess of the Moon", I can feel a dull version of that hate still inside me.

Usagi: …Well, first things first. *Transforms into Sailor Moon* Let's see if we can clear this up. Moon Tiara Stardust!

Naru: …No…no, it's still there when I think about the Silver Princess. Usagi, I don't know what's wrong with me! And..and there's words… "a misused shield spell cannot hope to quench the fire of my passion" …What does that even mean?

Luna: …Usagi, can you change back to normal for now? Naru, I want to try a little experiment. Have you heard of word association?

Naru: Isn't that the thing psychologists use where they say a word and the patient says the first thing that pops in their head?

Luna: Yes, we're going to try a version of that. You are going to close your eyes, and when I say a word, I want you say whatever pops in your head and keep going, rambling on and on. It doesn't matter if what you say is silly or doesn't make sense; we're just trying to get you into a full stream of consciousness.

Naru: …I-I don't know. What if I say something embarrassing or…hurtful?

Usagi: Naru, it's going to be okay. I sometimes think mean things too, but I know that I won't actually act on them. If Luna thinks that this is going to figure out what's wrong, I think it's worth giving it a try.

Naru: …Alright. *closes her eyes* So, how do we start?

Luna: Let's start with something simple. Naru, what do you think when you hear the word…puppies?

Naru: Puppies. Puppies are…soft and small and sound so cute when they try to howl. But I think the best thing is their eyes, their pleading little eyes when they look up at you and it melts your heart and you just want to cuddle them forever and ever. I always wanted a puppy but Mom says we can't have one and I wonder what they would sound like if they talked like Luna does I mean would they just be happy or would it be baby talk and-

Luna: Usagi Tsukino.

Naru: Usagi is my friend, my first friend, my best friend. She's always willing to help someone who needs it, of course she's a superhero. She's not good at math, I'm sorry but she's just not been the best at school until recently and I hope she does well and I hope I do well to. I need to learn magic faster because magic's so important to everything we're doing and I don't want to be left behind-

Luna: Princess of the Moon.

Naru: Princess of the Moon is an airheaded, selfish, spoiled little strumpet who's been handed everything on a silver platter her whole life and so she thinks she's entitled to everything she takes a liking to. If she had just been a waste of good breeding that stayed on the Moon like she was supposed to I might have left her alone but noooooo, she's going to take take take and trick him into following her forever and ever. She bewitched him into dying for her sake, and the only thing I regret about her death was that I wasn't the one who did it and it ended faaar too soon! I would see the worlds burn for our love, why couldn't they see he was mine he was mine he was MIIIIIINE!

*Naru stops for a moment, then covers her mouth in horror. As tears start to well up, Usagi swoops in for a hug*

Usagi: Shh, shh, shh, it's okay. Everything's going to be okay.

Luna: …So, that story sounds familiar.

Usagi: Look, it's just some Youma plot, right? Maybe it got planted a bit deeper than normal, but-

Luna: When could it have happened? Naru would have had to have been kidnapped for quite some time to hide a compulsion so well that I couldn't sense the Life Energy used. And such a specific trigger? No Youma would spend the time and energy creating sleeper agents that activate only on seeing the Silver Princess out in broad daylight. No, I suspect that this is merely a…pre-existing condition that is only now rearing its head.

Usagi: …So like me and Serenity? But…is there a way to turn it off?

Luna: Usagi, it's her soul, the soul she was born with, the foundation of who she is. There's no way to "turn it off". And if she ends up following the pattern of her soul…

Usagi: Look me in the eye and tell me that you think Naru's going to betray us.

Luna: …Not willingly or knowingly, but this could make things exponentially worse if she is discovered or something goes wrong. It may be that the best course of action to keep this from escalating is…to remove Naru's knowledge of the Silver Princess.

Usagi: But Luna, that's going to be really hard to do, particularly as we keep moving forward and…oh. You mean erase her memories of…all of this.

Naru: …Erase my memories? So, no magic, no Sailor Moon, nothing?

Luna: Usagi, this isn't just Innocent Bystander Naru who may give us up if she's kidnapped and tortured. This is Waking Soul Naru who has specific hooks in her that, if she gets hit with the wrong type of magic, could turn into a powerful and malevolent entity who knows our true names and where we live. Are you sure that this is the type of risk we want to take?

Naru: …If…if erasing my memories will help keep Usagi and her friends safe, then I-

Usagi: Stop that, both of you. Luna, Naru's magic has already awoken, and she's still going to have Beryl's soul in her. If the Generals are really on the prowl looking for Beryl's reincarnation, being a clueless amnesiac isn't going to help anything. Besides, we owe her for all the work she's been doing. She's helped pay for our magic equipment, she helped evacuate the theater, and she's the only one who can interpret Earth Kingdom writing. As Princess of the…as Princess, I'm saying no. Naru's sticking with us.

Luna: …Very well. In any case, there are obvious risks moving forward, but…there are opportunities as well.

Naru: Opportunities?

Luna: If nothing else, we now know that Naru has a very high ceiling in regards to magical ability. If we can find some way to sift out the arcane knowledge in her soul without bringing the murderous intent along with it, she could advance her studies by leaps and bounds.

Usagi: Wouldn't that also help us figure out how to better handle Youma and the Generals? Like, she won't know what they're doing right now, but she might learn techniques that exploit their weaknesses. Or maybe she'll figure out a way to undo the General's brainwashing (assuming that their regular selves weren't jerks).

Naru: Are you really willing to trust me with this?

Usagi: Naru, you're not a liability, or falling behind. Now that we know what the problem is, we'll figure out a way to work through it. We're princesses with a big headstart, but the Earth Kingdom's going to be part of the new Silver Millennium as well. Why, you're probably more qualified to be Sailor Earth than anybody else.

Naru: …Heh. Sailor Earth, huh?

Luna: Yeah, no, that's not going to happen for a LOOONG while. Anyway, I'll start looking into some meditative techniques. If Beryl's insisting on sticking in your mind, we're going to find a way for her to start paying rent.
 
[x][Moon] Head to the left, towards the grassy hills that won't hurt your feet

......................................................................................................................................................

I don't like this possibility, but if it really is ... then I hope Usagi's heart will tell her the right way.
 
I don't think that's entirely true. Specifically, I don't think that choosing highly specific actions and making a detailed plan about everything we do is actually going to yield reliable good results. I don't think we have that level of control, for two reasons.

One is genre awareness. A lot of Sailor Moon plots, at least in the Dark Kingdom arc where I'm a bit more familiar, boil down to "our heroines trip over the youma plot while doing a normal thing." I don't think it will ever be granted unto Sailor Moon and her comrades to consistently and precisely take down exactly the targets they want to take down like a laser-guided bomb, because it wouldn't be recognizably Sailor Moon if everything were that planned and controlled.

The other is related but more pragmatic- we have too many autonomous enemies and other factions operating at the same time. Foes are perfectly capable of pursuing their own actions, Jadeite keeps several plot-plates spinning at any one time, and the city is 'crawling' with demons to someone with Inuyasha's senses. They're going to indulge in enemy interrupts, and taking actions that keep us together while having some flexibility as to exactly what we do is helpful.
That's all well and good for IC, in-story arguments, but I'm not talking about that at all. I'm speaking solely from a "Players voting on plans based on the rules of an action structure presented to us in a Quest", meta perspective. The input we give on our priorities and focus as represented by the actions we choose and don't choose in our plan votes.

Yes, all sorts of complications can pop up to disrupt our plans after we make them, but

1. Those are supposed to be represented by things like rolling against the specific DCs for the individual actions, which Lunaryon can then use to play around with the narrative resulting from our success or failure.

2. The unspoken implication behind "Mystery" actions like that, where players can decide to take a chance on something that could result in various possibilities which aren't specified, is that they are meant for things that we can't otherwise do with the more defined approaches we already have available. To do new, unknown things, not just randomly select something we could have already chosen to do anyway if we wanted to.

I know that not everything we plan for will play out as we might want, and curveballs can result from independent factors. But that doesn't mean they should make choices for us on things that we've already considered and voted on what to put our efforts towards. That blurs player agency, and if our PCs don't actually work on the objectives we voted to prioritize, in favor of some other random thing we decided to pass up on, then what's even the point of offering the distinct choices within the Turn Plans in the first place?

Alternate hypothesis: If we hadn't stopped to hang out with Makoto, Chen and his friends would have shown up anyway and come after her alone. Maybe she'd have been able to handle that, but we'd hardly be better off for it.
The narrative results of the turns are based around the intent of the chosen actions, so I only see that happening if we'd passed up on both Hanging Out With Makoto and Check on Chen (because they were in different categories, and could be chosen together or independently). Since the whole idea behind the Check on Chen action was to proactively address his issue, it would only make any narrative sense for us to completely miss him confronting Makoto if we'd chosen it without Hanging Out With Her, and failed the roll. Otherwise the logical result would either be checking him preemptively, or catching his confrontation of Makoto in a similar way to this regardless.

It should be noted that the clock plot has killed a LOT of people in the SAT team attack and is, in its way, possibly just as bad as the radio and chanela plots. Makoto's action was eminently reasonable.

Likewise, Usagi's action gave us a lead, one we didn't have before, and I don't think we'd have gotten it automatically.
Yes he killed a lot of cops when his last plot got exposed, but that's already happened with us being unable to do anything about it. The whole reason I considered him a lower priority for this week specifically is because that last plot of his just got abandoned, and he's currently being relocated before he can start the next one. Meaning that unlike every other lead we have, he's not doing any ongoing damage yet this week and is at less risk of getting into another fight with the police right now, due to being in-between plots at the moment. Next week that would've been a different story, though that's moot now.

I know (or presume at least) that Usagi's Intrigue action sniffed up a new lead, and I have no issue with that, especially since there weren't any real competitive alternative actions in that section. I thought I made it clear that Makoto's the one I'm not thrilled by, since it's redundant with the already available Clock Hunt action we had, and she had a number of more pressing choices we could've taken instead.
 
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I know (or presume at least) that Usagi's Intrigue action sniffed up a new lead, and I have no issue with that, especially since there weren't any real competitive alternative actions in that section. I thought I made it clear that Makoto's the one I'm not thrilled by, since it's redundant with the already available Clock Hunt action we had, and she had a number of more pressing choices we could've taken instead.
This may just be me, but I read the update as saying "Usagi, who was investigating the Clock Store plot, ran into Makoto, who was trying to find new plots". And if Makoto was investigating the Clock Store, I don't think it was deliberate: she was likely investigating people being sick, and it just happened to be connected to an already known plot.

Her roll was pretty average afterall. "Found new lead for pre-existing case, but failed to find anything new" would be an interpretation I'm happy with. You get something out of it, so it wasn't a complete failure, but you didn't actually succeed at the goal either.
 
@Lunaryon , one idea that occurs to me- though this might disrupt other plans- is simply to stretch out the turns to two weeks long. We're already tackling multiple episodes worth of "interfere in youma plot" and assorted filler and training in each turn, so it would tend to slow the tempo of in-game operations to something more consistent with the show.

It could also be that we're still working through the backlog of low-effort and obvious plots the DK has built up over the past few months, so after that's over we may come to a period where the rate of plots being found and busted falls into equilibrium with the rate of new, more subtle plots being established.
 
That's all well and good for IC, in-story arguments, but I'm not talking about that at all. I'm speaking solely from a "Players voting on plans based on the rules of an action structure presented to us in a Quest", meta perspective. The input we give on our priorities and focus as represented by the actions we choose and don't choose in our plan votes.
Yes, and if we aren't spending actions on things like "scout for Dark Kingdom activity," then that indicates something about our focus. Say, that we're so busy chasing down existing leads that we don't pursue new ones. If we spend or don't spend an action on "hang out with Makoto," that says things about relative priorities for Usagi, and so on.

The fact that the top-level narrative effects of our 'mystery' actions sometimes flow into ongoing subplots that could also have been addressed with targeted actions doesn't mean that's all that's going on under the surface. For example, a mystery action might have several different possible actions it could flow into, some of them new to us and some of them not. It could well be that when we hang out with Makoto we roll a d6 to see which "Thing Happening Around Where Makoto Lives" we get involved in, and it just so happened that we rolled "Chen is still trying to ruin Makoto's life," for instance.

Or it could be that a 'mystery' action like "look for the other Senshi" synergizes with other actions we take. For instance, explicitly looking for Ami with an action had some advantages in terms of positioning us to link up with Ami quickly and smoothly during the cram school plot investigation. Maybe explicitly looking for Rei will make things go more smoothly here in the shrine/bus investigation than they otherwise would- which could be critical given the potential for misunderstandings with Inuyasha!

2. The unspoken implication behind "Mystery" actions like that, where players can decide to take a chance on something that could result in various possibilities which aren't specified, is that they are meant for things that we can't otherwise do with the more defined approaches we already have available. To do new, unknown things, not just randomly select something we could have already chosen to do anyway if we wanted to.
I think you read too much into this implication. There is no guarantee that a mystery action must chain into an ongoing plotline that we couldn't advance any other way. Just because it's our main way of accessing new, unknown things doesn't mean it's only for doing that.

I know that not everything we plan for will play out as we might want, and curveballs can result from independent factors. But that doesn't mean they should make choices for us on things that we've already considered and voted on what to put our efforts towards. That blurs player agency, and if our PCs don't actually work on the objectives we voted to prioritize, in favor of some other random thing we decided to pass up on, then what's even the point of offering the distinct choices within the Turn Plans in the first place?
Because Lunaryon may determine other characters' actions by combining them with the turn plan. For instance, knowing that we'd go to Nerima where Makoto lives, and put serious effort into clearing the confusion, but not explicitly try to pre-empt Chen's activities, may have impacted what we got out of visiting Makoto. Because it left Chen in a good position to make an interrupt roll, so that instead of anything else we might have gotten we got "visit from Chen" instead.

This does indeed blur player agency... insofar as it means the NPCs are getting agency too and get to make their own moves that may complicate our plans.

Yes he killed a lot of cops when his last plot got exposed, but that's already happened with us being unable to do anything about it. The whole reason I considered him a lower priority for this week specifically is because that last plot of his just got abandoned, and he's currently being relocated before he can start the next one. Meaning that unlike every other lead we have, he's not doing any ongoing damage yet this week and is at less risk of getting into another fight with the police right now, due to being in-between plots at the moment. Next week that would've been a different story, though that's moot now.
Which means we're in an excellent position to pre-emptive strike her (her, if it's the canon youma involved) before she hands out any more energy-draining clocks. Notably, the energy-draining clocks are ongoing as a threat and may well be hurting people even if the original shop is out of operation.

I thought I made it clear that Makoto's the one I'm not thrilled by, since it's redundant with the already available Clock Hunt action we had, and she had a number of more pressing choices we could've taken instead.
Makoto pursuing a known plot that she is aware of in the area is a reasonable outcome. And blowing up one more youma plot is, on the whole, well worth our time. It may not be the youma plot we most want blown up, but it's well up there on our list of things worth doing. I'm not going to complain, because I don't know that we'd have gotten a better result by having Makoto investigate, say, the radio plot. Remember, we tried investigating the radio plot before, and failed- it may well be that our odds of successfully halting a youma plot are higher this way than the other way.
 
There are good points on both 'our agency' vs. 'every character agency', I think... ultimately in this type of quest, our agency should be weighted more. Because it isn't a narrative quest, there are already dice rolls to represent potential failure on our parts, and that failure doesn't have to come from Usagi alone. A bad die roll could be Usagi messing up, but it could also be used to represent outside interruption/influence.

Now of course, not every roll is going to work out that way, and sometimes we might have characters show up when we don't expect them, but generally (I feel), if we get a good number from our roll, we should expect a good result in that action.
 
There are good points on both 'our agency' vs. 'every character agency', I think... ultimately in this type of quest, our agency should be weighted more. Because it isn't a narrative quest, there are already dice rolls to represent potential failure on our parts, and that failure doesn't have to come from Usagi alone. A bad die roll could be Usagi messing up, but it could also be used to represent outside interruption/influence.

Now of course, not every roll is going to work out that way, and sometimes we might have characters show up when we don't expect them, but generally (I feel), if we get a good number from our roll, we should expect a good result in that action.
The only one of our die rolls that got "eaten" in the manner you describe was the 20 we rolled for "Hang out with Makoto."

The catch is... we don't know what will come out of this event. We might get the opportunity to auto-resolve our 'Chen' subplot, which would otherwise have consumed an action in its own right. We might still get rewards, whose precise nature depends on how we handle Chen's intrusion. Not yet predictable.

All our other rolls at least correlate with the desired action- we spend an action investigating things and we get results consistent with investigation. We spend an action aimed at this or that thing and we get results consistent with that thing. The only action that hasn't clearly led to a result correlated with its intent, so far as we know, is "Hang out with Makoto," and there we are arguably being 'rewarded' by having a plotline drop into our lap.
 
The only one of our die rolls that got "eaten" in the manner you describe was the 20 we rolled for "Hang out with Makoto."

The catch is... we don't know what will come out of this event. We might get the opportunity to auto-resolve our 'Chen' subplot, which would otherwise have consumed an action in its own right. We might still get rewards, whose precise nature depends on how we handle Chen's intrusion. Not yet predictable.

All our other rolls at least correlate with the desired action- we spend an action investigating things and we get results consistent with investigation. We spend an action aimed at this or that thing and we get results consistent with that thing. The only action that hasn't clearly led to a result correlated with its intent, so far as we know, is "Hang out with Makoto," and there we are arguably being 'rewarded' by having a plotline drop into our lap.

That was really the only one I was questioning. Yeah, it does 'reward' us but not really in the way we chose. Or at least it seems like that. If the result does get us closer to Makoto and/or improve our martial, then I can understand that. If it's just 'dealing with Chen stuff' then it doesn't feel like the action we chose.
 
That was really the only one I was questioning. Yeah, it does 'reward' us but not really in the way we chose. Or at least it seems like that. If the result does get us closer to Makoto and/or improve our martial, then I can understand that. If it's just 'dealing with Chen stuff' then it doesn't feel like the action we chose.
Suffice to say that if Chen was always going to harass Makoto this week (as seems likely) then the reward "when it happens, Usagi is right there to provide support instead of being across town" is actually a significant reward in its own right.

@Lunaryon

A thought. Since you have often grouped related actions together into the same de facto result, have you considered, and/or do you apply, synergy bonuses? Something to consider, since it incentivizes teamwork and focused action.
 
So looking through the conversation it is clear that I need to work a lot harder when it comes to foreshadowing future NPC events.

I need to make sure that you all at least have an idea of what potential plotlines might be moving towards you rather than you towards them.
 
So looking through the conversation it is clear that I need to work a lot harder when it comes to foreshadowing future NPC events.

I need to make sure that you all at least have an idea of what potential plotlines might be moving towards you rather than you towards them.

Rumor mill posts seem to be fairly good at that in CK quests - all current developments regularly collected in one spot and called out reasonably explicitly as being potentially important. The flipside of course is that this may be a less narrative style than you might prefer.
 
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Rumor mill posts seem to be fairly good at that in CK quests - all current developments regularly collected in one spot and called out reasonably explicitly as being potentially important. The flipside of course is that this may be a less narrative style than you might prefer.
I was vaguely going for something along those lines with the weekly news segments, but I have been putting them at the end of the turns, and they seem to be more focused on the Police than I originally planned them to be...
 
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