Effective illusions show you what you want to see. Most people would run screaming from a lake of blood, or at least leave immediately.
I'm thinking that this is a mental effect of some kind, in which case it's not "Show an illusion of a lake of blood", it's "Show something that'd make the viewer interested". In fact, that's pretty much necessary for it to be talking in a language we understand and smelling like us. And judging by the voting response and Melia's personality, it has done a flawless job of presenting something interesting to us.
 
I'm thinking that this is a mental effect of some kind, in which case it's not "Show an illusion of a lake of blood", it's "Show something that'd make the viewer interested". Which, judging by the voting response and Melia's personality, it has done flawlessly.
Still would mean it's reading our mind from across the portal. Which would be...odd. Morgan can't see through the portal, and he's on our side of it. That kinda indicates only we should be able to detect things through the portal. Maybe our elementals, too, but that's probably due to their bond to us.
That's not a problem with the physics so much as the computer not being powerful enough. Or physics being too buggy.
Indeed. But the odds of bugs increase with the complexity.
 
Derail time:

We were remarkably cautious with the temple. The moment we cottoned on to the mind effect, we chose to leave rather than remain subject to it / leave Agneyastra subject to it. Then we sent in a construct. The final decision that did us in was to attempt diplomacy, which was a rather wretched evaluation of the risks for that decision, but had that decision been "cut our losses" instead we'd have gotten out with only small loose ends.

At no point was there really a feeling that what we were doing could not go wrong; rather, every decision was predicated on what could or already had gone wrong. Even the final choice had a debate to it.

So no, you're not really accurately describing the thought processes at all.
Acknowledged. Perhaps I spent too much time reading the posts of the people who were upset because they felt insufficient caution had been exercised, and not enough carefully analyzing the posts that contributed to the narrowly averted bad ending. Thank you for clarifying your perception of events.

[A bad ending might somehow have been averted even had Calypso gained any more control over Jade, but it would have taken a helluva fight, I imagine]

This is a really good example of a time when all the arguing in the world isn't going to change anyone's mind.

My god, though, I cannot imagine how anyone could enjoy playing a car sim without crashing into everything for at least long enough for the novelty of the crashing physics to wear off.
Well, I honestly don't play a lot of car sims, probably for that exact reason. But to pick games I do play, I also don't, say, set up a game of SimCity with the intent of turning the city into a horrible slum. Or play a game of Hearts of Iron with the intent of losing the wars I fight. Or build rockets in Kerbal Space Program just to watch them crash (which is perhaps more common than the above two).

Furthermore...

When crashes are fun for thirty seconds but then the computer locks up for three hours, crash physics get boring really fast.
I think this helps encapsulate the reason I'm bringing it up.

Quests have a fair amount of latency in that it takes weeks to get one rolling, but only hours to blow one up. The people who derive pleasure from the quest being an ongoing thing, with a pattern of successes and the gradual development of a specific character, therefore have a problem. Because it only takes one or two poor choices for the thing to blow up, and it may be weeks or months before anything can take the place of the blown-up quest.

So I'm sort of pleading for my co-drivers to not start thinking in terms of "wouldn't it be fun to crash the car." I do this in the belief that if they crash the car they'll get a burst of entertainment, followed by hours of recriminations (that I will hopefully but not necessarily have the willpower to stay out of), followed by an extended period of boredom for me until I find something to replace this quest with in my set of fun things for Simon to do.
 
Acknowledged. Perhaps I spent too much time reading the posts of the people who were upset because they felt insufficient caution had been exercised, and not enough carefully analyzing the posts that contributed to the narrowly averted bad ending. Thank you for clarifying your perception of events.

[A bad ending might somehow have been averted even had Calypso gained any more control over Jade, but it would have taken a helluva fight, I imagine]
That's not what I meant at all. You managed to miss the point entirely somehow. I'm not speaking to the escape, which is exactly as you describe and remember, but to the lead up before getting caught in the first place. There's no point in discussing risk assessment without speaking about the part where the risks were being assessed.
 
One thing I have seen GMs elsewhere is to offer a reset after a bad end, instead of it meaning the quest is over. It'd take some effort to ensure meta knowledge can't be abused though.
 
I just want to meet dorky blood pool voice okay?!

Like guys, as long as we go in there and play the situation appropriately. Be respectful as needed, be cautious as needed, and generally play carefully and safely, we should be fine.
 
I'll go one step further: Trying to intentionally crash a quest should earn moderator attention. In exactly the same way and for exactly the same reasons as, for example, trolling - this is a community, and ruining things for everyone else for your own amusement is not acceptable. It gets even worse when you consider what it means for the QM; they put all this effort into a setting and a story and keeping things running, ruining that for them is past unacceptable.

I just want to meet dorky blood pool voice okay?!

Like guys, as long as we go in there and play the situation appropriately. Be respectful as needed, be cautious as needed, and generally play carefully and safely, we should be fine.
If you're rehearsing your evidence, I'll rehearse mine as well:
  • That's what we thought about Calypso too.
  • I doubt that the voice even exists.
 
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Acknowledged. Perhaps I spent too much time reading the posts of the people who were upset because they felt insufficient caution had been exercised, and not enough carefully analyzing the posts that contributed to the narrowly averted bad ending. Thank you for clarifying your perception of events.

[A bad ending might somehow have been averted even had Calypso gained any more control over Jade, but it would have taken a helluva fight, I imagine]

Well, I honestly don't play a lot of car sims, probably for that exact reason. But to pick games I do play, I also don't, say, set up a game of SimCity with the intent of turning the city into a horrible slum. Or play a game of Hearts of Iron with the intent of losing the wars I fight. Or build rockets in Kerbal Space Program just to watch them crash (which is perhaps more common than the above two).

Furthermore...

I think this helps encapsulate the reason I'm bringing it up.

Quests have a fair amount of latency in that it takes weeks to get one rolling, but only hours to blow one up. The people who derive pleasure from the quest being an ongoing thing, with a pattern of successes and the gradual development of a specific character, therefore have a problem. Because it only takes one or two poor choices for the thing to blow up, and it may be weeks or months before anything can take the place of the blown-up quest.

So I'm sort of pleading for my co-drivers to not start thinking in terms of "wouldn't it be fun to crash the car." I do this in the belief that if they crash the car they'll get a burst of entertainment, followed by hours of recriminations (that I will hopefully but not necessarily have the willpower to stay out of), followed by an extended period of boredom for me until I find something to replace this quest with in my set of fun things for Simon to do.
Ah, but see, where you see the failure, I see the chance for success. And thus, awesomeness. For me, without that, there's not a lot of fun to be had. I find reward without risk to often be just a bit too boring. There's fun to be had in the planning and the learning about the setting, but after a while, that goes stale, too. Eventually, I want a little bit of a challenge and risk. The logical way isn't always the fun way.
One thing I have seen GMs elsewhere is to offer a reset after a bad end, instead of it meaning the quest is over. It'd take some effort to ensure meta knowledge can't be abused though.
Retcon to having us pick a different world, maybe? It can still be abused, but less so.
I'll go one step further: Trying to intentionally crash a quest should earn moderator attention. In exactly the same way and for exactly the same reasons as, for example, trolling - this is a community, and ruining things for everyone else for your own amusement is not acceptable. It gets even worse when you consider what it means for the QM; they put all this effort into a setting and a story and keeping things running, ruining that for them is past unacceptable.
...Except that's not what I'm doing. It's not what any of us are doing. We're not intending to crash. It's just a potential outcome. And if picking a default option, in a preference vote no less, automatically crashes us, that would be kinda bad QMing, honestly.
 
...Except that's not what I'm doing. It's not what any of us are doing. We're not intending to crash. It's just a potential outcome. And if picking a default option, in a preference vote no less, automatically crashes us, that would be kinda bad QMing, honestly.
You're fine, but I'm pretty sure I've seen at least one person argue that crashing the car is fun. And I see that logic all the fucking time in other quests. Alivaril does a damn good job suppressing it, I'm not exactly sure how.
 
." I do this in the belief that if they crash the car they'll get a burst of entertainment, followed by hours of recriminations (that I will hopefully but not necessarily have the willpower to stay out of), followed by an extended period of boredom for me
I'll get that entertainment, then more entertainment from reading the recriminations if there are any, then yet more entertainment from picking up the pieces as Melia deals with a bad thing having happened to her. It becomes a valued piece of character development. That was a large part of what made Ignition compelling in the beginning.

I'll go one step further: Trying to intentionally crash a quest should earn moderator attention. In exactly the same way and for exactly the same reasons as, for example, trolling - this is a community, and ruining things for everyone else for your own amusement is not acceptable. It gets even worse when you consider what it means for the QM; they put all this effort into a setting and a story and keeping things running, ruining that for them is past unacceptable.

If you're rehearsing your evidence, I'll rehearse mine as well:
  • That's what we thought about Calypso too.
  • I don't think that the voice exists.
Hell no. If someone enjoys seeing bad things happen to fictional characters and wants to vote in ways that encourage that happening, the only one who has any right to stop it is the quest writer. Enjoying different things from a group shouldn't be a rule violation.
 
That's what we thought about Calypso too.
Missed this. V, don't use this as a point. Please. It's just reopening a can of worms best left unopened.

Edit: If you have to, please phrase it better. Like, in a way that doesn't seem likely to result in re-hashing the discussions on the subject we've already had, which went nowhere and just made people angry.
 
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@Nixeu, I understand your desire to avoid bringing up the Calypso Incident. I will refrain from saying anything specific or definitive about it, since I am ignorant of details that are reelvant.

At the same time, please be mindful that for other people, the Calypso Incident is an EXTREMELY good example of what happens when a quest character walks into a situation that poses uncertain-but-probably-existing Bad End risks. It's like, Vebyast and me are not talking about it just to make you miserable, we honestly think, in good faith, that it's relevant. Because he seems to be getting flashbacks to it and I who never experienced it personally am still seeing some maybe-there-maybe-not parallels.

The fact that you're triggering other people's thoughts of the Calypso Incident is probably something you should bear in mind. On a level beyond just asking us not to bring up the Incident due to how it triggers your negative associations involving the Incident.

If an experience was bad enough that I don't want to ever hear about it again... I should probably not dismiss other people going "uh yeah this looks like that one time we had a horrible experience."

Hell no. If someone enjoys seeing bad things happen to fictional characters and wants to vote in ways that encourage that happening, the only one who has any right to stop it is the quest writer. Enjoying different things from a group shouldn't be a rule violation.
@pressea ... If I join a large group of people who are trying to have fun by doing X, under pretense of being one of them...

And I act in such a way as to destroy their ability to do X, for my own amusement...

That is like the definition of parasitism right there. A smaller entity (one person) joins a larger one (a group of a few dozen) for purposes of benefiting themselves (with entertainment) by harming the group (by sabotaging their entertainment).

It is also a close match for the activity known as "trolling," which online forums have very good reasons for discouraging. Because there is a frustrating minority of people who will cheerfully use the Internet to do this to people all the damn time. Because they care about their own entertainment, don't value other people's happiness, and enjoy things that are totally at odds with what everyone else wants.

If I am one of those people and start going around explicitly trying to sabotage a construct that a group of others is using to have fun, for the sake of my own fun... I deserve to get thrown out on my ear.



Effective illusions show you what you want to see. Most people would run screaming from a lake of blood, or at least leave immediately.

Why in the fiery pits of Muspelheim would the illusions show that, though? Unless it's using our own mind to tailor the illusion, which would have some rather bizarre implications about the cross-over between worlds our portals allow, this is a TERRIBLE illusion for luring people.
What if the lake of blood is not an illusion, and is in fact real, but some of the other elements of the scene are either illusions or in some way shape or form "insincere," in the sense of being deliberately crafted to reduce the perceived harmfulness and danger of the situation? Or, say, are genuine elements introduced to the scene by the singing voice in an attempt to reduce their own suffering at being stuck in a terrible place that no sane person would want to be stuck in, and from which escape is difficult if not impossible?

The issue is that no one and nothing in the other portals is reacting to them. Unless it just wasn't mentiomed. Meaning that magic can detect us, but people can't, even before we make our choice and fully form the portal. That has some profoundly complex implications for our future jumps. To the point where I'd actually want to take the pool of blood more, just so we don't get blindsided later on.
See, that's actually a decent argument for investigating the lake. If I felt more confident in our ability to survive going there, I might be persuaded by that. Just having a fast 'panic button' ability to snap the tether near-instantly and move on to the next dimension would be a major improvement there, for instance.

The rifts are obviously very very magical in nature, in the sense of "entirely made out of magic." And the portals are clearly tuned to us in an anthropic-principle sense; they are specifically about Melia personally as an individual. Other people cannot use or see them, except possibly if Melia is carrying them. So Melia can look through the magic Melia!portals to see another dimension; Morgan can't because they're not Morgan!portals and if he wants to see other dimensions he can make his own damn portals.

But the question is, is a Melia!portal a strictly one-way passage, or a two-way passage with some obstacles to prevent easy detection from the other side?

It's like, a one-way mirror isn't truly one-way, it just looks that way. It's still, strictly, a two-way window that both sides can theoretically see through. But it appears to be like a mirror from one side, as long as there's a significant difference in light levels between the two sides. If you stand in a brightly lit room looking out at the night, it looks as though you're just looking at a mirror. Because your own reflections in the mirror drown out the very dim light coming from the outside world. But with the right tools, you could turn down the lights in your room, or throw a blanket over your head to block the lights out... and then you could see the things outside in the dark, and tell if they were looking at you.

Similarly, it might well be possible that with the right tools, a magically capable entity could "look back" at us through the portals or be aware on some level. I'd be more comfortable ruling that out when we know more about how portals work.

Picked an odd way to do it. It's not a 'reassuringly familiar smell', it smells like us. Something we can't normally smell. Blatantly making your 'soothing' illusion unnatural is a bad idea.
How do we even know it smells like us, as opposed to smelling like some kind of exotic magical incense smoke that makes the subject think they're detecting their own body odor? By definition, we can't be familiar with something we can't normally perceive, can we? Not in a way that makes us certain we're not being tricked.

Would be the same as most other options, TBH, just not quite the same scale/type. Any world where water elementals frolick openly is going to have mages, and their culture would be quite foreign to us. If those mages have hostile intentions, we'd be about as screwed. And a high-tech environment would be even worse, in some respects. A mix of familiar and new/scary is often more unsettling. I'd rather have an obviously different scenario, to a deceptively familiar one.
See, if I got any hints through one of the portals that the society we were looking at was some kind of tyranny, or a place where a stranger like Melia was likely to be mistreated, I'd be reacting more or less the same way to that.

Not usually in Ignition. Jade OP. Which means a very different scenario.
Well yes... which is kind of my point. Jade can go into situations confident of her ability to survive long enough to escape, because she has so many different kinds of defenses and toughness-boosts that she is very hard to kill, even for things that are trying to hurt her. Melia is squishier, so "risk" is more threatening.

If it were Jade talking about which of these four places to go through, I would have virtually no objection to the blood pool- because I'd be reasonably confident of her being able to handle what's on the other side.

I actually really hate it when people play board-games that way. Because the game often NEVER FREAKING ENDS. I only have so long to play. At some point, you have to go for the goal, ya know?
...Quests routinely last for months. If this is a bad thing to you, I'm sorry, but you might want to consider another form of entertainment. Trying to make a quest be 'over' by 'winning it' faster, pursuing a high-risk high-reward strategy, strikes me as counterproductive. It's a great way to play video and board games; after all, you can just start another game immediately. You can't do that with quests unless you're the QM and just want to start the same quest over to see how it goes.

To some extent, the same is true for video-games, too. Depending on how extreme the people take it. Like, say, refusing to reach the finish line in a racing game, because you came in last, forcing the other players to either turn the system off/reset, or hunt you down, or steal the controller.
Okay, see, that's asinine behavior, I get that. What I'm trying to say is, blowing up the game for other people, for one's own amusement, is antisocial. Blowing up racing games by refusing to reach the finish line is antisocial. Blowing up the quest to see what happens is semi-social; it's a social activity among the people who (hypothetically) do the blowing-up, but it's antisocial from the point of view of the people who didn't want the quest to die.

So part of me is pleading "please let us not get reckless enough that we start blowing up games, it spoils things for the people who want gradual development and prolonged exploration and quest-not-blowing-up-ism."
 
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Hell no. If someone enjoys seeing bad things happen to fictional characters and wants to vote in ways that encourage that happening, the only one who has any right to stop it is the quest writer. Enjoying different things from a group shouldn't be a rule violation.
Enjoying it? Sure, fine, whatever you want. Ruining the quest for everyone else by making it happen? Unacceptable. If you want something and you're not getting it, there's a point where you go find your own damn quest instead of shitting up someone else's.
 
It is also a close match for the activity known as "trolling," which online forums have very good reasons for discouraging.
Someone trolling derives pleasure from destroying others happiness. Getting pleasure from a different source isn't the same.

For example, there's a group of people in a romance-based quest. Everyone is generally agreed that one character is best and the quest has developed in that direction. Would you say that someone who thinks another character is best and votes that way is trolling? I'd hope not.

Enjoying it? Sure, fine, whatever you want. Ruining the quest for everyone else by making it happen? Unacceptable. If you want that, and you're not getting it, you go find your own damn quest, you don't shit up someone else's.
There's no shitting happening. You want the quest to go in different directions, which is why the voting system exists.
 
At the same time, please be mindful that for other people, the Calypso Incident is an EXTREMELY good example of what happens when a quest character walks into a situation that poses uncertain-but-probably-existing Bad End risks. It's like, Vebyast and me are not talking about it just to make you miserable, we honestly think, in good faith, that it's relevant. Because he seems to be getting flashbacks to it and I who never experienced it personally am still seeing some maybe-there-maybe-not parallels.
...Okay, that's it. Clarifying what I meant. Because you're not getting it, despite SWB's mentioning it.

The Bad End risk was literally only because of our freezing of MGLN, and the time-limit before we attracted the Eldrazi. Nothing else. We were not at risk of dying from Calypso herself, but because of the Eldrazi. We had unfortunately not taken that into our threat assessments at the time. I don't think it was even brought up (though I could be wrong). If it was, it got buried, because the majority of us missed it entirely.

Aside from that? Our threat assessments were completely logical, but wrong. They were the sort of tactical error that can happen to even the best of tacticians. I'm not saying we were totally flawless, mind, but our logic was sound, but our premises, which we could not confirm the validity of, were not valid. This is the sort of mistake anyone can make. For just about any situation.
The fact that you're triggering other people's thoughts of the Calypso Incident is probably something you should bear in mind. On a level beyond just asking us not to bring up the Incident due to how it triggers your negative associations involving the Incident.
Aside from even taking the risk in the first place, we did nothing that was not backed up at least some logic. Until Torgamous pointed out the Eldrazi-Time-Stop thing, I maintained we did nothing wrong, but were still screwed. It happens. That assessment stands. We just missed a variable that could have f*cked us severely. That aside, it was fine.
If an experience was bad enough that I don't want to ever hear about it again... I should probably not dismiss other people going "uh yeah this looks like that one time we had a horrible experience."
You misunderstand my concerns. My concern is because I have a lot of trouble staying polite when it comes up. Because people can very much disagree with my assessment of it, and often say as much. That's why I was letting SWB take point: I was at the fore of the choice to do it at all, and he was more neutral.

I need time to clear my head before I respond to anything else you said. Sorry.
 
Would you say that someone who thinks another character is best and votes that way is trolling? I'd hope not.
When they're voting for a character that would make the quest unplayable for the rest of the population if they succeeded? Like, say that they're continually trying to romance, I don't know, Jack Slash? Yes, they're trolling. Degree is important. Different characters are fine. Different stories are fine! But if you want to take a happy romance story and turn it into gory murderhobo simulator 5000 with realistic disembowelment action, you're ruining the quest for everyone that's there for the romance and you need to leave.

I'd be fine with your argument if it was just "I don't like it when there's no difficulty". But you're not saying that. You're saying that you want to deliberately do stupid things to make the main character suffer. You know how Alivaril works. You know that your stupid decision could well stick with us for the rest of the quest. You are trying to ruin it for everyone and you know it. And don't you dare hide behind the damn "lul it's democracy you can't do anything" shit, that's trolling 101.


edit: I need to stop posting and eat something. I'm too angry.
 
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I'd be fine with your argument if it was just "I don't like it when there's no difficulty". But you're not saying that. You're saying that you want to deliberately do stupid things to make the main character suffer. You know how Alivaril works. You know that your stupid decision could well stick with us for the rest of the quest. You are trying to ruin it for everyone and you know it. And don't you dare hide behind the damn "lul it's democracy you can't do anything" shit, that's trolling 101.
Enjoying the main character suffering is a backup plan, not the main plan.

But even if it was the main plan, that still wouldn't be trolling, and I absolutely am going to hide behind democracy because solving disputes like this is exactly what it's for.

Oh, and
But if you want to take a happy romance story and turn it into gory murderhobo simulator 5000 with realistic disembowelment action, you're ruining the quest for everyone that's there for the romance and you need to leave.
the QM is the one who gets to decide whether a direction is appropriate for the quest. Not the players. If they want to write murderhobo simulator 5000, cool, if not, they say so.

By the way, this view is why I hate QMs who feel like they're obligated to write what voters want. No, you don't have to write murderhobo 5000 if you want to write a romance story. Tell your voters to fuck off and write what you want.
 
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  • That's what we thought about Calypso too.
  • I doubt that the voice even exists.

To the first point, I wasn't actually around for the calypso vote, it's before my time. That said, I'm not sure it's necessarily relevant here. That time we were dealing with a mind controller, and in this case when I think of anything to do with mind controllers I usually don't think of pools of blood. There are too many inconsistencies with the scene to be a siren or Mesmer-type person imho. Mind controllers are a lot more insidious and dangerous, as long as this isn't a mind controller, I think observing the same level of caution should turn out alright.

Why don't you think the voice exists?
 
One thing I have seen GMs elsewhere is to offer a reset after a bad end, instead of it meaning the quest is over. It'd take some effort to ensure meta knowledge can't be abused though.

Yeeeeah, no. I feel like that would just encourage reckless behavior.

You're fine, but I'm pretty sure I've seen at least one person argue that crashing the car is fun. And I see that logic all the fucking time in other quests. Alivaril does a damn good job suppressing it, I'm not exactly sure how.
Enjoying it? Sure, fine, whatever you want. Ruining the quest for everyone else by making it happen? Unacceptable. If you want something and you're not getting it, there's a point where you go find your own damn quest instead of shitting up someone else's.
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Could the participants of this argument please drop it? This is a disguised morality argument.



For the record, I was the one to originally bring up Calypso, so... sorry about that. :oops:
 
Okay. Head's about as clear as it's probably going to get. Still got some nervous energy, but I can't stand up and burn it off this late, not for long. Could maybe do more breathing exercises, but I get impatient after like 2 breaths.
What if the lake of blood is not an illusion, and is in fact real, but some of the other elements of the scene are either illusions or in some way shape or form "insincere," in the sense of being deliberately crafted to reduce the perceived harmfulness and danger of the situation? Or, say, are genuine elements introduced to the scene by the singing voice in an attempt to reduce their own suffering at being stuck in a terrible place that no sane person would want to be stuck in, and from which escape is difficult if not impossible?
Well, we can escape from it, so long as we don't die. The other illusions run into the exact same problems I have with illusions working through portals at all.

Also, given that this is a cave, I would assume those lures would be more at the entrance. If you're deep enough to be unable to escape, no need to keep up the illusion, except maybe for the voice's sake. But, again, escape is possible for us, so...
How do we even know it smells like us, as opposed to smelling like some kind of exotic magical incense smoke that makes the subject think they're detecting their own body odor? By definition, we can't be familiar with something we can't normally perceive, can we? Not in a way that makes us certain we're not being tricked.
We just know. Which seems to indicate some degree of magic, but that might be on our end, and not the portal's. We may have perceptions about locations because of being a dimensional traveler, or something.
See, if I got any hints through one of the portals that the society we were looking at was some kind of tyranny, or a place where a stranger like Melia was likely to be mistreated, I'd be reacting more or less the same way to that.
I have gotten those exact hints. Demo is likely high-tech, or possibly a magic-tech, but equally could be no-magic, or a masquerade scenario. Bad place to be a wizard, potentially. The city is noticably lacking in diversity, which, for a trade-fair or a marketplace, is concerning.
...Quests routinely last for months. If this is a bad thing to you, I'm sorry, but you might want to consider another form of entertainment. Trying to make a quest be 'over' by 'winning it' faster, pursuing a high-risk high-reward strategy, strikes me as counterproductive. It's a great way to play video and board games; after all, you can just start another game immediately. You can't do that with quests unless you're the QM and just want to start the same quest over to see how it goes.
You misunderstand. I game with people who, for the most part, are good at it. Two, in-particular, collect board-games and card-games. And have rather large collections, including some exotic stuff they spent a lot of money on. If they want to drag out a game? It's dragged out. Like, up to double the length. If they're playing too negative, it makes the entire experience much less fun, often times. Because they'll subtly sabotage everyone else. The main balancing factor is the other person, most of the time.

That can be true of when anyone plays too negative. Alivaril made one of our friends damn near flip the table because of that kind of thing. It can drag things out, and make the game less fun.
Okay, see, that's asinine behavior, I get that. What I'm trying to say is, blowing up the game for other people, for one's own amusement, is antisocial. Blowing up racing games by refusing to reach the finish line is antisocial. Blowing up the quest to see what happens is semi-social; it's a social activity among the people who (hypothetically) do the blowing-up, but it's antisocial from the point of view of the people who didn't want the quest to die.

So part of me is pleading "please let us not get reckless enough that we start blowing up games, it spoils things for the people who want gradual development and prolonged exploration and quest-not-blowing-up-ism."
Equally, though, playing the way you describe can be like the negative-play thing I mentioned, and make it less fun. Playing negatively, actively trying to deprive your opponents of what you think they need, and generally focusing primarily on sabotaging everyone, can make for a bad experience.

It's often a much safer route, but it can be a less enjoyable one, as gameplay grinds to a screeching halt, every bit of advancement anyone tries to make is fought tooth and claw by everyone else, and no one can make that final play without a lot of luck.

This is especially true if EVERYONE plays negatively. You need to balance them, to actually have a good game. I think the same is true of taking risks. Balance your risks with caution, and you have a more enjoyable time than constantly playing it safe.
For the record, I was the one to originally bring up Calypso, so... sorry about that. :oops:
It's okay. It happens.
 
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If they're playing too negative, it makes the entire experience much less fun, often times. Because they'll subtly sabotage everyone else. The main balancing factor is the other person, most of the time.

That can be true of when anyone plays too negative. Alivaril made one of our friends damn near flip the table because of that kind of thing. It can drag things out, and make the game less fun.

*cough*

Sorry about that. In my own defense, I had no idea how to play the game; while I claimed it was to make that specific individual lose, I honestly hoped I could forge an alliance and win using "Oh, I'm just attacking the strongest person to make sure they lose!" as a smokescreen for actually going up in rank.

...IT SEEMED LIKE A GOOD IDEA AT THE TIME.

EDIT: Hold on, haven't you already brought that up and I already mentioned my real reasoning? :confused:

EDIT II: Right, unintentional derail.
 
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*cough*

Sorry about that. In my own defense, I had no idea how to play the game; while I claimed it was to make that specific individual lose, I honestly hoped I could forge an alliance and win using "Oh, I'm just attacking the strongest person to make sure they lose!" as a smokescreen for actually going up in rank.

...IT SEEMED LIKE A GOOD IDEA AT THE TIME.

EDIT: Hold on, haven't you already brought that up and I already mentioned my real reasoning? :confused:
It's entirely possible. It's tired, and I'm late. Yes, that was deliberate.
 
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I have gotten those exact hints. Demo is likely high-tech, or possibly a magic-tech, but equally could be no-magic, or a masquerade scenario. Bad place to be a wizard, potentially.
...What.

Seriously, you're taking "these people have tall buildings and fireworks" as being as large a potential indicator of 'This Is A Bad Sign' as lakes of blood and unseen voices singing about "forgetting the fear."

...What.

The city is noticably lacking in diversity, which, for a trade-fair or a marketplace, is concerning.
...What.

Seriously, you're saying that entirely from the skin tone. There are a lot of explanations for roughly uniform skin tones. Say, the city could be in the equivalent of medieval sub-Saharan Africa or medieval Germany or medieval northern China. A LOT of places where the typical tech level is medieval will have most people possessing more or less the same skin tone. That doesn't mean they automatically hate or fear strangers.

Plus, we don't know what Melia's standard of 'diverse skin tones' is, so we don't know what 'not very diverse' means to her.

Anyway, you're taking "everyone in the marketplace is more or less the same skin tone" as being as large a potential indicator of 'This Is A Bad Sign' as lakes of blood and unseen voices singing about "forgetting the fear."

...What.

You misunderstand. I game with people who, for the most part, are good at it. Two, in-particular, collect board-games and card-games. And have rather large collections, including some exotic stuff they spent a lot of money on. If they want to drag out a game? It's dragged out. Like, up to double the length. If they're playing too negative, it makes the entire experience much less fun, often times. Because they'll subtly sabotage everyone else. The main balancing factor is the other person, most of the time.
Yeah see, I get that. My point is that all these video and board games have a common design element, namely that they are designed to be won by one of several players, in a reasonably short, definite-ish span of time. They're not open-ended. If you come up with a way to easily win the game in five minutes, your fellow players SHOULD congratulate you on your cleverness. Then they should start another game, or discuss how to counter whatever brilliant tactic you just used, or play a different game you haven't figured out how to one-shot so easily.

Consider, by way of contrast, a D&D campaign. If the dungeonmaster comes up with an elaborate fantasy world and you figure out a way to solo it in five minutes, 'winning everything' with, say, the 3rd Edition Pun-Pun build... Your fellow players may not congratulate you. Your DM may be irritated because a bunch of his time and effort just got thrown down the drain. You cannot immediately start a new campaign, at least not until the DM has created a new campaign setting.

In other words, D&D is not a speed run game. It is meant to take a long time, and to be relatively open-ended, though it does allow for (prolonged) enjoyment of closed scenarios, such as "complete a single mission." But by and large? Open-ended exploration of a large campaign world is the norm for which the game was invented, and is in large part the form of gameplay that has kept D&D alive for forty years or so.

Online play-by-post quests are not on the whole like competitive video and board games, where the goal is to win quickly, declare victory, and go home. The nature of the medium does not lend itself to playing them that way, though it can be done.

Most online play-by-post quests are like D&D campaigns, which are meant to take an extended period of time and be relatively open-ended. Trying to "win" such a quest quickly through high-risk behaviors can be counterproductive.
 
...What.

Seriously, you're taking "these people have tall buildings and fireworks" as being as large a potential indicator of 'This Is A Bad Sign' as lakes of blood and unseen voices singing about "forgetting the fear."

...What.
I never said they were equal. You didn't specify that. They're enough that I'm enough less comfortable with them to tip the scales, as it were.

Edit: You literally said 'If I got any hints...', so I gave you those hints. I see nothing jaw-dropping about that response.
Anyway, you're taking "everyone in the marketplace is more or less the same skin tone" as being as large a potential indicator of 'This Is A Bad Sign' as lakes of blood and unseen voices singing about "forgetting the fear."
See above. Doesn't need to be as large to affect risk-reward assessment.
And? I'm not trying to speed-run. This is just an opportunity I'm not sure we'll get again any time soon. Opportunities to visit a place with this sort of reward, and a socially-inclined risk, aren't likely to be common. We may not be able to visit such a place safely for some time, if ever. Carpe diem, and all that.

I brought that game stuff up because I was trying to point out how, for maximum enjoyment, a mix of play-styles and strategies is best. There are times to take a risk, and times to play conservatively. And times to take risks conservatively, as well. Early on, risks to grant yourself growth can pay off enormously, since it lets you reach the higher level stuff earlier. Jade's an extreme example of that, but, even if the payout is less, it's still often a nice payout.

Also, people are much more inclined to actually take those risks. Sunk-costs and emotional investment, and all. Better to take them now, IMO, since it's only going to get worse and harder with time.
 
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