Crystalwatcher's Magical Girl Quest!

This is getting into a potentially infinitely deep debate between simulationism and narrativity. One side says that realism should be adhered to at any cost because the simulation is the core of the game, even if it doesn't look fun, because otherwise you're just having a magical tea party. The other side says that the game is there to be fun and that anything that gets in the way of the fun should be purged with fire even if it's completely nonsensical.

Do we want to have that discussion?
 
Last edited:
This is getting into a potentially infinitely deep debate between simulationism and narrativity. One side says that realism should be adhered to at any cost, because the simulation is the core of the game. The other side says that the game is there to be fun and that anything that gets in the way of the fun should be purged with fire, even if it means completely screwing over the realism as long as you do it in a way that doesn't break suspension of disbelief or do anything else that damages fun.
Games, by their very nature, fall on the simulation side of the equation. Otherwise you might as well read a book. And even a choose your own adventure story is still a book.

Do we want to have that discussion?
Well, it is past midnight and I have been drinking in preparation for the weekend...
 
Last edited:
Games, by their very nature, fall on the simulation side of the equation. Otherwise you might as well read a book. And even a choose your own adventure story is still a book.
But quests are CYOAs. The only difference between a CYOA and a quest is that since a CYOA is pre-written every possible choice combination has to be written out while quests only write out the winning choice combination.

I suppose you could argue that write-ins make it somewhat more player controlled then CYOAs or about how player discussion influences the GM but I'd still say the two are very close.


Also the whole story/game dynamic is quite separate from the simulation/narrative dynamic. You can write a story where you try and simulate what would realistically happen and you can play a game where things happen because it makes narrative sense.
 
Came in late but:
I'm guessing the damage is low enough that it's easily repairable in time for Operation: Answerer?
As far as I could tell, most of the damage was the Nepgear shaped dent and the resultant blunt damage. That was the only direct hit, though no doubt the volley shots did a number on the paint job.
I will if I can manage it into the narrative.

Most of these I was hiding behind the "Visit the Command Tent" option that NO ONE seemed to want to take.
It's already been mentioned, but visiting the command tent doesn't seem to grant significant benefits, or contain character interactions people like.

The obvious solution is to stick Uni, Sega and Rei in the command tent. :p

While the writing is on the better side of decent, and it still makes for an interesting read, this kind of issue means this is very unfriendly to casual interest and more in line with games that are outright designed to be frustrating, like the popular Dark Souls series.

I'm...not quite sure if that's really an ideal format for a forum game.
Quest analysis thread says the opposite. This is very nearly ideal for forum game voting, because otherwise you just spend 2-3 months working out the specifics of every scene, and the GM loses interest, plot doesn't advance.

Micromanagement kills quests. A lot. There's a reason most quests never get past their first IC month.
The only time it's actually added value to a quest rather than serving an ideological talking point is pretty much combat, where the micromanagement has a certain sense of achievement.
She's seen what happens when MGs link their real name. She's not fluff-headed enough to repeat that mistake.
On the other hand her family is pretty much all dead...well I suppose that could be fixed if the enemy thought it was a way to get to her.
Then I'd have to ask why they even ended up in our mission list to begin with. Because getting assigned a mission we're not required for, when there are plenty of missions where we are, sounds like a pretty serious failure on Basilicom's part.
There are many gradations of success or failure.


Look at our present options:

[]The Victorious Dead (Operation: Soul Collector)

It's possible that we encounter partial or complete success without Nepgear's intervention. Red Rose is very nearly the best at killing other magical girls, barring surprises, and Insight is very good at identifying surprises.

However, it is possible that the enemy will also achieve a partial success and recover some high value dead, or cause death and severe injury to Red Rose in the process. Assets on both sides are unclear.

Nepgear's main addition to this scenario is Team GEAR's knowledge of how to free Goddess Red's minions from her control.

Participation is a gamble on getting more assets/getting to yell at Goddess Red a bit.
Nonparticipation is a gamble on Red Rose's survival.

[]The Pale Light of The Moon (Operation: Artemis)

This one leads to informational gain. Gaia is very unlikely to actually get killed here, and likewise with Shiva. Things will go on regardless of our intervention, mostly because we don't even know what we're intervening in.

Participation is pretty much based on getting useful intel out of this. Nonparticipation is PROBABLY not going to make things worse, but we could make wrong decisions due to lacking information.

[]The Road to Elysium (Operation: Charon)

Pretty simple: They need an army breaker.
Non-participation continues the stalemate until somebody throws in an armybreaker.

If Nepgear joins and shatters their armies, we'd see massively more Fairy and Elf backup on all missions, which means less Nepgear intervention needed, as they ccan change things.

Just because we don't participate does not mean disaster.
 
I just realized something.

As we know where Goddess Red is, can't we just send or bring along Goddess Gold? Because this is EXACTLY the sort of threat the UL sends her out for.

Or is there something preventing that from happening.
 
I just realized something.

As we know where Goddess Red is, can't we just send or bring along Goddess Gold? Because this is EXACTLY the sort of threat the UL sends her out for.

Or is there something preventing that from happening.
Red is a possible combatant. We don't know for certain, and without certainty, deploying on of the goddesses in response is too risky.
[/speculation]
 
[]The Pale Light of The Moon (Operation: Artemis)

This one leads to informational gain. Gaia is very unlikely to actually get killed here, and likewise with Shiva. Things will go on regardless of our intervention, mostly because we don't even know what we're intervening in.

Participation is pretty much based on getting useful intel out of this. Nonparticipation is PROBABLY not going to make things worse, but we could make wrong decisions due to lacking information.
One other relevant point. If Gaia doesn't want humanity interfering with this for their own good (from her perspective), then Divinity MGs are the only ones who can actually do anything here.
I just realized something.

As we know where Goddess Red is, can't we just send or bring along Goddess Gold? Because this is EXACTLY the sort of threat the UL sends her out for.

Or is there something preventing that from happening.
She's a possible combatant, not a confirmed one. The ???? possible ones are almost certainly Goddess Grey and Juggernaut Drive.
 
As far as I could tell, most of the damage was the Nepgear shaped dent and the resultant blunt damage. That was the only direct hit, though no doubt the volley shots did a number on the paint job.

There was a bit more damage then just that. Specifically when the Demon King grabbed and held the Messenger in place:
The skeleton shifts, its bony hands flexing against the Messenger it holds in place, and the sound of twisting metal fills the air.
and when Gabriel tanked a direct hit from the Demon King:
The bony fist comes down like an avalanche of fury. The Angel's brilliant Light flares, and she throws everything she has into halting the onrush of power.

And when they meet... it is a clash that legends are made from. The surface of the deck visibly caves beneath the Angel's feet as her wall of light holds back the assault from one of the most powerful girls of all time.
The tidal wave of power that rocks the Messenger blows dust into the air for thousands of meters around the transport.
 
(Unified Light) Magical Girl Lynchpin Banisher

Aleksandra Polzin
Stats

Health: 240
Base Damage: 90
Base Resilience: 90
Magic Modifier: 90

Affinity: Key | Emptiness | Legend Maker
Weapon

Kapitän Töte Zwillinge

Level 2
Attacks Per Turn: 2
Affinities: Key | Emptiness
Ability: Unstoppable | Double Hit
Spells

Erasure
Pieces of the target's flesh simply disappear
Level 2
Base Damage: 180
Magic Modifier: 180
Affinity: Emptiness
Ability: Murder


Slot Find
Target becomes easier to injure. They take 50% increased damage from attacks for the next 5 turns.
Level 5
Base Damage: N/A
Magic Modifier: N/A
Affinity: Key | Emptiness



Abilities

Wallbane
-Lynchpin Banisher can see through, travel through and attack through mundane barriers as it they weren't there.

Irrelevance
-By choosing to avoid attacking or using spells, Lynchpin Remover may declare a single other combatant "irrelevant". The combatant becomes invulnerable and unable to be targeted by spells or abilities, but all of their own abilities fail, they lose their spellcasting and become unable to attack for as long at Lynchpin Remover keeps them irrelevant.



Another one of my crazy ability MGs.

EDIT: And I edited Barbs of Friendship so it only works when used against a single individual.
 
Last edited:
(Unified Light) Magical Girl Lynchpin Banisher

Aleksandra Polzin
Stats

Health: 240
Base Damage: 90
Base Resilience: 90
Magic Modifier: 90

Affinity: Key | Emptiness | Legend Maker
Weapon

Kapitän Töte Zwillinge

Level 2
Attacks Per Turn: 2
Affinities: Key | Emptiness
Ability: Unstoppable | Double Hit
Spells

Erasure
Pieces of the target's flesh simply disappear
Level 2
Base Damage: 180
Magic Modifier: 180
Affinity: Emptiness
Ability: Murder


Slot Find
Target becomes easier to injure. They take 50% increased damage from attacks for the next 5 turns.
Level 5
Base Damage: N/A
Magic Modifier: N?/A
Affinity: Key | Emptiness



Abilities

Wallbane
-Lynchpin Banisher can see through, travel through and attack through mundane barriers as it they weren't there.

Irrelevance
-By choosing to avoid attacking or using spells, Lynchpin Remover may declare any other combatant "irrelevant". The combatant becomes invulnerable and unable to be targeted by spells or abilities, but all of their own abilities fail, they lose their spellcasting and become unable to attack for as long at Lynchpin Remover keeps them irrelevant.



Another one of my crazy ability MGs.

EDIT: And I edited Barbs of Friendship so it only works when used against a single individual.
Her ability fails at square one against anyone who would be relevant anyway.
 
I'm awake.

I'm going to write up what I was wanting to do with the Mission Selection process with what Uber gave me in the workshop and poke it over with my "cheer squad".

Also, they've see the final forms of Grey Champion and Silver Hero. Since I am now in one hell of an awesome mood, I'll let them tell you whatever they feel like revealing about the Old Guard and what they're capable of.

Depending on how well it all goes, I might even reveal more of Red Rose's character sheet just 'cause.
 
QQ: does Segarite Core's health restoration activates the beginning or the end of a turn? Because Uber did this whole spreadsheet where he calculated what level we should buy IC, and it kind of hinged on whether or not SC activated at the beginning of end of a turn.
 
Champion and Hero are both cute. *completely deadpan*
Isn't the whole point of Magical Girls to be adorable bundles of mass destruction?
QQ: does Segarite Core's health restoration activates the beginning or the end of a turn? Because Uber did this whole spreadsheet where he calculated what level we should buy IC, and it kind of hinged on whether or not SC activated at the beginning of end of a turn.
Seconding this question. Particularly because it has major implications for both our No Sell Threshold and Turn 1 activations of Core Purge.

Edit:
Ninja'd
 
@UberJJK, you heard the GM. How about we switch getting Purifier Beam to level 20 in exchange for upgrading IC to...at least 15? I mean, I'd like it to be higher, but I do think we might want to keep a reserve in storage in case we need it.
 
So since Segarite Core activates at the start of the turn, that means that beginning a battle by activating Core Purge causes it to have a Base Damage of 19687. After applying damage calculation, this means that all Hell Beasts within 50 meters of Nepgear instantly die.

It also instantkills the Black Knight and deals major damage to Goddess Red (unless she's got some major defensive bullshit or really high Resilience, it's taking out between half to two thirds of her Health).


Also, @crystalwatcher, I noticed that none of the enemies from this past battle have been added to the enemy forces section of the first page (just in the posts following updates). Considering that even undead Candy Heart is there, that seems odd, and will make referring back to them in the future a hassle.
 
@UberJJK, you heard the GM. How about we switch getting Purifier Beam to level 20 in exchange for upgrading IC to...at least 15? I mean, I'd like it to be higher, but I do think we might want to keep a reserve in storage in case we need it.

ICORE Level 16 is the most optimal point, with 21 being less optimal but still within the borders of acceptability.

As for what to spend XP on right now; I think it will really depends upon what mission we end up grabbing, which depends upon how the mission system gets revamped. If we end up going on Soul Collector, like we were looking to previously, then I think our priority would actually be Celestial Severance.

From what I recall the big deal about the Original Top Ten was just how damn near impossible they are to kill. White Soul was thought unkillable until Red Rose showed up, Red Rose has To Stand Among Gods, and Sixth Heaven had her Demon King/Overwhelm/Tear the Gods from their Heights. So without knowing any specifics as to how their defensive hax works I figure out best bet is probably trusting in a combination of Unstoppable and Mega Damage (minimum 1.6 million) being sufficient to ignore them.
 
Also, @crystalwatcher, I noticed that none of the enemies from this past battle have been added to the enemy forces section of the first page (just in the posts following updates). Considering that even undead Candy Heart is there, that seems odd, and will make referring back to them in the future a hassle.
At the rate the allies and enemies tabs are going to be growing, I've realized I need to re-organize the both of them.

Give me a bit of time to work on that, and they'll be up.
 
Back
Top