Eh. Shego is Shego, not 'women'. Her main personality trait is boredom.
Maybe she simply needs a friendly rival she can talk to without having to fear for her reputation to really get into the fun of being a King?
It was revealed on Discord that the reason behind Shego's actions and outlook in this quest is that while Doof is treating his area of Influence as a Kingdom? Shego is treating hers as a business. So She actually didn't care about the drug ring until it caused issues for her business. She doesn't think of herself as a King, she thinks of herself as a CEO.

@Stratagemini Just wanted to saying I really enjoying your Janna omakes.
Thanks! It's always nice to know someone appreciates them!
 
It has come to my attention to my attention that, when you sort the quest subforum by most viewed, we are now on page one.

May I just say holy shit how did this happen
 
It has come to my attention to my attention that, when you sort the quest subforum by most viewed, we are now on page one.

May I just say holy shit how did this happen

It's a really fun setting, you guys are good writers, the options we get to vote on are varied and interesting.

Plus it's just insanely fun to see what bizarre crossovers you guys are making work out.
 
Had some thoughts on next turn. I'm not going to present a full plan, but would like to suggest some things to help LOVEMUFFIN get their act together.

1. Assign them to a DC 90 Learning action - 38+14-1=51. (Only one I'm interested in for them atm is Silphium, but we might unlock others this turn). With XP, that gives them a chance of success of 71%. Let them go for broke. Alternatively, Greco-Roman Terraforming - DC 100, 61% chance of success.
2. Assign TECHNOR to talk with them.
3. Assign Ludivine to tutor them.
4. Have Jumba meet with them.
5. For our other two Learning actions, have Alan work on the SHIVA Laser and Janus Lee on exotic vehicles.
6. Last but not least, Talk To The Bossman with LOVEMUFFIN. Again. And hope the dice don't screw us over on personals. Again.
And, that's about it. I'd be interested in hearing your thoughts.

Oh, and a question. We can create a black-ops team heroball. Can we do the same for other types of actions? Say, a Science Heroball, or a Diplomacy Heroball. Would they function similarly to LOVEMUFFIN?
 
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And, that's about it. I'd be interested in hearing your thoughts.

We can't do it next turn. We have the probability inator to deal with so the whole plan is probably going to be focused around that.

Maybe if we get the company retreat people have been talking about then we can throw the personal actions at them.

Not that your plans a bad one. Maybe not back to back talks with Bossman.

We just did it and they didn't care for it. We have other people that need attention too.
 
We can't do it next turn. We have the probability inator to deal with so the whole plan is probably going to be focused around that.
I designed it with the knowledge that the probability-inator is going to be at work. Something with a DC low enough that Lovemuffin could feasibly handle it, where a crit makes them look really good, without being too great a loss on a crit-fail that would also jolt them from their complacency. As for the other two, I think Alan invented the SHIVA laser, and exotic vehicles is Janus Lee's wheelhouse. Easy successes that would require almost a Nat 1 to fail.
 
1. Assign them to a DC 90 Learning action - 38+14-1=51. (Only one I'm interested in for them atm is Silphium, but we might unlock others this turn). With XP, that gives them a chance of success of 71%. Let them go for broke. Alternatively, Greco-Roman Terraforming - DC 100, 61% chance of success.
30% chance of critfail on something we care about is not encouraging, and silphium might not be mad enough science for them. Count me in for terraforming, since it's not something we've ever shown the slightest interest in and the science is very mad.
Last but not least, Talk To The Bossman with LOVEMUFFIN. Again. And hope the dice don't screw us over on personals. Again.
How many talks with the bossman are we willing to spend on LOVEMUFFIN? I'd really like to talk to all of our other employees.
On that note, when does a thread have to be split? Is it based on length, or is it based on staff warnings, or?
As far as I know they never have to be split. An author can decide to make a new thread at a narratively appropriate time or they can just keep going for ten thousand pages. When the forum started we did import some threads from Spacebattles that had been subject to their length limitations, though.
 
30% chance of critfail on something we care about is not encouraging, and silphium might not be mad enough science for them. Count me in for terraforming, since it's not something we've ever shown the slightest interest in and the science is very mad.

How many talks with the bossman are we willing to spend on LOVEMUFFIN? I'd really like to talk to all of our other employees.

As far as I know they never have to be split. An author can decide to make a new thread at a narratively appropriate time or they can just keep going for ten thousand pages. When the forum started we did import some threads from Spacebattles that had been subject to their length limitations, though.

Honestly... I kinda want them to crit fail. Like, I feel like it might shake them out of their current mindset. Granted, this is me looking at it narratively as much as anything else. But the arc of being stuck in the past and only able to get out of it once their failures are really brought to their attention works for me.
 
As far as I know they never have to be split. An author can decide to make a new thread at a narratively appropriate time or they can just keep going for ten thousand pages. When the forum started we did import some threads from Spacebattles that had been subject to their length limitations, though.
...Y'know, I was wondering why Spacebattles seemed so twin-brother-raised-elsewhere similar to SV. Because they are.

Neat!
Just did the math - Alan and Janus have a 90% chance of success on the SHIVA laser and exotic vehicles, respectively. Assuming their bonuses kick in, anyway.
And that's assuming they don't have some of their Suspicious ???s proc too! I would be willing to put money on Alan having a secret trait proc on SHIVA.
 
Had some thoughts on next turn. I'm not going to present a full plan, but would like to suggest some things to help LOVEMUFFIN get their act together.

1. Assign them to a DC 90 Learning action - 38+14-1=51. (Only one I'm interested in for them atm is Silphium, but we might unlock others this turn). With XP, that gives them a chance of success of 71%. Let them go for broke. Alternatively, Greco-Roman Terraforming - DC 100, 61% chance of success.
2. Assign TECHNOR to talk with them.
3. Assign Ludivine to tutor them.
4. Have Jumba meet with them.
5. For our other two Learning actions, have Alan work on the SHIVA Laser and Janus Lee on exotic vehicles.
6. Last but not least, Talk To The Bossman with LOVEMUFFIN. Again. And hope the dice don't screw us over on personals. Again.
And, that's about it. I'd be interested in hearing your thoughts.

Oh, and a question. We can create a black-ops team heroball. Can we do the same for other types of actions? Say, a Science Heroball, or a Diplomacy Heroball. Would they function similarly to LOVEMUFFIN?

I think this is too focused on LOVEMUFFIN when this turn we should be focusing on critting.

I'd suggest for example to put LOEVEMUFFIN to the Laser action (71% CoS), then put Jumba in an auto success Genetic action like Large Hervibore Domestication or something close like Animal Uplinking and use Janus Lee for a lower Genetic action (or Exotic Vehicles if all else fails).

I also feel very strongly that this turn we should hire the dickens and use PA on something. Probably using the Dickens on Spying our Employees and PA on that to assure the crit, although there're other options for PA and the Dickens.
 
Well...yes. It's focused on LOVEMUFFIN. It's meant to serve as one component of a larger plan that focuses on critting. I don't want them on the laser because it's an action I care about, and I worry about what a crit-fail from there would look like. That's why I chose the learning actions/heroes that I did. We've been warned that LOVEMUFFIN is on the brink of leaving, and I think keeping our extra action is a pretty critical matter.
 
Honestly... I kinda want them to crit fail. Like, I feel like it might shake them out of their current mindset. Granted, this is me looking at it narratively as much as anything else. But the arc of being stuck in the past and only able to get out of it once their failures are really brought to their attention works for me.
I agree, but critfailing on, say, the shiv laser is likely to destroy the laser. Same with silphium, really, since we had to go to Drusselstein for samples. Ideally we'll have them critfail on something that won't be totally irrecoverable if they fuck it up or we just don't care about recovering.
 
Honestly, I don't really care for Lovemuffin.

Beyond that... my priorities for Talks are the following from most to least of who I actually want to have the action done with: Janus Lee, Janna, Kitsune, Alan Bradley, Wasabi, and Cazador.

Of course, I'm fine with waiting if someone actually wants to do more talks with Lovemuffin for some reason.
 
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To be fair Megavolt wasn't the only terrible villain we can hire. There's also the members of the pack. Which makes it 4 possible heroes that can potentially cause a disaster.

Most of the pack are a bunch of psychos who I wouldn't trust to cut an apple.

They're arguably worse than Megavolt since he can at least claim that has benevolent objective unlike the pack who are a bunch of blatantly evil mercenaries
On the other hand, they are mercenaries, so if you're paying them to not do something, they'll presumably probably do it? Did Xanatos have trouble maintaining control of them, and if so, why?

Idea: if we ever get a Hero unit so intolerable we couldn't possibly work with them, immediately capture them and turn them in for their bounty, generating goodwill with the US government and possible Income. That way, the action is never useless.
Oh hey, that IS a good idea!

To me it simply sounds a bit like us slowly sneaking away a "weak woman´s" control over her own life "for her own good", until she is nothing more than a mere figurehead of something where WE clearly run everythign.

Doesn´t sit right with me at all.
In all fairness, a gender-swapped version of this would be totally plausible. Powerful male conquering warlord finds himself bored to tears by administration and puts in minimal effort at governance, often in inefficient manners like personally obliterating his enemy's giant distraction while failing to root out their presence. He clearly desires the Large and In Charge benefits, but has no interest in running the domains his power has conquered for him.

A female, ah... warlady? Mad scientist? From the next domain over, one with a claim on part of his lands, attempts to maneuver into a position of actually administering territory and taking care of tiresome detail, leaving him as the figurehead.

...

Basically, this could totally be a gender-swapped version of Doof doing this to a gender-swapped version of Shego and the main problem wouldn't be "this violates gender-coded expectations," it'd be that any version of Doof being credibly able to take the 'tiresome administrative work' off of someone's hands is kind of laughable, as is any version of Shego trusting the Doof to do it. Doesn't matter whether the particular iterations of Doof and Shego are gendered male, female, all, or none of the above.

Honestly... I kinda want them to crit fail. Like, I feel like it might shake them out of their current mindset. Granted, this is me looking at it narratively as much as anything else. But the arc of being stuck in the past and only able to get out of it once their failures are really brought to their attention works for me.
They repeatedly experienced events analogous to critical failures in the show and it never caused them to sober up.

The group's dynamic doesn't lend itself to learning from failure and adversity; they just bicker and blame each other for the problem and get more demoralized. They need positive ways out of the hole- a guiding light of some kind.
 
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