Fractured Fantasy: A CK2 Style Final Fantasy quest

I am a little surprised that Turn 5 has been so contentious. Up until recently most of the big votes have been fairly one sided, though usually not unanimous.
 
@Laurent
congrats, seems like you're about to win? (not 100% sure since it's a bit weird, according to the vote tally I have 4 votes but one's from you, and @Shogeton 's one isn't counted? so may be an issue)
I'm guessing you didn't actually vote for me since if it's not necessary for you to get Consult The Planet, but I don't think it was ever clarified, what did you think of me replacing potion brewing in my plan with talking to the planet? bit awkward since potions could save us cash (and hopefully lead to better skill at them), but we've probably got funds+leftovers from last time to afford buying some for the adventure instead, and out of business-related actions they're the one that'd logically happen last, so is safest to be delay the most? sorry, i ideally want to setup the business as a route to faction actions so that's why i'm prioritising them so much.
there's also the Yevon thing with @Omegahugger but I'm not super enthused there

I am a little surprised that Turn 5 has been so contentious. Up until recently most of the big votes have been fairly one sided, though usually not unanimous.
maybe it's just a symptom of there now being more options/people around to be able to argue?
admittedly i'm being a bit pushy with my ideas here, so hopefully it's not obnoxious
 
Hm, plan The Planet has a bit more of what I like there, so if that is the case, I might want to change, even if that does cause a tie.

[X] Plan: The Planet
 
No, I didn't win. My plan has 4 votes, Your plan has 4 votes and @Doctor Elsewhere plan has 5 votes.
huh?
well in that case do you think it would work to add Consult to my plan? bit close to end of voting so idk really (and it might cause complications), but might as well if it means something people can be happy with overall?
 
Unrelated to the current conversation, and not something that requires a particularly immediate response:

Can we rent out chocobos to help with the adventuring? Or find some ourselves?
 
Vote closed New
Scheduled vote count started by griffinlw on Nov 15, 2024 at 3:32 PM, finished with 38 posts and 13 votes.

  • [X] plan: The Planet.
    -[X] Consult The Planet: You're not really sure how the ancient Cetra did it, or even how you are supposed to do it. But in times of need, the Planet has granted you insight before. Maybe if you tried meditating… [DC: 80 (Note: Uses Magic)].
    -[X] Find an Easy Hunt: One way to open the door to Clan Centurio would be to solve an official hunt for them. If you work smarter, not harder, you might be able to score an easy win by finding a monster you're suited for killing. [DC: 70]
    -[X] Home Brew Potions With Alfyn: Between yourself and Alfyn, you're sure you could make some good healing items for cheap. You can either sell them later or use them for an upcoming adventure. [DC: Auto Pass. D100 roll will decide the quantity and quality of items made]
    -[X] Partner With Alfyn: It just makes sense, doesn't it? A gardener and an apothecary will go great together, and he's a sweet guy. You don't have to broach the topic of Chaos yet, just a mutually beneficial agreement between friends. [DC: Auto Pass]
    -[X] Go On An Adventure: Ashe brought some interesting things to your attention. Sandstorms to the East, and a seaside town to the Northeast. Maybe you should visit one? Or both if you can? Basch will come along if you're headed to the seaside town, Freya if you're headed to the sandstorms. Alfyn will come along either way, and of course, you'd have to pay Shadow to come. [DC: None. Triggers "Adventure" phase at the end of the turn]
    [X] Plan: Information is the Key
    -[X] Go On An Adventure: Ashe brought some interesting things to your attention. Sandstorms to the East, and a seaside town to the Northeast. Maybe you should visit one? Or both if you can? Basch will come along if you're headed to the seaside town, Freya if you're headed to the sandstorms. Alfyn will come along either way, and of course, you'd have to pay Shadow to come. [DC: None. Triggers "Adventure" phase at the end of the turn]
    -[X] Indulge in Gossip: One of the best ways to keep an ear out is just to talk and listen. The whispers seem to have taken a much… darker tone now that Basch has been revealed. [DC: 30/70]
    -[X] Home Brew Potions With Alfyn: Between yourself and Alfyn, you're sure you could make some good healing items for cheap. You can either sell them later or use them for an upcoming adventure. [DC: Auto Pass. D100 roll will decide the quantity and quality of items made]
    -[X] Find an Easy Hunt: One way to open the door to Clan Centurio would be to solve an official hunt for them. If you work smarter, not harder, you might be able to score an easy win by finding a monster you're suited for killing. [DC: 70]
    -[X] Monster Research: Maybe it's due to the close proximity to the Hunter Clans, but you've heard Rabanastre has a lot of information on monsters. Maybe it'll help you prepare for your upcoming journey, maybe you'll find a hint about that monster in the Waterway, or maybe you'll find a good target to hunt for Clan Centurio. [DC: 40/80]
    [X] plan: so much to do, so let's be efficient
    -[X] Go On An Adventure:
    -[X] Partner With Alfyn:
    -[X] Consult The Planet:
    -[X] What Could You Make?:
    -[X] Get Alfyn's Help Picking Seeds:
 
Can we rent out chocobos to help with the adventuring? Or find some ourselves?
You know, to be honest. I completely forgot that you can rent them in FF 12. I know in some games you find them, in some you rent them, in a few you kinda sorta own them. Each game sorta has it's own spin on them.

I do have events in place for finding Chocobo herds and potentially taming, but I completely forgot Dalmasca should have plenty available for renting. Although it wouldn't have made a difference last time since you were going underground.

I'll add renting Chocobos to the list of stuff you can do to prepare for the adventure.
 
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Yesssssss! That should make things easier!... Maybe!

At the very least, I imagine heading to the seaside town would be within easy reach on chocobo-back. Of course, the concern then is cost and gyashal greens. And if the town has supplies we can restock with.

Edit: Wait yeah, that's also an important question. If we hit up both towns on the adventure, will we be allowed to rest and restock at one?
 
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Wait yeah, that's also an important question. If we hit up both towns on the adventure, will we be allowed to rest and restock at one?
Assuming the town is neutral or friendly to you and has an inn and an item shop, yes. If the settlement is unfriendly or doesn't have those things, you might be forced to make a camp instead.

Oh and for the record, I'm not going to keep track of stuff like food and water except in extraordinary circumstances. It just doesn't seem like it would add anything other than an extra layer of resource management for no reason.
 
Hmmmm... Most of the seaside towns I know in the FF-and-adjacent-verse are neutral at worst, but I'm probably missing a lot of towns from the games I don't know as well.
What does everyone else think? Should some bets be hedged on restocking there to make for a bigger push?
And where do we want to go exploring? The sandstorms, the seaside town, both?

@griffinlw, am I allowed to spend QP on adventuring? If so, I'd like to spend 3 QP on it, and if not, I'd like to spend the 3 QP on brewing potions with Alfyn.
 
am I allowed to spend QP on adventuring? If so, I'd like to spend 3 QP on it,
Initially I didn't have a plan on how that would work, but upon further consideration, yes. You can spend QP on a quest.

Spending QP on adventuring basically means I'll store that QP, and the first time it would improve the result of an action it will automatically be spent. Be warned: this time, I won't refund it.
 
Huh... In that case, how many rolls do you anticipate doing on an average adventure? I might bump that up to all 5 QP I have right now if there's going to be more than 30 total rolls to ensure...
Definitely less than last time, I'm working on new combat rules that should hopefully cut down on the rolls required. Since you'll be traveling overland instead of through the sewers, I also have an opportunity to introduce some more events and non-combat skill checks. Stuff like foraging, crossing certain obstacles, maybe a choice or two

That said, you should still expect a pretty high number of rolls. As a conservative estimate, I'd say somewhere between 10-20 per adventure. More if you go for both locations.
 
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