Which of the other starter choices do you want to see interludes from most?

  • Dishonored

    Votes: 3 7.0%
  • Legend Of Zelda

    Votes: 9 20.9%
  • Shadow Of Mordor

    Votes: 2 4.7%
  • Tengen Toppa Gurren Lagann

    Votes: 4 9.3%
  • Preacher

    Votes: 0 0.0%
  • JoJo's Bizarre Adventure

    Votes: 8 18.6%
  • Fist Of The North Star

    Votes: 0 0.0%
  • Kill Six Billion Demons

    Votes: 12 27.9%
  • The Zombie Knight

    Votes: 0 0.0%
  • Mob Psycho 100

    Votes: 2 4.7%
  • Author's Choice

    Votes: 3 7.0%

  • Total voters
    43
  • Poll closed .
... But also if I closed the vote now, I would have a five-way tie between a total of five votes. It does feel like I've erred somewhere, and not being able to pinpoint where causes me a level of anxiety that would instantly kill a rabbit but I've long since grown entirely numb to.
I was never a super-active participant previously, but this vote is the first combat vote after a significant break (so many may have forgotten the full extent of our relevant abilities and how to apply them), using a brand new system, and without any real example plans to build from, just a single fragment posted after the update. On top of that we're facing enemies that we don't understand. Combine all those together, and people have no easy way to compare between plans, so the votes you're getting are those who are willing to try making their own plan.

Quests involving complex open-ended planning can and have worked in the past, but generally requires a ton of information to allow that planning to make sense, and we're rather direly lacking that on the enemy side and also, for those who haven't reviewed what's possible, for ourselves. Lacking the enemy information, either a plan needs to build a complex web of if-conditions to try to cover every possible scenario, sufficiently vague as to be more of a direction than a plan, or accept that it'll call for things that might be obviously wrong as soon as we start trying to implement it. Lacking our own information is easily solvable, but does take time and effort that many wouldn't want to spend.
 
Generally speaking, Prok, assume your voters start from having zero information. What information they have is limited to what has been provided clearly in the most recent update. If you're lucky, voters draw on information provided by all previous updates in the quest. If you've made an easily-understandable informational post explaining all of your current capabilities, that can be helpful, too.

But remember, you also have to account for what information you're providing on the opposition and other complicating factors in a given situation.

Here, we are given plenty to be worried about and it's all open-ended. We had to ask you if the Hag is bulletproof or not, and the answer is apparently no, except its cauldron can somehow catch bullets and that creates some game-changing problems. How a cauldron on the ground is meant to catch bullets shot at the back of the head is hard to figure out, so voters will just assume "don't shoot at the Hag", except it's also really dangerous to approach, so it becomes "don't do anything regarding the Hag". Now, in your mind, that might seem ridiculous, but you laid out the scenario of the cauldron catching bullets and creating problems.

Similarly, you went into detail that any amount of shadow near the Vampyr is catastrophic because it will become a bogeyman that will murder you in your sleep. That is a terrifying problem because shadows are everywhere and also relative, so what counts as a shadow? Any differential in light creates shadows, depending on where you draw the arbitrary line. So if one of the students takes a big sword and stabs the Vampyr straight through the torso, is that problem solved or did that create a shadow that fucked us all over?

Similarly, the Imp: is it no longer a problem now that it can't unlock any more cages with their now digital locks? Is it capable of running over to the Vampyr and creating a shadow with its body? Will one of the students just shoot it and take care of it for us out of hand?

Like, this situation seems like the kind of situation where the easy solution is just "have Ruby shoot the Hags in the head, we shoot the Imp dead, and then Port kills the Vampyr" except you went into detail about how we'd get better results for a clever plan, as if this was a really tough situation with easy answers not being sufficient.

So either these Grimm are not easy to kill even in their current state, or they are. If they aren't, why hasn't this powder keg of an operation exploded long ago? If they are, why the implication needed for a clever plan using XdY indicators and target designations and don't create a shadow don't go near the Hag don't shoot the Hag it'll catch bullets somehow and that Imp is somehow not immediately full of bullet holes despite a room full of students with guns looking right at it.
 
According to the Vampyr Library() entry, the Vampyr does not seem to be able to outright teleport if it gets a shadow. It's not instantly game over if it gets a bit of shadow, which makes sense because if it could teleport it'd never be caught. It's instead... some sort of shadow-based contortion shifting, where it can move its entire body through... I don't know, a shoelace worth of shadow. If it gets shadows it will be able to escape the cage, but it's not such a badass it can fight the group, but it WILL focus on escaping using its apparently ludicrous mobility and it being in Vale will be a nightmare to track down.

The Imp is meh. Kill it and prevent it from being useful, it can't really do anything by itself right now, either by opening the cage or by fighting. We just need to keep the Hag(s?) from getting it. It's only a bit tougher than a basic Beowolf.

The Hag is the biggest source of trouble, made worse by the part where it's encased in a different type of cage than the Vamp. The Vamp has, uh, cartoon iron bar cage. High visibility, to keep the damn thing as lit up as possible. The Hag on the other hand has a cage that is covered with battle-hardened quality solid plastic and was previously kept in complete darkness (do we need to be worried that light is an ingredient it can use in the cauldron?) to both blind it and keep it from reaching out of its cage to grab stuff. Like it did the second Imp. We're warned that it can dig bullets out of itself to use as ingredients. Its hands are also extremely quick, so it needs a respectable distance where nobody enters, but it's probably not very fast due to the cauldron itself.
Jaune... does not use bullets. He doesn't have a gun. Every ranged attack is from the Transistor or the Process and made of energy. The Hag probably cannot utilize energy attacks the same way it will solid ammo. We don't want others shooting the Hag and it has a type of instant kill move if you get caught with its cauldron, but it's something we can just shoot down through its cage using a firing line of BadCells. Important note, we probably really don't want the Hag to grab any Process matter, because programmable matter being used by it sounds like a big issue.

So really if it wasn't for the weird as hell write-in plan style prompt Prok gave us, this wouldn't be something that's weirding all of us out. It's not truly a difficult situation at all. Ideally; Turn(), shoot the Imp, try to prevent the corpse from being taken by the Hag, shoot the Hag, laugh at the Vamp who can't do anything inside its cage while it's so bright, and then apparently kill it because there's no extra credit.
 
Its a complex tactic vote, mate. People never turn up for votes that take up more than like, four rows. That's all that is to it, you can see it in every quest ever. Even the most popular quest around, topped like 600 votes on vote with decision of basically yes/no, whereas the plan turns usually have around like sixth of that.

The more thought that has to go to the vote, the more it shows in dip in voters engaging with it. All that is to it.
Yeah, I figured that was the problem. Doesn't make it feel any better. Eh- I've got interview prep to worry about for the next week, so it's not like I'd be too focused on the update anyway.

Could we sink the boat? Controlled scuttle and drown 'em?
That would be a bit beyond the pale, even if you fixed the ship afterwards. Also, you know, you'd need to use the Process extensively for both parts of that, and so far people have shied away from being that open about it just yet.

[X] Keep the Lights On, Badcell Riot Police! V2

-------------------


Well, first of all, there's numbers again. I remember you got pretty fed up with rolling and doing math for this quest and declared 'Bold Choice, I'm replacing the system with nothing' and turning the quest into pure narrative. So the sudden return of numbers without any forewarning is... interesting, because now nobody knows what the numbers mean. And, actually reading through the numbers reveals that they're really more like weird stand-ins for manually assigning actions for everyone rather than something that would get... actually rolled, but how many people actually read the bold white text author notes? I know I tend to just skim them.
Second, hey, remember how in every(?) chapter previous where there were combat votes there were some example default example plans? Like, say, the end of Chapter: Democratic_Process(), for instance. Or really the entirety of the Initiation arc. Or when we fought Dove during Beacon, Cycle 1 through Tutorial_Fight: Do you even read... or, hell, how about something more recent, like the chapters ends of Port(Port), for the stairs, and the end of chapter Jailbreak()? I won't include the end of Inmate_Suppression() because that was a binary choice with no write in option. Where'd that go?

And as for the way you want things to be formatted by the only given example... uh, I still don't actually understand the hell you want us to do with these 'd6's' but if my suspicion on how you want it is correct, I'm not really interested in trying to make a vote that way.

Essentially you spooked the players by suddenly changing thing and leaving them a big empty directionless void. You took away the handrails.

+1
Generally speaking, Prok, assume your voters start from having zero information. What information they have is limited to what has been provided clearly in the most recent update. If you're lucky, voters draw on information provided by all previous updates in the quest. If you've made an easily-understandable informational post explaining all of your current capabilities, that can be helpful, too.

But remember, you also have to account for what information you're providing on the opposition and other complicating factors in a given situation.

Here, we are given plenty to be worried about and it's all open-ended. We had to ask you if the Hag is bulletproof or not, and the answer is apparently no, except its cauldron can somehow catch bullets and that creates some game-changing problems. How a cauldron on the ground is meant to catch bullets shot at the back of the head is hard to figure out, so voters will just assume "don't shoot at the Hag", except it's also really dangerous to approach, so it becomes "don't do anything regarding the Hag". Now, in your mind, that might seem ridiculous, but you laid out the scenario of the cauldron catching bullets and creating problems.

Similarly, you went into detail that any amount of shadow near the Vampyr is catastrophic because it will become a bogeyman that will murder you in your sleep. That is a terrifying problem because shadows are everywhere and also relative, so what counts as a shadow? Any differential in light creates shadows, depending on where you draw the arbitrary line. So if one of the students takes a big sword and stabs the Vampyr straight through the torso, is that problem solved or did that create a shadow that fucked us all over?

Similarly, the Imp: is it no longer a problem now that it can't unlock any more cages with their now digital locks? Is it capable of running over to the Vampyr and creating a shadow with its body? Will one of the students just shoot it and take care of it for us out of hand?

Like, this situation seems like the kind of situation where the easy solution is just "have Ruby shoot the Hags in the head, we shoot the Imp dead, and then Port kills the Vampyr" except you went into detail about how we'd get better results for a clever plan, as if this was a really tough situation with easy answers not being sufficient.

So either these Grimm are not easy to kill even in their current state, or they are. If they aren't, why hasn't this powder keg of an operation exploded long ago? If they are, why the implication needed for a clever plan using XdY indicators and target designations and don't create a shadow don't go near the Hag don't shoot the Hag it'll catch bullets somehow and that Imp is somehow not immediately full of bullet holes despite a room full of students with guns looking right at it.
... You know what, you're both entirely right, and you know- I have, genuinely, been staring at the dice in those votes, for about three days now. Because for the life of me, I could not think why they were there. But I put them there. I even wrote instructions on what they meant! It must have been a deliberate decision, right?!

But I know what it is now, I, Hercule Prokot, the greatest detective of my own bad decisions in the world, know- it's that fucking game I've been writing. So, first off, turns out- I enjoy it! I do actually enjoy tinkering with game mechanics like that. Game mechanics, in an RPG, are an entire dimension through which you interact with your audience- they shape the experience as much as a story, and characters, and a setting, do, if not more! They're fucking important!

What I didn't enjoy, when it came to the mechanics of this quest, was doing it on the fly with something else that was already a source of stress in my life. An enjoyable one, but still a source of stress. Y'know, like bondage.

And then one bled into the other at 1am, because I'd had a rough day, and I was tired, and basically, in what amounted to a fugue state, I put something that's meant to be on my shoulders, literally just something I do in the background when I'm stuck, to be like "eh yeah that works fine," or "eh he rolled lower than the Grimm, I should punish that," and I put it out there for you to worry about. Like, that's all the numbers mean, they're just for determining the vibes; I might as well be drawing tarot cards, or rolling animal bones.

God, I fucking datamined my own quest and said "here have fun" without actually being wholly aware of what I was doing. While being so unaware of what I was doing that when I woke up, I might as well have been staring at someone else's update that I now had to defend. That's, that's a new low, I'm not gonna lie!

But okay- the mistake's been made. I'm going to try and fix it now. Again. How I should have the first time.

So, let's take a deep breath, and... once more, from the top.

Just make something or vote for something that you think'll work. Don't worry about dice. Don't worry about bonuses. Those don't exist anymore. You are freed from your obligation to care about dice.

Got it? Good. Let's move onto the Grimm.

The Imp is the only free Grimm, and they are actually pretty powerful- one of them is maybe about as dangerous as an Ursa Major, just because they're so damn- you'll see, they're fun. That does not matter, because it has a dozen Hunters with it in their sights. Sheer numbers have reduced something that would otherwise be a miniboss for your team as a whole if you ran into it in a forest, into a five-second annoyance. It is going to die very quickly unless you make a concerted effort to get people to ignore it for something else. Kill him anyway. He deserves it. He probably pretends to have shit takes online to get people mad. He's the dude that left that one comment you saw that you still think about in bed sometimes.

The Vampyr is functionally disabled, unless one of two things happen- one, the fog reaches its cage, or two, another source for a hard shadow, or an otherwise significant area of darkness, is created in its cage. This place is covered in floodlights. Shadows don't exist in this area in a way that honestly kind of breaks your brain. It would take a concerted effort on the part of what I hope is an imminently dead Grimm, or incredible bad luck on your classmate's parts, to allow that to happen.

Now imagine the shadow that would be made if you put something in front of one floodlight. That kind of shadow is what it needs.

The Hags' cage was so well-sealed to keep their fog in. It was, until someone started poking holes in it, all but hermetically sealed. If it's sealed back up, and the Imp is dead, they are functionally a non-issue. You can then leave, or deal with either Grimm as you see fit. Entirely unrelated, their favourite album is Bob Marley & The Wailers' seminal 1974 classic, Natty Dread.

Anything else beyond common-sense stuff, like "DON'T GET IN THE CAULDRON," or what you've learned through the Library(), like setting Vampyrs on fire, is beyond you right now. Thankfully, you have a very experienced Huntsman with you. He'll have advice on what to do if you ask him, and you're going to ask him. Trust in Port, just as he trusted in you.

You look back at the beach you have walked and ask Port, "but Professor, I can see where, in the saddest moments of my life, there were only one set of footprints- why did you leave me then when you said you would always walk beside me?" And Port replies, "OF COURSE I LEFT MY BOY, I SAW A GRIMM IN THE DISTANCE I HADN'T KILLED BEFORE SO I WENT AND CROSSED IT OFF THE OLD TO-DO LIST, DAMNED IF I EVER LET THAT COFFEE-ADDICTED LOON TAKE THE LEAD-"
 
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[X] Keep the Lights On, Badcell Riot Police! V2

I tend to dip for big plan votes. I can't keep up with what's being planned so I tend to just pick one at a glance and go with it
 
[X] Keep the Lights On, Badcell Riot Police! V2

I'd prefer the Grimm dead and gone, and this plan seems like the best way of going about that, so it will have my vote.
 
Been a while lol. Prok, good to see you're back, took me some time to reread everything. As for the vote, I'm too tired to put together a plan at the moment, but here's my read:

The Imp is the only free Grimm, and they are actually pretty powerful- one of them is maybe about as dangerous as an Ursa Major, just because they're so damn- you'll see, they're fun. That does not matter, because it has a dozen Hunters with it in their sights. Sheer numbers have reduced something that would otherwise be a miniboss for your team as a whole if you ran into it in a forest, into a five-second annoyance. It is going to die very quickly unless you make a concerted effort to get people to ignore it for something else. Kill him anyway. He deserves it. He probably pretends to have shit takes online to get people mad. He's the dude that left that one comment you saw that you still think about in bed sometimes.

The Vampyr is functionally disabled, unless one of two things happen- one, the fog reaches its cage, or two, another source for a hard shadow, or an otherwise significant area of darkness, is created in its cage. This place is covered in floodlights. Shadows don't exist in this area in a way that honestly kind of breaks your brain. It would take a concerted effort on the part of what I hope is an imminently dead Grimm, or incredible bad luck on your classmate's parts, to allow that to happen.

Now imagine the shadow that would be made if you put something in front of one floodlight. That kind of shadow is what it needs.

The Hags' cage was so well-sealed to keep their fog in. It was, until someone started poking holes in it, all but hermetically sealed. If it's sealed back up, and the Imp is dead, they are functionally a non-issue. You can then leave, or deal with either Grimm as you see fit. Entirely unrelated, their favourite album is Bob Marley & The Wailers' seminal 1974 classic, Natty Dread

What this tells me, here, is that the only thing we actually need to worry about for the moment is plugging that hole. The Imp is up a creek without a paddle so long as people deal with it quickly, which it seems they will. The Vampyr is a non-issue so long as it's not got any shadow to work with, which, again, seems unlikely to be caused by the Imp while it's getting curbstomped.

This leaves the danger of the Hags doing… whatever the hell they're gonna do with the mist while people are busy with the Imp, and subsequently freeing the Vampyr. Thing is, unless I'm seriously misreading things, preventing that from happening should essentially amount to plugging a fairly small hole with the Process. I know we're trying not to be too blatant with what we can do, but that's well within the capabilities that we've shown to literally everyone present.

With that in mind, I really think we should just seal up the Hags cage while everyone else kills the Imp, then let Port figure out how best to murder the Vampyr. Once that's done, mopping up the Hags seems like it should be fairly straightforward.

P.S. Good luck with your interview, @Prok, hope it goes well!
 
Part of it is risk reward no one wants to pick a plan that fails miserably. So people abstain if they are unsure of the best course of action. I think there is a lot more hesitance than lack of interest.
 
[X] Keep the Lights On, Badcell Riot Police! V2
Here for the bandwagon! Plan looks good to me, avoid tail risk with the numpads, bully the Vampyr. I'd probably prefer more diffuse illumination to avoid creating strong partial shadows, and maybe leave the Vampyr a retreat spot instead of just torturing it with floodlights, but not to the extent of splitting plans. This is fine.
 
So uh, obviously, vote's closed, of Badcell Riot Police V2 wins. Update after my interview tomorrow.

... Whatever happens is right. Whatever happens is correct. I will arrive, I will retreat into the little nest I've made for myself in my spine and be replaced with something perfect for an hour, and whatever happens after that is out of my control. I surrender my anxiety to the sea foam.

Wish me luck.
 
So uh, obviously, vote's closed, of Badcell Riot Police V2 wins. Update after my interview tomorrow.

... Whatever happens is right. Whatever happens is correct. I will arrive, I will retreat into the little nest I've made for myself in my spine and be replaced with something perfect for an hour, and whatever happens after that is out of my control. I surrender my anxiety to the sea foam.

Wish me luck.
Don't sweat it. No harm done, to say the least.
 
It's good to see this active again, hopefully this isn't considering thread necromancy, and since I am still rereading this quest; have we made any plans on giving Jaune some more innate processing power other than s w o r d?
 
It's good to see this active again, hopefully this isn't considering thread necromancy, and since I am still rereading this quest; have we made any plans on giving Jaune some more innate processing power other than s w o r d?
Provided the topic remains germane to the thread, thread necromancy is permitted on SV - and it's only been a week anyhow.

If you mean processing power with which to control his sembalance, the interface to let the Process do so was put together into an extremely simplified, almost ready to alpha test state by the time the transistor booted back up in safe mode during Initiation. It then got put on the back-burner after that, because Beacon is overall a safe place barring exceptions like, well, initiation. IIRC it's part of what we're going to be working away at next time we take a proper action looking into the Process.
 
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