Lex Sedet In Vertice: A Supervillain in the DCU CK2 quest

What sort of tone should I shoot for with this Quest?

  • Go as crack fueled as you can we want Ambush Bug, Snowflame and Duckseid

    Votes: 30 7.7%
  • Go for something silly but keep a little bit of reason

    Votes: 31 7.9%
  • Adam West Camp

    Votes: 27 6.9%
  • Balanced as all things should be

    Votes: 195 50.0%
  • Mostly serious but not self-involvedly so

    Votes: 73 18.7%
  • Dark and brooding but with light at the end of the tunnel

    Votes: 12 3.1%
  • We're evil and we don't want anyone to be happy

    Votes: 22 5.6%

  • Total voters
    390
  • Poll closed .
Given the underlying logic behind the Leonard Snart trait that we're working with here, I'd expect it to not work the way you think.

Because the core idea is that Leonard is exceptionally effective when he takes charge of a tight-knit team of people he trusts and who are fully willing to work with him and respect his judgment and authority. When you bring in people from outside the circle of his trust, his negative traits (abrasiveness, distrust of 'unreliable' people, and so on) undermine his leadership style and he becomes less effective.

And Jade Crock falls under the heading "people outside the circle of Leonard's trust."
The issue is that while that narratively might work it doesn't really mechanically because Jade doesn't have a co-op score to trigger that part of Leonard's trait

If KC says that it does works that way then I'll change it but it would be a little strange mechanically
EDIT:
Nope. Jade does have a hidden coop score equivalent that can mess with stuff. So long as it isn't above or below certain things it doesn't affect much but it can come into play if you assign Jade to work with someone she really hates or someone she really works incredibly well with. It is not something super common but it does come into play every so often.

Also if I were to go by the most literal definition of the trait Leonard has it still wouldn't trigger. Leonard's trait requires that every unit assigned to the action he is on has a coop score of one or greater in order for the second part (he gets boosted before the leader is chosen) to kick in. A unit with no coop score being assigned to the same action doesn't have a coop score of one or greater and so it would negate the trait.

So to answer your question Jade does screw with Leonard's trait both in the fact that if I converted her coop score equivalent it wouldn't be a 1 or greater and in the fact that she quite literally doesn't have a coop score of 1 or greater while still being assigned to the same action as Leonard.
Fair enough, thanks for the clarification
 
Last edited:
@King crimson: I'mma be honest, there's so many possible actions it is kind of hard to sift through them all. Like, I wanna focus on options to improve our rep and characters, so sorting through 500+(?) is too exhausting. We got only 26 actions, so little over a fourth of one fifth. Like, the obvious solution to me is dividing them by Rep, Enhancement, and Resources- but I also understand that'll be a lot of work for you to further narrow them down. In a similar range, Personal Actions could do with a little more elaboration on the potential "rewards" and if they're repeatable. Nobody wants to poke at box opening robot, because it looks meaningless... Even though I'm pretty sure we could make it into a superpowered robot with an Emergent AI, cause comics.
 
@King crimson: I'mma be honest, there's so many possible actions it is kind of hard to sift through them all. Like, I wanna focus on options to improve our rep and characters, so sorting through 500+(?) is too exhausting. We got only 26 actions, so little over a fourth of one fifth. Like, the obvious solution to me is dividing them by Rep, Enhancement, and Resources- but I also understand that'll be a lot of work for you to further narrow them down. In a similar range, Personal Actions could do with a little more elaboration on the potential "rewards" and if they're repeatable. Nobody wants to poke at box opening robot, because it looks meaningless... Even though I'm pretty sure we could make it into a superpowered robot with an Emergent AI, cause comics.
This is somewhat of a fair critique. There are an absolutely massive number of actions and as such it is difficult to find stuff in them. However what you're describing as a potential solution wouldn't really work.

First off you'd still have at least 25+ options in every category assuming a perfectly even split of options which could still be difficult to keep track of. It'd be better but I don't think it would fully fix the problem especially as the options list continuously keeps expanding.

Second of all the three categories you picked are not easily applicable to all actions and this system thoroughly messes with the existence of hybrid actions (actions that boost both say your reputation and your resources for example). It could potentially force me to pigeonhole actions into having a lot more linear benefits and to only work along one primary axis of reward.

Thirdly there are a good number of actions whose value lies outside the three you've described (there are actions whose value lies in unlocking more actions, there are actions whose main value is in giving you more information on what other characters are doing or is going on in the world around, there are actions whose main value lies in providing you a safety net for other actions later on and more that don't clearly line up with the three categories you proposed).

Lastly the amount of work increase in just the formatting by this potential solution is insane. I'm still adapting to going from 7 categories/spoiler boxes (martial, diplomacy, stewardship, intrigue, learning, supercomputer) to 14 (including the new options of each action at the bottom). Your hypothetical solution would see me at bare minimum, using the imperfect categorization that completely discounts hybrid actions and doesn't fully cover all options, jump from 14 categories/spoiler boxes to 42. I'm one guy and sifting through all of the available option to fit them into one of potentially over 50 different categories sounds like hell. It would also significantly slow down write-ins as I'd have to spend much more time trying to figure out where and how to slot them in.

Something like your proposed solution would be great if I had an actual development team and this was a job of mine as I'd have the resources and manpower to refine it so as to keep most of the benefits and minimize the drawbacks. However since I'm one person doing this on my own for fun, it's simply not feasible and would really only bring massive negative downsides for fairly minimal upsides.

With regards to the personal actions not having the potential reward immediately made clear is an intentional design decision. Personal actions are designed to be picked (for the most part) because they seem fun or interesting irrespective of the game benefits they might bring. The vast majority of personal actions are completely worthless from a pure gameplay perspective and instead are there to add a sense of fun to the quest.

I believe that the lack of interest in having Lex poke at the box-opening robot is because there is either something that seems more likely to have an immediate gameplay benefit on things or because there is something that seems more fun to read about immediately.

Now you can make the argument that I've failed in my initial intention by making some options seem more immediately beneficial than others but there is literally no way to prevent that save by literally removing all information about what the personal actions are. The lack of obvious rewards from most personal actions as well as the reduction of information on their repeatability is an intentional design choice so that people campaigning for a specific personal action can push much harder on the narrative benefit or on the interest in reading about that action than a normal action would have. I'm attempting to reduce the constant biases that the numbers and mechanics bring to the table in order to give people an option where they don't have to worry about game benefits and can just focus on having fun and picking what sounds fun to see play out.

The reasoning for this is somewhat similar to why there aren't really any negative consequences (you cannot fail a personal action and can only get benefits from it). It might not be the most enjoyable for you specifically but I wanted to try and do this. If I were to alter personal actions to focus more around gameplay benefits and make them into an option that people are picking in order to get a reward as opposed to just seeing the action play out, then I'd likely also have to completely rebalance what they are and include the possibility of negative consequences as well so that personal actions do not become a perfect safety net of chance based metagaming.

Your suggestion for personal actions is not inherently bad but it does go pretty significantly against the spirit of what personal actions were meant to be and would require a decent amount of rebalancing on my part. I think it's something that could work really well in a style where you aren't given control of more hero units than the main character and those whose social lives are under their complete control and it would be engaging game design but it's not what the personal actions are meant to be in this quest. I could revamp them but unless I get a decently sized outcry of people telling me they want personal actions to be revamped then I'm content to not fix what I don't think is broken.

I am happy that you offered these suggestions for improvements to the quest as even though I don't think they really work or have larger implications than you might think at first glance, I think there's a lot of value in at least considering them and having an open dialogue where I can discuss with you why I do or do not want to go with the suggestions you offered. I want the quest to continue to improve and these suggestions do help with that even if they aren't implemented.
 
Last edited:
I'm more convinced people are either picking what seems immediately useful or just grabbing anything. I still insist Personal Actions are too vague- yes, it is a deliberate design choice, but people going "that's on purpose" is more often an excuse from what I have seen. Seriously, one author blatantly ignored writing up a power list for the MC, was very confusing.

Though yeah, overall I get it- both a lot of work and deliberate choices. I was just trying to come up with something, reading through 25 options sounds better than 50. The three things all our actions can boil down to is our relationship with others (so social actions in general), actions that can actively improve characters (hero tutoring is very underused), and creating/gaining new resources to use. I would say Learning would be both of those last two, but stuff like Build Lexosuit and Overthrow Country could be separated.

Though really, the big problem is more that it is very difficult looking through the actions for a specific objective. Just making it more obvious what type an Action is sounds helpful, but I really do understand this is all extremely hard work for one person. I just know the sheer number of choices is paralyzing, so people tend to just vote for the first thing they find okay enough.
 
Though really, the big problem is more that it is very difficult looking through the actions for a specific objective. Just making it more obvious what type an Action is sounds helpful, but I really do understand this is all extremely hard work for one person. I just know the sheer number of choices is paralyzing, so people tend to just vote for the first thing they find okay enough.
Not really? If I want to pursue a specific thing, I just ctrl+f to find it among the actions and vote for it. If I don't see it I just ask King crimson, not that much work imo.
What makes it difficult is the voting format, which is also by design. I could easily put together a plan during the actual Action voting phase that pursued very specific objectives if it was voting by plan.

Its not voting by plan though. You vote for specific actions and the actions with the most votes win. This is by design to allow people to just choose the actions they find most interesting. It does largely destroy any actual good planning for a turn because of the randomness of actions that get selected.
 
I'm more convinced people are either picking what seems immediately useful or just grabbing anything. I still insist Personal Actions are too vague- yes, it is a deliberate design choice, but people going "that's on purpose" is more often an excuse from what I have seen. Seriously, one author blatantly ignored writing up a power list for the MC, was very confusing.

Though yeah, overall I get it- both a lot of work and deliberate choices. I was just trying to come up with something, reading through 25 options sounds better than 50. The three things all our actions can boil down to is our relationship with others (so social actions in general), actions that can actively improve characters (hero tutoring is very underused), and creating/gaining new resources to use. I would say Learning would be both of those last two, but stuff like Build Lexosuit and Overthrow Country could be separated.

Though really, the big problem is more that it is very difficult looking through the actions for a specific objective. Just making it more obvious what type an Action is sounds helpful, but I really do understand this is all extremely hard work for one person. I just know the sheer number of choices is paralyzing, so people tend to just vote for the first thing they find okay enough.
I'm not one of the threadgoers so I can't tell you why people are picking the options they are but I can look at patterns. There are a lot of scattershot votes and there are some personal actions picked solely for benefit (Mercy pretty consistently seems to get picked for vaguely immediately beneficial seeming actions) but when you look at some of the stuff that comes out actually winning it gets a little more complicated. Things like [ ] Purchase video games to play with Jinx, [ ] Tune in to Leslie Willis' radio show and [ ] continue the valiant conflict with his nemesis the four armed monkey, are all options that won in the last two rounds of voting and I don't think those are options being picked in order to gain a lot of utility. There definitely is some picking for utility going on but sometimes actions just win because they sound fun or interesting.

I will say that I'm open to revamping the format of personal actions but I'd want confirmation that multiple people have a problem with and don't like the current format. I am aware that the deliberate design I came up with is not for everyone and is obviously influenced by my biases but at the same time I want to make sure that you are not having a specific reaction incongruous to most of the thread because of your own biases coming into play. I don't want to jump every time everyone has a problem with my design because they personally do not like it because someone will always be unhappy with any system I come up with.

On personal actions specifically I'm very iffy on altering their design because they were not a part of my initial design and were actually added in, in response to people wanting more interaction between characters not tied to important gameplay checks. So naturally I designed them as a way to give characters more quiet moments and let them interact with and bounce off of one another without radically shifting the game. As such I'm hesitant to make personal actions objective based as opposed to interaction based because that quite literally goes against the spirit of why they were initially implemented at all in quest. Yes citing something as being "on purpose" can be used as a deflection of criticism or as a sign of complacency (after all if everything is working from your perspective why bother changing it) but in this case I think it's a legitimate defense as it was designed to fill a need the thread had and your suggested improvement goes against the spirit of what was initially requested and thus would require me to either recorrect or readjust things in order to once again cover that need. If the quest had gone exactly as I'd initially designed it there would be no personal actions at all (personal actions were introduced on turn 12, well after the quest had started) so I'm very hesitant to make a move here considering you're attempting to fix a problem unrelated to why the personal actions were included in the first place.

What makes it difficult is the voting format, which is also by design. I could easily put together a plan during the actual Action voting phase that pursued very specific objectives if it was voting by plan.

Its not voting by plan though. You vote for specific actions and the actions with the most votes win. This is by design to allow people to just choose the actions they find most interesting. It does largely destroy any actual good planning for a turn because of the randomness of actions that get selected.
Low-key I think the impact here is not as big as you might think. This last vote while the bottom options were in close contention 16 out of 25 options had at least five more votes than the bottom options. Some options win by a massive landslide as well and a lot of the time they are the options most discussed before the vote even occurs.

You actually are also an excellent person to use as an example of how many actions are actually pretty consistently selected and are preplanned to at least some degree. Before the vote you listed 20 options you wanted for this turn. Of those options I believe 18 of them are in the actual final action list and none of the options you communicated you were "feeling right now" that actually won were in the bottom of the pack of the voting options and thus not in any real risk of not getting selected. That means that of the actions you listed before the vote occurred you had a 90% success rate in getting them to be the actions in the final result.

You are the high outlier to some degree and I will agree that it is difficult to plan perfectly around the approval format of the voting, the people who do list and discuss things early on tend to pretty dominantly get to dictate the vast majority of the final result. Where you tend not to get what you want seems to come more when someone else proposes a general outline that other people like and thus vote for rather than any sort of inability to put together a plan.

There's actually way less randomness and inability to plan than you might think at first glance. Heck at one point literally every approval vote was a combination of two opposing side's plans (granted those two sides could not work together at all) and in the early days with less actions people could plan what to take perfectly with no errors or hiccups. The real thing that prevent any one plan from unanimously dominating the approval vote portion of the action phase is the fact that you're picking 20+ actions and you've generally got 4 or more prevote plans going into it which then results in splits in the points where you disagree.

The difficulty in getting exactly what you want is intentional but the thread has pretty consistently been able to get most of what they want on every single action phase vote, especially if they listed and planned for the vote. The vast majority of the time when someone gets barely anything they wanted it's because another opposing plan/idea was much more successful in swaying people to vote that way. The problem is arguably much less "People can't make good plans" and more "anyone who proposes an idea for what to do in the coming turn has less incentive to cooperate and work with others since they can still usually get some of what they want without any negotiating so multiple plans end up conflicting with each other and make the final result less focused than either of the initial pitches".

Edit: Upon thinking of it further there are two reasons why it's difficult to plan that are my fault. The first is that there are new actions and DC's every time there is a vote so all the time you have to go over the full range of possibilities before others start voting is the vote moratorium. The second is that I tend to post at inconvenient times for people in North (or South) America to communicate as I tend to post pretty late at night (for someone on the east coast most of my posts land near midnight). Since this quest is in English and sufficient velocity is US based I imagine that a not insignificant number of people are affected by when I post. As such they tend to be unable to communicate effectively and thus it's hard to plan.
 
Last edited:
Fair, you should never let one person decide everything. Which is… kind of my issue here? In these types of Quests, one person tends to emerge as the main vote-maker and others just go with it because it is easier. Again, my issue is more about vagueness about choices- I would label "huge number without easy distinguish" as being part of that.

Though I have also observed that people will be weirdly indifferent about admitting they have a problem. I literally dealt with a community that seemed to all hate me, but they couldn't be bothered to literally admit that when I pointed out nobody else was complaining.

Again, I really don't think most people are deliberately picking fun/interesting Personal Actions. I deal with a Spider-Man quest where everyone just ignores trying to meet with Daredevil despite that obviously sounding cool. Sure, different Quest, but I've already seen examples of people being too indifferent to admit their feelings.
 
Last edited:
Low-key I think the impact here is not as big as you might think. This last vote while the bottom options were in close contention 16 out of 25 options had at least five more votes than the bottom options. Some options win by a massive landslide as well and a lot of the time they are the options most discussed before the vote even occurs.
Eh, I don't think you're taking in hero selection. I pick my specific actions around the idea that certain heroes will go into certain places. Even the disruption of 3-4 actions can make the hero phase much more difficult to plan out and make us more likely to fail actions. If a set of actions rely on a certain set of heroes to be realistically passed and than another action that demands those heroes gets passed through you've fucked yourself. All it takes is 1 action to cause that type of disruption.

This comes down to how harshly I view the failure system in quest. All it takes is failing by more than 10 for the system to really hurt you. Depending on the action, it could even than take multiple actions in the future to recover from. There are some actions we can never allow to fail by more than 10 or we have the potential to get super fucked. Cold Engine and the Kryptonite Power Plant is two examples from this turn. This makes it really bad to fail and a really good idea to make sure you can at least get a bare success on all the actions you take. Which brings me to the disruption 3-4 actions can cause in a larger plan for a turn if it splits demand for heroes.
 
Fair, you should never let one person decide everything. Which is… kind of my issue here? In these types of Quests, one person tends to emerge as the main vote-maker and others just go with it because it is easier. Again, my issue is more about vagueness about choices- I would label "huge number without easy distinguish" as being part of that.

Though I have also observed that people will be weirdly indifferent about admitting they have a problem. I literally dealt with a community that seemed to all hate me, but they couldn't be bothered to literally admit that when I pointed out nobody else was complaining.

Again, I really don't think most people are deliberately picking fun/interesting Personal Actions. I deal with a Spider-Man quest where everyone just ignores trying to meet with Daredevil despite that obviously sounding cool. Sure, different Quest, but I've already seen examples of people being too indifferent to admit their feelings.
I would like to clarify that the issues of the many, many actions in the action phase being difficult to parse and consider every option, the difficulty of planning and the implementation of personal actions as of now to be distinctly different potential problems. As such I'm a little confused with what you are trying to argue here.

Yes one person does tend to emerge as the main vote-maker in this kind of quest, that's true. What does it have to do with personal actions or action clutter? I've already taken steps to combat this to some degree at some points like with approval voting during the hero phase, but as you can tell there are people who don't like that all that much as steps taken to prevent vote hegemony tend to disrupt the capability of planning as well. Admittedly the system I have in place to prevent one person from taking complete control doesn't really work to prevent one person from becoming the loudest voice and being able to rally others around them. The only way I could conceivably come up with a system that prevents one person from being the main vote-maker is if I denied people who lead the charge in previous votes from being able to vote in the next one. Such a system is unfun, unfair and actively poisonous to a quest's community. I will not be implementing anything like it and though you may not like it, there likely will be a main vote-maker for this quest on most issues.

That being said this quest is pretty good at preventing one person from taking complete control over it for its entire lifespan. Ukranian Ranger, Simon_Jester, Torgamous, Jonasquinn, Sirrocco, Zale and more have all actively been "the main vote-maker" (albeit to differing degrees) at some point in the quest and none of them have succeeded in controlling everything or been able to decide everything for more than a portion of this quest's lifetime and they almost always faced some degree of opposition (granted the opposition usually didn't win but there has always been contention). You may not have ever succeeded in being "the main vote-maker" of a vote in this quest but I guarantee you that none of the people whom I would consider having been a "main vote-maker" ever felt fully in control and never managed to completely dominate the quest for very long.

There is a discussion to be had over how bandwagoning impacts voting in games like this and how it and reputation generation can lead to certain figures becoming dominant over time within a quest but I don't feel it's particularly salient or relevant to the discussion of potential problems with personal actions.

I don't mean to sound rude but a lot of what you're talking about sounds like you bringing in your own biases into the quest because you're not getting what you want and it's paralleled other situations you've been in before. I've seen no indication that people in this thread secretly hate you or that people have been deliberately ignoring cool options because they can't admit to their real feelings. I think there is some degree of people trying to pick practical options but there are also people who just think other options are more fun and interesting than the ones you personally like most. While working on the box-opening robot hasn't ever won in the personal action phase as far as I remember, I do remember that it has been voted for and been close to winning multiple times in the past before. There are people who at some point or another have wanted it and participate in this quest.

I cannot guarantee that the box opening robot upgrade action will be taken, I'm the QM and I want to interfere with voting as little as possible. Your proposed system change (making the benefits of taking certain personal actions more obvious and clear) will not make people more likely to take it (if anything I believe it would make them less likely) and it would make it harder for you to go for a wild and out there pick as people would begin to heavily strategize around it.

If you want something try to cut a deal with the other people in the thread instead of trying to overhaul mechanics so you can argue for what you think the action will get you in order to appeal to people's desire to succeed in the game.

I don't know what I can say that will convince you here. You seem to be arguing that I can't trust anyone but you because they're not picking the options you know are obviously the coolest and the best and the fact that no one is speaking up about the problem you've observed means they all hate you and other people are controlling everything unfairly. Like how am I supposed to respond to this? Declare that you're correct and that the silent majority is in full support of your proposed changes despite having no evidence for it (and some evidence to the contrary)? Am I supposed to agree with you that people aren't picking what they want all the time and instead are nothing but game-bots when what little evidence I have suggests otherwise? Am I supposed to tell you that your previous experiences have no bearing on this situation? I don't really know how to respond to this without potentially insulting someone.

Think over how much of this is personal bias coming into play. If you are in the minority on an issue and you lose the vote fair and square than I'm unable and unwilling to rig things to help you get what you want. Other people have voted for the box opening robot upgrades before and people have voted for things they think would be fun or cool or interesting to read about.

I don't want to silence you or anything like that but I very much want to drop this conversation when you are the sole rallying point and are unintentionally implying everyone else in the thread is both lying and out to get you. Take some time to think over how you want to phrase things and what you want to communicate to me and then come back when you have thought it over a bit.
Eh, I don't think you're taking in hero selection. I pick my specific actions around the idea that certain heroes will go into certain places. Even the disruption of 3-4 actions can make the hero phase much more difficult to plan out and make us more likely to fail actions. If a set of actions rely on a certain set of heroes to be realistically passed and than another action that demands those heroes gets passed through you've fucked yourself. All it takes is 1 action to cause that type of disruption.

This comes down to how harshly I view the failure system in quest. All it takes is failing by more than 10 for the system to really hurt you. Depending on the action, it could even than take multiple actions in the future to recover from. There are some actions we can never allow to fail by more than 10 or we have the potential to get super fucked. Cold Engine and the Kryptonite Power Plant is two examples from this turn. This makes it really bad to fail and a really good idea to make sure you can at least get a bare success on all the actions you take. Which brings me to the disruption 3-4 actions can cause in a larger plan for a turn if it splits demand for heroes.
I'm somewhat taking in hero selection into account. I'm assuming that you'll be able to place at least 10 units where you want them to go in the initial plan and saying that's good enough. Furthermore it's difficult to say that there is a failure of this kind of planning when I haven't seen it for the most part. Like I'll have to double check but when was the last time someone ever bothered to tell the thread "Hey here are the actions I want to take and the heroes I want to assign to them" during the action phase? As far as I can tell most people don't do that and when there's no communication of course it won't succeed since the people screwing you over can't instantly understand what you are going for.

I will say that there is some measure of fair critique here in that the action phase and its approval vote are genuinely problematic for perfect plans but it is something you can and have worked around to varying degrees. Again I think the problem is less "the system is unfair and prevents this" so much as "the system does nothing to force cohesion and so people who disagree with you can cause problems for you".

I could merge the action phase and the hero vote into one big plan vote but I feel like the element of adaptation would be lost and a lot of the risk-reward when picking certain options is made a lot less interesting. I do think you may have a point with failure being too harsh but I personally don't think it's particularly egregious to require plans to have some degree of flexibility in them.

In plan voting if you've got a solid vote block behind you, you can completely shut out everyone else in the quest and don't ever have to consider any concerns besides those of your own group. With the way things are set up you are forced to talk and compromise with people and discuss things or else compensate for them in other ways.

I think even with hero selection being taken into consideration the fact of the matter is people who put up loose plans tend to get what they want more often than not. I'm admittedly not the one making the plans so I don't know how wildly your initial ideas end up varying from the final result but I do think that the chaotic elements add to the quest as opposed to detract from it because it prevents things from ever becoming too rigid or controlled while still allowing you to effectively accomplish most of the tasks you want to on any given turn.

I will look into the balancing of failures for options as your concerns about them being too punishing may very well be right and if so then that is problematic. I'm probably not going to change the approval voting elements of the quest as those are a central fiat to this quest (and as someone who has been burned badly by quests that are solely plan-based I want to make this quest more capable of giving the underdogs some power) but I am going to look into potentially making things less punishing to make taking risks more acceptable. Keep in mind that such a balance overhaul would have a not insignificant effect on many things (if I make changes to failures there likely will also be changes to successes).
 
Last edited:
I've just been kind of worked up recently. Dealt with a fake crossover where not even the author cared about making it a real one, and I've been trying to be more proactive about stuff I see.

I doubt I'm the only one who finds the choices overwhelming and vague, but I didn't come here for some argument. I'm glad you actually respond and try to engage with us. So if nobody else wants to say anything, I'll just leave it. Trying too hard has gotten me nothing beyond tears and pain.
 
@King crimson

I don't think there's a problem with the personal actions because those are overwhelmingly about flavor, so people just voting for 'lol whatever' as long as it makes them happy is exactly what we want.

...

I think that the idea of sub-grouping some of the actions is a good idea but should be handled differently from @Kkutlord 's suggestion. There are certain types of actions that show up over and over and over within a single category. In particular, many Diplomacy actions are "meet with someone," many Stewardship actions are "build some physical facility," many Intrigue actions are "investigate this person, place, or thing," and many Learning actions are of course just "learn about this specific field."

I think it would be helpful to sub-spoiler some broad categories without actually making things much harder for you. Deciding whether a Stewardship action counts as "reputation" or "resources" could take a lot of thought on your part, but deciding whether or not it involves "building" something is straightforward.

And it would let us subdivide the, say, 100-ish Stewardship options into two groups of roughly 40-60 each, in a way, so that would be nice. I think?

Just a thought.
 
I'm going to be honest, if the car action goes to hell I'm going to be pissed

We have consistently had a problem with putting in effort to develop revolutionary technology and then fumbling the rollout completely by refusing to put in any real effort and after the pain in the ass developing the car has been and how important we've all agreed it is it'll be extremely infuriating to see the same thing happen again

Especially when we can 100% afford to put Lex on it since the worst case scenario of just having Meena and Barbara on it is that we succeed by a significant margin on a task that doesn't even need to be completed this turn rather than succeed in massively
 
Last edited:
[X] Plan Ultra-Violet and Shuttle Focus

I like the balance here, would prefer if we could have better odds for the car option but its good enough in general for me.

So, will ever come the day when we finally vote this:

[ ] Steal 40 cakes
DC 77 LexCorp plans on breaking into the food production market as they already have several patents on genetically modified food. However you want to make sure your entrance into this market is perfect. Thus you plan to steal forty cakes from Metropolis' most successful bakery. That's as many as four tens. And that's terrible.

This sounds like a good way to commemorate Superman future demise, I would like to see what could come out of it if we reach like Planetary Sucess on it :p
 
[X] Plan Ultra-Violet and Shuttle Focus

I like the balance here, would prefer if we could have better odds for the car option but its good enough in general for me.

So, will ever come the day when we finally vote this:

[ ] Steal 40 cakes
DC 77 LexCorp plans on breaking into the food production market as they already have several patents on genetically modified food. However you want to make sure your entrance into this market is perfect. Thus you plan to steal forty cakes from Metropolis' most successful bakery. That's as many as four tens. And that's terrible.

This sounds like a good way to commemorate Superman future demise, I would like to see what could come out of it if we reach like Planetary Sucess on it :p
Once we have crushed Superman, we will obviously have to celebrate. And no celebration is complete without cake.
 
Only issue I have with this one - 4 people seems excessive, really. It feel like we might almost get a better average score by trimming one of the low producers
I think it would be fine. Rebecca has to be there, but has pretty terrible intrigue. So she needs the support from other heroes. Just realized something else too. We took the Jade action 3 turns ago I think. Previously King crimson said that in 3-4 turns from that action she'll stop listening to us again. So she might not contribute at all.

@King crimson Just wanted to say, I wasn't complaining about the system. I'm largely fine with its current state and see the value in what it does. I was taking those lines of argument in regards to voting with a specific focus/purpose in mind for a whole turn and how the quest's systems can interfere in it.

The main thing I would suggest is compressing a couple of options so it takes less words. I grow increasingly concerned every turn that the Action Phase posts will reach the word limit and having to split them into different posts seems a major hassle. I have some ideas along what Simon_Jester recommended and more, but I'm still thinking on it a bit.
 
Last edited:
@King crimson

I don't think there's a problem with the personal actions because those are overwhelmingly about flavor, so people just voting for 'lol whatever' as long as it makes them happy is exactly what we want.

...

I think that the idea of sub-grouping some of the actions is a good idea but should be handled differently from @Kkutlord 's suggestion. There are certain types of actions that show up over and over and over within a single category. In particular, many Diplomacy actions are "meet with someone," many Stewardship actions are "build some physical facility," many Intrigue actions are "investigate this person, place, or thing," and many Learning actions are of course just "learn about this specific field."

I think it would be helpful to sub-spoiler some broad categories without actually making things much harder for you. Deciding whether a Stewardship action counts as "reputation" or "resources" could take a lot of thought on your part, but deciding whether or not it involves "building" something is straightforward.

And it would let us subdivide the, say, 100-ish Stewardship options into two groups of roughly 40-60 each, in a way, so that would be nice. I think?

Just a thought.
It's something I'm going to consider. Something like grouping all the "meet with" and "build" actions could work. That being said I'm going to hold off on making a decision just yet. I'm currently not having a good time with just the extra "new action" spoiler boxes/categories. It's been a bit more difficult than I thought it would be, and while it's not so onerous that I'm going to stop doing it, it is something I'd like to adjust to and get used to a bit before I start introducing even more categories and spoiler boxes. It's definitely in consideration but it could potentially end up a decent amount of work even beyond the initial hump of having to move around large swathes of text. I will be thinking it over and will come to a more definitive conclusion at a later date once I've gotten a little more familiarity with how much work it is to adjust to a new system with more categories.
@King crimson Just wanted to say, I wasn't complaining about the system. I'm largely fine with its current state and see the value in what it does. I was taking those lines of argument in regards to voting with a specific focus/purpose in mind for a whole turn and how the quest's systems can interfere in it.

The main thing I would suggest is compressing a couple of options so it takes less words. I grow increasingly concerned every turn that the Action Phase posts will reach the word limit and having to split them into different posts seems a major hassle. I have some ideas along what Simon_Jester recommended and more, but I'm still thinking on it a bit.
Fair enough, I didn't take offense at what I saw as a critique I thought most of what you were saying had a point and was well articulated even if I was often arguing against it. I don't think the system I've developed is perfect so when someone gives me good feedback and critique I tend to consider it and reassess it and see if I can make improvements. In this case I think your statements about how punishing taking risks can be affecting planning and interacting with the difficulty to get everything you want in a butterfly effect of sorts is worth considering and assessing if it is working as best it could.

Also I wouldn't worry about the word limit on the Action phase posts. The current action phase is 5,197 words exactly according to Sufficient Velocity. The character information post as of now, after I split it, is apparently 28,277 words long and is formatted a lot more complexly. At bare minimum I have about another 23,000 words before I start running into word-limit issues. The action phase would have to quintuple in length before I start seriously running into word limit problems so I'm likely fine on that front for a good long while.
 
Last edited:
Alright so now is the last call to get any votes in. I'm going to close the vote in half an hour. The update should arrive today. Thank you all for your patience and understanding.

There is still a creative writing contest going on which I think is well worth it and if you have questions I encourage you to ask them.
 
Last edited:
Back
Top