Magical Girl Escalation Taylor (Worm/Nanoha)

That's why I don't know if mindset, both as a player and as a GM, is going to work with the mindset of apparently many of you.

Maybe it has to with what happened with Danny...

Let's see, because we did not outright side with him and hid things from him there was a fight.

Next thing we know Danny is in a comma and not even the best Parahuman healer Cauldron could get actually helped.

Then there was no option, magical or otherwise, to help Danny.

And let's not forget what happened to the Privateers.

Basically is not that we want to do everything but that you punish people for not taking certain options or worse if they start a chain and then don't finish it.

Hence why I always ended voting to not see Danny again, Danny doesn't even recognize Taylor and there was no option to heal him.

There was also your comments that did not help things , like saying you wanted Purity, a nazi, to become a magical girl and partner with Taylor.

Or that the Privateers would have outright become criminals if Taylor had joined them and became injured.

The only real problem I see with this quests is things we have to vote more than once, that's it. Unless is research or something like that.

The whole Danny thing was a trauma Conga line for Taylor and the readers.
 
I've been reading through the replies as they've come in, although I know I haven't said much until now. Mostly that's because what I'm hearing is… disheartening might be the best word? Mostly because it seems like we're approaching this with two very different and maybe even incompatible perspectives.

From reading through the comments, it sounds to me as though a lot of you are approaching this with a mentality of "Gotta get everything!". Like if you have to put something to the side and not do it, you've 'lost'. Therefore the fact that this game, this system, was designed INTENTIONALLY to make you choose some things to do and some not to do, that you cannot do everything and get everything BY DESIGN is grating on you because it feels like I'm making you fail at every turn.

I'm trying to wrap my head around that and see it from that perspective, but I can't. Even if I were a player and not the GM, that isn't the mindset I'd bring to the table. I'd approach it as collaborative story-making. If you can only do so many things, I would be picking what's most interesting because that makes the better story. That unused subplots can come back at all is a plus because it gives a second bite at the apple, so to speak, regardless of whether there's any direct payout at the end. If them being different or harder is the tradeoff, that wouldn't be an issue for me.

That's why I don't know if mindset, both as a player and as a GM, is going to work with the mindset of apparently many of you. If we continue with choosing subplots and leaving others to the wayside, I'm still 'forcing' you to lose. If I let you do everything, then what's the point of giving you options to choose from to guide the story?

I know I said I was going to spend time doing redesigns, but after this I need to think instead of how to make this work if it even CAN work or whether it would be better for us all to walk away from the table while we can still do so amicably.
I've mostly been fine with how the quest has been progressing, if that helps?
 
Well, maybe it's just a matter of format. This quest feels more like a video game stylistically, and in a video game going for anything less then 100% completion feels like you haven't finished, or like you've wasted your time.

I know what you mean though. Gazetteer does it best in their quests, Petals of Carbon Steel and the like, and I've seen the style be copied more and more where it is written like a cooperative story.

Where you're not just choosing what the protagonists does, but you also choose (more explicitly) where things go wrong. But that's a purely narrative quest, it's not mechanical. You're not set up for it.

Also yeah, Danny, that's part of the reason I've never voted for anything with him. I don't like him, and I don't want to see things with him, and if even successes are going feel like failures, then I'm just never going to touch that when I can pick more interesting things. That's not your fault though, Danny is just a drag. Even when he's likeable in Worm stories, he's still a drag, it's just his character.
 
I've mostly been fine with how the quest has been progressing, if that helps?
Same here.

As far as Danny goes, I've consistently voted for that option not because I think there's a "whoops, here's your dad back" option or something horrible waiting in the wings if the quest timer runs out -- that's stupid, and I don't get where almost everybody else gets the idea that if you don't tale the option bad things happen, when that's only been explicitly delineated for like three things so far the entire quest -- but rather I vote that way because I want to see actual closure on the Danny/Taylor character arc. You know, instead of running off and pretending it doesn't matter because the players don't like the guy. I'd rather see this thing done properly, whether by superpower-related idiocy or just Taylor getting to say goodbye before moving on with her life, instead of leaving it hanging for no good reason.

That, I feel, is entirely on the players and not the mechanics. So the solution would be to get new players. :V
 
Same here.

As far as Danny goes, I've consistently voted for that option not because I think there's a "whoops, here's your dad back" option or something horrible waiting in the wings if the quest timer runs out -- that's stupid, and I don't get where almost everybody else gets the idea that if you don't tale the option bad things happen, when that's only been explicitly delineated for like three things so far the entire quest -- but rather I vote that way because I want to see actual closure on the Danny/Taylor character arc. You know, instead of running off and pretending it doesn't matter because the players don't like the guy. I'd rather see this thing done properly, whether by superpower-related idiocy or just Taylor getting to say goodbye before moving on with her life, instead of leaving it hanging for no good reason.

That, I feel, is entirely on the players and not the mechanics. So the solution would be to get new players. :V
Yeah, I agree with that. I just want to get the Daddy's Little Girl done and over with so Taylor can have a proper closure instead if being canon Taylor and avoiding uncomfortable things or ignoring her personal problems until it comes back to bite her in the ass.
 
Everythings fine for me as well. Im just here for good story mostly. I love Nanoha as well as worm, despite having only ever read fanfiction of it and not a single word of the actual Worm webnovel.
 
As you said, the possibility of missing out on
plot threada is an intended consequence, not an accidental one.

To me, that is perfectly fine. Part of the game is "you can't solve everything, you have to spend your time wisely and what you ignore may come back up as a bigger problem." To want otherwise seems like wanting to play another type of game entirely.

The one thing I could suggest to alleviate a bit of FOMO is delegation. Arcana is a thing now, so having the other members doing their own thing would make sense, if with drawbacks.

The two ways I could see this working are:

A - Deploy two members at once for an extra choice at the beginning of the week. The drawback would be they'll be unavailable during our own choices, and it'll consume more time on your end as it'd be an extra chapter.

B - Same as above, but rather than full blown chapters we'd assign mages to follow the storyline, and we'd get updates on what's going on during the week. However, they won't be resolved the same way as if we picked it for the main vote. Think of it as a War of the Chosen-esque, hands-off mission type.

That's what I got and frankly? I don't think it needs fixing. I think a lot of the backlash comes from a "got to do everything" mentality that a lot of other quests create, so when doing everything is impossible people panic.
 
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I've mostly been fine with how the quest has been progressing, if that helps?
Same here.

As far as Danny goes, I've consistently voted for that option not because I think there's a "whoops, here's your dad back" option or something horrible waiting in the wings if the quest timer runs out -- that's stupid, and I don't get where almost everybody else gets the idea that if you don't tale the option bad things happen, when that's only been explicitly delineated for like three things so far the entire quest -- but rather I vote that way because I want to see actual closure on the Danny/Taylor character arc. You know, instead of running off and pretending it doesn't matter because the players don't like the guy. I'd rather see this thing done properly, whether by superpower-related idiocy or just Taylor getting to say goodbye before moving on with her life, instead of leaving it hanging for no good reason.

That, I feel, is entirely on the players and not the mechanics. So the solution would be to get new players. :V

I also like how the quest has been going. and while i disagree that we need (more) closure on Danny and his situation, (there is nothing we can do, so my philosophy is why eat the hurt). if the majority of the group decided to go that way i wouldn't abandon the quest. I don't always vote, usually because the quest takes the options i want to begin with. if i'm voting a certain way it's because that is how i want it to go and i'm not sure it will.
 
I just want to say that I am fine with how things have been working so far. I am enjoying the quest and think that it is like most others where you cannot (and should not) be able to accomplish everything. Part of the goal is to pick and choose and see what happens as a result. i like this aspect of it and enjoy the story that has resulted from it.
 
I've followed this quest (mostly passively) on and of again for quite a while now and I have to say I really like most of the mechanics, though I couldn't care less about the specifics of spell learning and what different Tinkers are building outside of a few big choices. I like that it's more about telling a story than about "optimally" finishing all the quests to get the best quest reward to farm the most xp and gold to reach level 60 ASAP or whatever it is the kids are doing these days.
It feels more like a story about an actual person than what most quests end up being like if you leave it to the voters to micromanage everything. Keep the "x votes a week" system, and if you want my advice, go easy on the mechanics outside of that. Frost Mage is gonna do frost mage things, we don't need to micromanage the bullet resistance of her hair ribbons or anything like that.
 
I don't see the problem as not being able to do everything, but being punished in ways we have no means to determine ahead of time for not doing certain quests, or only pattially doing them, etc.

Someone above said that Taylor doesn't have to do everything, other groupd will sort out what they can. But... that's exactly the opposite of how it's turned out before. It feels like we have to do everything or we risk another "father should be dead" incident.

So it isn't that I want to do everything, but that I don't want to pay for not being able to. Particularly given how harsh some of the consequences we narrowly avoided could have been.
 
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I agree with Byzantine. I'm fine with the action economy of the quest as it is, though now that we're getting a bigger team being able to delegate some things to the rest of the team would be nice.

My big problem is mainly that, as someone put it earlier, we seem to be the Only Competent Woman. Any questline we don't take either stay unresolved or gets bigger and blow up in our face.

That's why I voted for stomping on the Nazi's last vote. Because if we didn't they would get entrenched and become a major headache next arc. The PRT Mages? At best they would be a speedbump for the nazi's or they would just be forced to hide a bit more. Solely to preserve them as a threat for us to deal with later. Only more threats would show up that we would also have to deal with.

That's what I feel at least and what I base my votes around. Maybe you had planned for Pentagram to stomp the Nazi's even without us and that I would have been perfectly fine with. It's why we gave the PRT Mages after all. But based on how the rest of the quest have gone? I wouldn't have bet on it.

So in short, I'm fine with not being able to do everything. I'm fine with the Fallen for example still being unresolved if we had ignored them as no one else can deal with them. But most quest lines would have been possible to have been dealt with even without us. Maybe not as successfully(the Beasts would have been a pain for the regular parahumans down in the sewers without our scanning for example and maybe some of them died without us there to warn for an ambush) but dealt with nonetheless.

So I'm fine with the idea behind not being able to do everything, just maybe ease up on anything we don't personally deal with exploding?
 
I take a break from SV and this happens.

Well here is my 2 cents if you still want them

The current system is fine imho, sorta kinda reminds me choose your own adventure but probably that's just me. I think like the above poster said this is pretty much classic FOMO. And since this is a game like any rpg you pick choices and go through the game. Hanging onto what ifs and what could happens kills any kind of enjoyment in the game imho. A game is designed to be played based on player choice, being not able to do everything is par of the course so I don't get the feeling of something coming to bite us honestly
 
I take a break from SV and this happens.

Well here is my 2 cents if you still want them

The current system is fine imho, sorta kinda reminds me choose your own adventure but probably that's just me. I think like the above poster said this is pretty much classic FOMO. And since this is a game like any rpg you pick choices and go through the game. Hanging onto what ifs and what could happens kills any kind of enjoyment in the game imho. A game is designed to be played based on player choice, being not able to do everything is par of the course so I don't get the feeling of something coming to bite us honestly

No, not only you. I used to cheat with mine though and read through every possible decision
 
My perspective is basically the same as what's been said several times before. I completely back up the intent of not allowing us players to complete every quest thread and do every action. It adds more of a feeling of authenticity to the narrative and story you are producing in writing this quest. Some of the story lines that we have missed out on, however, have felt like we were being punished for choosing a different one fo follow.

I think, honestly, the best fix that there is would be some of the recommendations people have already put out above me. Because we are a group now, and the group is growing so big, it would make sense not only mechanically but also narratively to send off members to look into other story lines we ourselves don't have the time slots to vote for. Even if the result isn't the same, or isn't as favorable as if we had done it ourselves, it would feel a lot less like every option we passed up on would come back to bite us in the ass.

Combined with that, perhaps less severe consequences for not following up properly with certain quest lines would also help. When situations are allowed to deteriorate so much because we didn't vote to look into them, it very much feeds into a feeling that we are the only person in the story who is capable of dealing with anything that pops up, even if it's not quite true.

I've really enjoyed reading through this quest and, although I don't end up voting much because I let me email clutter up too much to find it usually, I definitely wouldn't want to see it end. I'm totally fine with the system as is, because it would cheapen the value of the story if we got everything we wanted. I'd rather read a dramatic and well written story than a wish fulfillment power wank, which is what so many quests that allow readers to pick every option end up as.
 
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First: I skipped a number of posts before making this comment, as I had too many things to respond to already and know I'm very prone to word vomit.


Part of what bugs me from the other players' concerns is that SHINY = success, not!SHINY = failure. I try to vote for what I think would make a good story, while also paying attention to game mechanics. I want to see more of Jujak to see if I want to see more of him, but I also want to encourage people who are waffling on him to include him(when relevant) as a subvote so I point out the mechanistic points. I have a tendency to over-focus on a point to the level that I forget the other points I meant to go to, and that tendency has just gotten worse over the years.

As long as the story stays fun, I'm happy with reading it. I get frustrated over differing priorities and what we think would make the best story, but remain happy with your work.

After the Simurgh fight, all plotlines that had been on hold were dropped and considered failed because they were no longer possible. That's the only time where failing to complete a plotline really left us with nothing. That the tone of certain updates was different than it could have been if we'd made different choices seems in some ways to be seen as abject failure, and I get that less. Dealing with the Beasts would have been lighter and easier, sure, and more people died as a result, but people will die. We can't save everyone. Nobody is even suggesting we try. Yet somehow, the idea that more people died with vote a than might have died with vote b has become conflated with winning or losing the game.

Should we consider the costs of various choices? Of course. We're supposed to be playing heroes, after all. There's a reason, though, while even comic book heroes who are married to the job have issues geared towards other aspects of their lives, because that makes things more interesting.

I'm guilty on that front too. I may have been pushing Daddy's Little Girl quest a bit too hard despite the fact that it seems that the majority of the people seems to want nothing to do with Danny or resolving that plot thread (though many don't really seem to participate in the thread beyond voting).

The bandwagons frustrate many of us. The people who vote and never discuss are usually the ones who decide how any given vote will go, and without that discussion, we're left to fumble in the dark to guess why they voted the way they did. Some of us are ardently against anything involving Danny. I disagree, but see that position and understand it.

Maybe it has to with what happened with Danny...

Let's see, because we did not outright side with him and hid things from him there was a fight.

A teenager and her father got in a fight? Totally unbelievable. The fight was over the ways Taylor has changed over the course of the story, which her father hadn't been seeing enough of for that growth to feel natural. He's afraid that they're drifting apart, afraid that even with his attempts to reconcile, that they aren't overcoming the rift from Annette's death, and both canon Taylor and Danny had a temper. Them having a fight isn't a punishment, it's part of making the characters human.

Next thing we know Danny is in a comma and not even the best Parahuman healer Cauldron could get actually helped.

Then there was no option, magical or otherwise, to help Danny.

Untrue. For one thing, we could have asked the TSAB team if they could help, since their tech is centuries to millennia more advanced than Earth Bet's. We could have spent social votes on spending time with him or looking into ways to help him, and so show SW that we didn't want to abandon the character. It not being in the default list for the votes doesn't mean we can't do anything with him, just that we have to come up with something interesting.

And let's not forget what happened to the Privateers.

Basically is not that we want to do everything but that you punish people for not taking certain options or worse if they start a chain and then don't finish it.

The consequences of not working much with them was that there was friction when we tried to do so. Redeeming them wasn't meant to be easy. Voting for it once and dropping it when told that, explicitly, repeatedly, would happen if we didn't put the work in, was that what we did wasn't enough to change the course of the matter.

There was also your comments that did not help things , like saying you wanted Purity, a nazi, to become a magical girl and partner with Taylor.

Former Nazi. Purity was still racist in canon, but she was making an active effort to be better than that. Half of Nanoha's best friends started off as villains for whatever reason who then sought redemption. That made Purity a perfect canon character for that very Nanoha style story, so SW being disappointed we didn't go down that line is understandable while not in any way disparaging what we chose to do instead*.

*(Except Coil. SW said at the time, explicitly, that the final time we voted to go after Coil in BB was supposed to end him as a threat, until subvotes meant we voted both to do and not to do something, which I'll admit is kind of amusing with his power).

Or that the Privateers would have outright become criminals if Taylor had joined them and became injured.

If, in the second vote of the game, we'd made a single, specific choice, we wouldn't have found out about Danny's powers and things would have been very different. SW even admitted that they didn't want to do that story so much as, once the idea occurred to them, they couldn't just not use it. We found this out months after it had any chance of becoming relevant because the GM was sharing part of the creative process with us, not berating us for that choice or laughing at the traps we so cleverly dodged while swearing vengeance upon our lines until the end of time.
 
My primary quibble isn't so much a problem with the underlying mechanics, though I have given (perhaps too many?) suggestions on how to tweak them to hopefully provide a better player/gm dynamic. I've even said that I'm one of those players who are willing the "Accept the consequences" of ignoring certain quest lines in favor of others because I prefer actually finishing things both for the narrative success and because we tend to get the best mechanical rewards from doing so, but as others have pointed out part of the issue is the scope of those "consequences". As @Byzantine and @Alayne said, a lot of the time we have no means of determining what the consequences of not doing something are, and so have no way of making a truly informed decision on what we're choosing to forfeit. As a result it feels like we're being "Punished" for not trying to achieve that "100%" when those consequences turn out to be significantly more incendiary than expected. This "trains" us players into expecting worst case scenarios no matter what we do, and divides us into two camps; those who are willing to accept those consequences, even if we're frustrated by them or don't like the outcome until we're given the opportunity to "Fix" it, usually with more fire and explosions involved (though usually we're the ones distributing them that time), and those of us who don't want to accept those consequences and as a result push to try to do a bit of Everything at the expense of actually accomplishing much less. Others have also pointed out that now we potentially have more options and forces working in the background to take care of those things, but we have so far seen no indication that they actually will.

This isn't me suggesting you should sit back and spell out the consequences of our actions and inactions before we do any voting instead of waiting until the AARs, as that is one of the hallmarks of this quest and a key component to the sense of necessary risk taking the quest is built around. I'm also not suggesting that the things we do and don't do shouldn't have consequences, since that is another hallmark of the quest, but that mentality of Always expecting the worst outcome for things we don't involve ourselves in is something we need to be trained out of.

Edit: I guess what I'm trying to say is that while we're fine with being "The Hero" of this story, we don't necessarily want to be "The Hero" of the entire world (saving it from the Endbringers notwithstanding, since that's the core of the story's "win conditions"), because that is an impossible task. We still want things to get better though, so we need others out there willing to also pick up the torch and chip in, but when they don't, or when they do but always fail without our help it feels like we Need to be the hero of "the entire world", and it's a bit disheartening...
 
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I know I said I was going to spend time doing redesigns, but after this I need to think instead of how to make this work if it even CAN work or whether it would be better for us all to walk away from the table while we can still do so amicably.
I don't see the problem as not being able to do everything, but being punished in ways we have no means to determine ahead of time for not doing certain quests, or only pattially doing them, etc.

Someone above said that Taylor doesn't have to do everything, other groupd will sort out what they can. But... that's exactly the opposite of how it's turned out before. It feels like we have to do everything or we risk another "father should be dead" incident.

So it isn't that I want to do everything, but that I don't want to pay for not being able to. Particularly given how harsh some of the consequences we narrowly avoided could have been.
This is my major thought. I don't want All the Prizes, I just, sometimes, want it to feel like we're playing in a world that isn't burning down around our ears. Leaving things unfinished means that the threat is still looming, choosing to finish a quest line means leaving something to fester into something worse. Up until a few arcs ago, socializing or doing anything that wasn't a major plotline meant losing time on things that would hurt us if we didn't tackle them, and even socializing turned into more, smaller fires that needed attending. When we only have three "activity" slots a week, why can't Taylor just, you know, have a simple phone call about whatever with a friend in the off time?

Meatspace talk? Executive Dysfunction fucking sucks, and I don't want to play a game that feels like trying to pilot my own brain on manual, with all the anxieties that cripple me in real life made somehow worse.
 
I recently binge read the story and a small amount of the thread (I've seen virtually none of the vote tallies); this quest is a big part of why I finally made an SV account.

It's been said repeatedly, but I'll say it again from the perspective of having read all 540K words in the latter half of July. I like that there are more things available to do than time to do them. I like that the questers have to prioritize Taylor's time and their other resources. I like that quest lines often have availability time limits on them, and I like that events and other actors continue to move when we aren't focused on them.

You designed this quest such that anything we choose to do has explicit opportunity costs. Good. Keep it that way.

What I don't like is the apparent pattern of things we don't choose to do getting worse over time because we choose not to do them. That feels less like opportunity costs and more like a trolley problem made of more simultaneous wildfires than we have resources to deal with. How bad will each get, how fast, what will they threaten, and when will they burn out? No idea.

That we have no idea is expected and good, that it feels like a trolley problem made of fires instead of tracks, or at some non-combat times some analogy involving bailing water from one or more boats, is not.

This is not to say that is actually what is going on. I recognize there are plenty of things we haven't done that, to the best of our knowledge, have not come back to bite us. I recognize that confirmation bias is in play, as is sensationalism bias no doubt. I recognize that other characters on the side of good that the questers do not control are doing things off screen, often quite competently.

But it still feels like everything slides downhill when we turn our backs. Despite (ample, now that I think about it) evidence to the contrary, it feels like nothing gets done without our direct involvement. Moreover, it feels like things always get worse without our direct involvement.

If it could feel less like we are, as another called it, the Only Competent Woman, that would probably solve most of this issue.

Is that what is actually happening? Perhaps not. But that is the perception.

I'm not suggesting that things be accomplished optimally when we don't choose to do them, nor to our satisfaction, nor even at all where appropriate. Certainly not that we be rewarded for things we did not do; a neutral resolution is usually fine. Just that we don't lament not doing them beyond the lost opportunity in most cases.



On a different note, @Almech_Alfarion suggested that for entering combat we vote on Rules of Engagement, possibly from an established list, instead of on tactics. What level of force to use, the manner of entering combat, what fighting style to use. Do we want to prioritize takedowns, captures, defense of self and others, avoiding collateral, keeping the fight contained, stalling for time, or what?

No plan survives contact with the enemy, but while which tactics to use change unpredictably at a moment's notice, strategy informs which set or what type of tactics are in service of the goal.

I would suggest that where our plans get down to the level of tactics, they not extend beyond the opening moves. But that specifically is more on the players.

I also second that Taylor's default spell list be expanded beyond flight, flare shooter, and flare blade, particularly with certain rules of engagement. Telekinesis, for example, I only recall her using in combat in the temple on the alternate Earth, despite its great versatility. In the recent fight, had she thought fast, she may have been able to snag 'Blue Valkyrie' with a ring bind, or perhaps a frost beam.

To be fair, it seems like the readers also forgot, given that they sprung for the capture trap to solve that issue in future, with nary a mention of ring bind.

Flight, flare shooter, and flare blade I still expect to be her most used spells and generally her go-to's, but others, especially those she has mastered, I would expect to be a thought away when appropriate for the situation.


As a mostly unrelated question, what does Taylor do in her guesstimated hundred and forty or so hours off screen each week, other than school and sleep?
 
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In short, we're fine with not getting all the shinies. We just want it so that the shinies wouldn't shank us in the gut before walking away, at least just punching us in the face instead, maybe having someone else hold them back from that if it logically makes sense for someone to have dealt with the problem at hand.
 
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In short, we're fine with not getting all the shinies. We just want it so that the shinies wouldn't shank us in the gut before walking away, at least just punching us in the face instead, maybe having someone else hold them back from that if it logically makes sense for someone to have dealt with the problem at hand.
This particular claim has come up time and again, to the point where all y'all's bitching has it on a knife's edge that there is a quest this time next week, and I don't see it. So show me. Give me a list of every single time where the QM has insinuated that choices have Bad Consequences on an autofail timer if the players don't take them. If this is so fucking self-evident then it shouldn't be hard to compile, right?
 
I just, sometimes, want it to feel like we're playing in a world that isn't burning down around our ears.

See, this is one reason to vote to make the PRT mages better. Only we got burned with the Privateers and we know by reading this Quest that the PRT mages are willing to ignore the rules Capes tend to follow if they had enough power to do so.

So let's say we give the PRT mages better tech and spells and then let them do their own thing. Next thing we know they get a bad roll and end going against a Cape in his civilian ID and so they cause a disaster.
 
I also like how the quest has been going. and while i disagree that we need (more) closure on Danny and his situation, (there is nothing we can do, so my philosophy is why eat the hurt). if the majority of the group decided to go that way i wouldn't abandon the quest. I don't always vote, usually because the quest takes the options i want to begin with. if i'm voting a certain way it's because that is how i want it to go and i'm not sure it will.

The one niggling little detail that has kept me from being able to drop Danny is not asking the TSAB for help. It feels out of character, enough so that it really does bug me. I only stopped pushing that action as a social vote because it became a main quest line and I was told in no uncertain terms that SW had a plan in mind and didn't agree with me trying to talk people into adding them as a sub-vote. All the assumptions that there is nothing we can do really bugs me when there is one big, flashing sign pointing out that there are other options. Since Danny's injury, we've also given out the healing Template, so talking to Lacey's Device might have been a good idea.

As a player, I've pushed for things I've really wanted in games that the GM didn't want to grant at first. I'll drop things when told directly to do so, but just presenting obstacles makes me come up with ways over/around/through them. I even had one game where we accidentally blew a hole in the planet's crust because the GM wanted to keep and reuse a villain, our demolitions expert was dead, and so we just dropped ALL of the explosives we had on things. Note that, out of character, I did not realize quite how much power I'd piled up until we went to calculate the actual results. Oops :p

Fortunately, we were on our space ship before setting them off.

I don't see the problem as not being able to do everything, but being punished in ways we have no means to determine ahead of time for not doing certain quests, or only pattially doing them, etc.

Someone above said that Taylor doesn't have to do everything, other groupd will sort out what they can. But... that's exactly the opposite of how it's turned out before. It feels like we have to do everything or we risk another "father should be dead" incident.

So it isn't that I want to do everything, but that I don't want to pay for not being able to. Particularly given how harsh some of the consequences we narrowly avoided could have been.
I agree with Byzantine. I'm fine with the action economy of the quest as it is, though now that we're getting a bigger team being able to delegate some things to the rest of the team would be nice.

My big problem is mainly that, as someone put it earlier, we seem to be the Only Competent Woman. Any questline we don't take either stay unresolved or gets bigger and blow up in our face.

The primary situation we've had blow up on us, with Typhon, was rather clearly marked(to me at least) as intentionally being bigger than the local Protectorate/PRT could handle. Since we've addressed that manpower shortfall with a large team of high ranked not-a-parahumans, this seems to have been more centered on the impact of our choices and specifically with developing Laura thanks to her ties with Winter Hill. So, the primary thing we would have missed out on was character development, not the Wolfheads taking over the city, at least as I'm interpreting things. Not being the QM, I can't know for certain, but every quest-line we had available after taking out the Mathers Fallen has been something other people could handle, though with less ease than it took us.

"Fix" it, usually with more fire and explosions involved (though usually we're the ones distributing them that time), and those of us who don't want to accept those consequences and as a result push to try to do a bit of Everything at the expense of actually accomplishing much less. Others have also pointed out that now we potentially have more options and forces working in the background to take care of those things, but we have so far seen no indication that they actually will.

Perhaps what we need instead is a short interlude or two during an arc instead of only between them. After all, Project Pentagram has only been around for, what, a month? They've had one interlude, but as you say, we aren't getting as much of a sense of what is happening away from Taylor, and perhaps that is one source for the feeling that only Taylor is getting things done.

This particular claim has come up time and again, to the point where all y'all's bitching has it on a knife's edge that there is a quest this time next week, and I don't see it. So show me. Give me a list of every single time where the QM has insinuated that choices have Bad Consequences on an autofail timer if the players don't take them. If this is so fucking self-evident then it shouldn't be hard to compile, right?

The perception seems to stem not from what SW has said, but from how people interpret the results of certain choices, and that some questlines have been explicitly getting worse because their description has changed from week to week even when we didn't pick them to show that those were time sensitive. The two big examples of that are the breakout from BB and the Typhon quest line. If we had taken either of those quests early, I doubt the story would have been quite as much fun to read, moreso for the breakout than the Beasts. The one named character killed by Typhon was even made as obnoxious as feasible for a Ward(without triggering Shadow Stalker flashbacks) as is so often done in horror movies. The first guy to die gets 6 lines to cement his douchiness, then he dies.

See, this is one reason to vote to make the PRT mages better. Only we got burned with the Privateers and we know by reading this Quest that the PRT mages are willing to ignore the rules Capes tend to follow if they had enough power to do so.

So let's say we give the PRT mages better tech and spells and then let them do their own thing. Next thing we know they get a bad roll and end going against a Cape in his civilian ID and so they cause a disaster.

Unlike the Privateers, Project Pentagram is made entirely of well trained and psychologically monitored police officers. The Privateers were dockworkers who had been kept just barely above starvation for decades thanks in large part to the gangs, and then we lost most of the moderate members who weren't as committed either to stopping crooks or to Danny and the idea of doing good after leaving BB. I do feel we should monitor them, I don't feel we need to do so constantly.
 
I agree with Byzantine. I'm fine with the action economy of the quest as it is, though now that we're getting a bigger team being able to delegate some things to the rest of the team would be nice.

My big problem is mainly that, as someone put it earlier, we seem to be the Only Competent Woman. Any questline we don't take either stay unresolved or gets bigger and blow up in our face.

That's why I voted for stomping on the Nazi's last vote. Because if we didn't they would get entrenched and become a major headache next arc. The PRT Mages? At best they would be a speedbump for the nazi's or they would just be forced to hide a bit more. Solely to preserve them as a threat for us to deal with later. Only more threats would show up that we would also have to deal with.

That's what I feel at least and what I base my votes around. Maybe you had planned for Pentagram to stomp the Nazi's even without us and that I would have been perfectly fine with. It's why we gave the PRT Mages after all. But based on how the rest of the quest have gone? I wouldn't have bet on it.

So in short, I'm fine with not being able to do everything. I'm fine with the Fallen for example still being unresolved if we had ignored them as no one else can deal with them. But most quest lines would have been possible to have been dealt with even without us. Maybe not as successfully(the Beasts would have been a pain for the regular parahumans down in the sewers without our scanning for example and maybe some of them died without us there to warn for an ambush) but dealt with nonetheless.

So I'm fine with the idea behind not being able to do everything, just maybe ease up on anything we don't personally deal with exploding?
That's part of my reason.
I wanted to do "Daddy's Little Girl" and leave the Nazis to the PRT, but I felt that the consequences of ignoring "Daddy's Little Girl" were the least likely to come back to bite us in the butt in a major way.
Danny is already effectively dead, him dying or his condition being rendered permanent doesn't change anything.
All the other options based on past experience would have blown up in our faces spectacularly.
Now, in hindsight with the team of mages coming onto the scene at the same times as us, I really wish I could go back and change my vote to "Daddy's Little Girl", but in every other instance in this quest when we ignored something like this, the PRT failed spectacularly and it turned into a major crisis situation.

It often feels like less of "Choose the storyline you want to pursue and the rewards you get" but more of "Try to figure out which of these things is likely to do the least damage if ignored and spend your time putting out fires.". The fact that until the arc before this one we were consistently going from one crisis arc to the next with no down time since that party in Brockton Bay that turned into a battle didn't help.
 
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