Almech_Alfarion
(Unverified Paradox)
- Location
- Roaming the Void of the Space between Spaces
-o-o-o-o-o-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?
Coil. Not finishing the quest came back to bite us several arcs later, and ended up killing everyone who was in our apartment building in the process. As others pointed out at the time, Rebecca Costa-Brown, AKA Alexandria, as a core member of Cauldron, knew full well who Coil was, what his powers were, and how he operates. Frankly, given the point that Scion has been deader than a doornail for 2 years already by the time of quest-start, I'm a bit surprised that she hadn't already taken him out, either directly or indirectly, and we had to deal with him at all. Once he moved to Chicago, a much more politically, economically and culturally important city than Brockton Bay, I'm surprised she didn't take care of him for us because of the greater threat he posed there.
Back in the Saddle
- After discovering that the Beasts were using the storm sewers to get around, you grabbed Miss Militia and learned that there were a whole lot more Beasts than first expected. Then you never did anything else with it, and as I hinted at in 6.v, things aren't going so hot. Uh-oh.
- You remember the Gaunts? If you had picked this quest for weeks 1 and 2, you could have prevented them from coming into existence. But you didn't, and that might cost you.
- A maximum of three spells could be learned in this quest. You chose Charge Cartridge.
- I was going to let the Beast thing be only a two-arc quest, but since you procrastinated… Hoo, boy. Arc 8 isn't going to be funny unless I decide to throw you a major bone.
Took it late, didn't finish it in its introduction arc, or even in the next arc in which SW was nice and gave us the opportunity to. As a result we missed a couple of opportunities that would have been very helpful later on, lot more people died (which the players blame themselves for), including the Ward Bouncer, even if we didn't really like him, and came full circle at the close of the MS-13 arc. Things kinda worked out in our favor since they killed Cadejo for us, but the political ramifications of Bouncer's death were a major contributing factor to Missy's frustrations, and while again I like the eventual outcome of that, it was still an experience I wouldn't have wished on her.
Apparently the local Protectorate, even with the help of all of the gangs minus MS-13 under S-Class Truce doctrine, were so incompetent they couldn't handle taking on the storm sewers, but as soon as we were there our collective competence (and wide area search... really?) was enough to overcome their deficiencies and win the day! woooo...... [/sarchasm]
Seriously, between Solare's fire powers and Miss Militia being able to generate incindiary ammo, Jotunn and Chevelair on defense and CQC, and the powers of everyone else we met during the MS-13 arc all working together (I'm simplifying things because I'm lazy), they should have been able to handle it without us, even if they came out the end a bit worse for wear.
Ignoring this led to the Brockton Bay Breakout arc. Again, something that while ultimately turning out "alright" was something we were more or less forced to intervene in to resolve. I've mentioned before that this could probably have easily been resolved by someone in the Pentagon or White House simply having the testicular fortitude to call in an air strike on the capes attacking a freaking S-Class containment zone when things got too far, or even the responding heroes, independents and villains taking the kid-gloves off, even if it was the Fallen attacking. Others have mentioned before that (without BS magic powers like ours) you would need an army of capes to take on the fallen. Well, they had an army, and they may have all been sitting with their thumbs up their a**es for all the good it apparently did.Snark Hunt
- You ignored this quest entirely, which means…. Well, you'll just have to wait and see.
- There were three opportunities to learn new spells in this quest.
The only group that managed to actually achieve any of their goals was ours, if you exclude the re-captured civilians. The independent capes all got away, Lung got butcherfied and headed up north, and the only reason Danny didn't die there was because we got lucky on the dice and barley missed the fail DC.
Heck, even the Security option technically failed, since everyone at the base camp but Danny and Sam got roasted by Lung after said butcherfication.
Options we didn't take led to the actions on the part of the Privateers that sparked off the MS-13 arc and Danny's injury, one of which blew up fairly spectacularly and the other people have been dreading it's ultimate blow up all of this arc so far, though is still currently unresolved.
Not a blow up, but I'm adding it here because I've thought before that this this was one of the smoothest arcs the players have gone through in terms of results and consequences...
Unfortunately the reason why I think that is because the arc was more or less "on rails", which while fine some of the time isn't the primary format that SW is aiming for for the quest as a whole...
Pretty much the only major line we didn't follow at least Mostly through in its arc, but the one with probably the most severe consequences either way the players could have taken it. Also one of the few times the players decided not to follow up on a quest going in knowing the negative consequences of doing so and accepting them anyway.
Again, a mini-arc on rails, and the players could easily infer the consequences and rewards for their actions. Each possible route had its rewards and drawbacks and I'm still not sure if it was tactical genius on the players part or pure dumb luck that they managed to maneuver through the route with the easiest to deal with and least negative consequences...
Again, a, until this point, non-standard arc in that it was a purely social arc. Therefore there were no "Choices of Consequence" for us to take since the choices the players Could make were more or less all free-form. The only exception was the Ziz interrupt, which had some fairly severe consequences that were all hinted at or already known in the event the players did something that got Ziz to squish them. Thankfully the players managed to make the "Right" choice, almost despite themselves given all of the initial confusion over what that "Right" choice actually was, while all other potential choices led to known disaster. This isn't a total criticism of the interrupt, and I personally think this quest benefits from these unexpected diversions, but it is an example of "QM has insinuated that choices have Bad Consequences on an autofail timer if the players don't take them", even if on a much abbreviated deadline than usual.
-o-o-o-o-o-
The next two arcs we have AAR's for me to look through for examples are the Leviathan fight and Florida, which were both on rails, but we've sortof been dealing with the consequences, or at the very least aftereffects, of both of those in this arc.