Magical Girl Escalation Taylor (Worm/Nanoha)

You know I think that we need? A turn or so where nothing of importance is going to happen so that players have some time to go full blown social for at least a bit. I feel like we've been going all "there are more important things to do than socializing" and as a result we're kind of stuck on that train.
We got social actions... and every social we have is critical so we don't blow up the relationships we have, and potentially lead to more plot.
 
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You know I think that we need? A turn or so where nothing of importance is going to happen so that players have some time to go full blown social for at least a bit. I feel like we've been going all "there are more important things to do than socializing" and as a result we're kind of stuck on that train.
Why do you think I gave you two social activities per week?

Still, that may be what Arc 11 winds up being. I have ideas for 10, 12, and 13 (which is gonna be super fun), but I wanted 11 to be another choose-your-own-adventure arc like this one. I just haven't come up with good ideas for it.
 
We got social actions... and every social we have is critical so we don't blue up the relationships we have, and potentially lead to more plot.
I think his critique is that two still isn't enough.
Why do you think I gave you two social activities per week?

Still, that may be what Arc 11 winds up being.
The divide we've currently got between two plot and two social can work, but... that'd mean things behind the scenes gettting tweaked to better fit the ratio. Or the slot numbers getting tweaked, like you said.
13 (which is gonna be super fun)
We get to fry some fishy kaiju?
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I wanted 11 to be another choose-your-own-adventure arc like this one. I just haven't come up with good ideas for it.
Just as a random thought-thrown-out thing, an option would be to make it, in part, be a kind of 'social overrun' week. Either doing different social stuff or following up on character developments from 10. Like if we had a meeting with Alexandria on 10 about the TSAB and she said she wanted to talk Endbringer coordination, we'd get right into that for week 11.

I still want that non-interference Belka worldbuilding you mentioned.
 
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[X]Do something damn it!
-[X] Build a new intelligent device for Taylor's possible new recruits.
-[X] Build a new intelligent device for Taylor's possible new recruits.
-[X] Build a new intelligent device for Taylor's possible new recruits.
 
The divide we've currently got between two plot and two social can work, but... that'd mean things behind the scenes gettting tweaked to better fit the ratio. Or the slot numbers getting tweaked, like you said.
What kind of behind the scenes mechanics do you think need to be tweaked? Not biting your head off; I'm legitimately asking for suggestions. Preferably suggestions that don't see me spend half a year writing one arc, but at this point I'm happy for any ideas.
We get to fry some fishy kaiju?
Nope. :D Unlucky Number 13 is going to based around an anime staple. It'll be fun, trust me.
 
What kind of behind the scenes mechanics do you think need to be tweaked? Not biting your head off; I'm legitimately asking for suggestions. Preferably suggestions that don't see me spend half a year writing one arc, but at this point I'm happy for any ideas.
Less mechanics, more plot, is how I'd phrase it. Short version: Less long-running fires on top of each other.

Long version: As continuous, multi-week crisis eat into a situation where we're discarding usually half of what we could do, to say nothing of when we have a pick-it-or-lose-it options, having two or more plotlines of immediate or medium-term need creates a situation where we have no alternative but to choose how we lose. Some quests I know of have 'war turns', where everything else gets pushed to the side and the focus is on crisis management, usually via some micro. What might work is building in some 'war turns' where the options all deal with fires like the Monsters. Endbringers, or intruding capes, and low-tension 'social turns' where longer-term situations such as the TSAB get and Vista get handled, or one-off fights. Another thing might be to only have, say, no more than one 'big' ongoing thing, and one or two smaller options that get voted on.

Another thing that comes to mind is cutting off the currently unviable 'introduce New Things' votes like Looking For Trouble as votable options until whenever an old plot gets resolved. It'd be a bit like, as Imrix calls it, choosing your own opposition/enemy strength.
'You just put Coil away for good, what are you going to take up next' kind of thing.

But, of course there still needs to be negative consequences for not taking something over multiple turns, and this is just me spitballing a bunch of ideas though.
I really hope I'm phrasing all that right, please say so if something doesn't make sense.
Nope. :D Unlucky Number 13 is going to based around an anime staple. It'll be fun, trust me.
Hm... that's a bit broad, can't figure that out.
 
I struggle to have sympathy for voters here -_- almost spiteful enough to want us punished, because it really isn't this hard.... other quests manage just fine, whether more or less complicated voting.

Wish the people that voted for my plan had noticed the issue that arose, suppose I should've pinged them to mention the price issue (or well, the requirement to fully buy or nothing).

But what is possibly the excuse of those in the lead plan??!? You certainly know better , Always Late, you were here for discussion and I brought up the "need 3+1, not 3" issue! And not all of the other voters are drive-by lurkers either...

Silently Watches has been very good to us already compared to some authors, saintly even <3 But to reconcile issues like this, where the intent seems clear despite screwups (Or possibly ones like half the vista-social voters not specifiying to give her the Arm during social, where its less clear thats intentional compared to those not voting to scan her) .... it might just be a matter of settling on what extent this Quest is handled as a "game, with challenges to overcome" versus the extent to which its "collaborative story writing, where readers pick the direction" . The pressure we feel having two action slots for usually 1-3 major plots (and a few unclear side paths that may or may not unlock Plots) was originally intentional after all, with Time Management being a key theme. Its just less clear that works well with casual voters, as many of us tend to jump to the shiny of the moment and forget lessons we learned back with Purity early on (namely, that once you start a numbered Plot its probably best to finish it out every week).

Anyways, re: social.... I think we're fine as is really. We already got a generous /double/ social slot added onto the two action votes we'd been working with thus fur, the only reason it still feels pressured is a bit of growing pain from us trying to clear out backlog since its our (first? I forget if meeting adepts was one) update chunk with it. At most just SW keeping in mind how much they do or don't want us missing stuff, especially when there are say new plots hidden behind generic choices (say, something found on a Patrol) competing with more obvious votes (things like talking to TSAB).

As far as Tim rarely getting included..... he's been compared to Q in Bond, how often does that poor guy get scenes beyond the single one of handing Bond the latest set of toys? :p I think our mistake was grabbing the first suitable random we found to get a Gadgeteer sooner, rather than finding someone we'd be attached to and then upgrading them. Most of the personality I get off of him is largely what you'd assume of a Tinker, and beyond that he's older than our peer range and somewhat distant (might've been otherwise if we'd focused more on privateers).

And a lot of it is that we can't always include him the way we do even with say Samantha, because he's a Gadgeteer....he isn't mean to join us on patrols or anything, even with power armor and a hard-light weapon. Struggling to think where we might've included him in past actions really.... a few times like the Breakout we sort've intentionally left him and Danny behind to hold the homefront while we ranged out, yeah?

Part of why I was pushing to make our own little hero-team with Kayleigh and Cailleach and Circus and Vista or whatever :p So we could have a group to naturally include in our story, since it largely lacks fluff-moments that develop the character (the teen party after all was a disguised Beast Encounter, for all its yummy fluff before that) . Maybe with the Privateer issues and Danny being out of the picture longer-term, Taylor develops towards splitting off and doing more of an Undersiders(sp?) route with the warehouse team hangout?
 
At least the result was something that will actually show up in the story, unlike a call to build yet another suit of power armor. I think it was you who said that interest in Tim's activities has waned because you never see the results, but I can't do anything about that when no one voted to spend time with him or the Privateers.
Yeah, that's a problem.
We don't know Privateers, we barely have an idea how they fight and even who they fight. And so we don't know what they actually need and are forced to guess. And, well, 'yet another suit of power armor' is a safe guess.

I, for one, plan to stick with drones for now.
Scout drones to find enemies.
Light attack drones to neutralize enemies.
Heavy attack drones to kill enemies who cannot be neutralized.
Hardlight shield drones to protect other drones, to provide cover for allies or block enemies escape routes.
AMF drones to disable enemies powers.
Nanomachines son drones to repair disabled drones.

Let our drones blot out the sun!

 
You certainly know better , Always Late, you were here for discussion and I brought up the "need 3+1, not 3" issue!
That part I missed. That's on me.
The pressure we feel having two action slots for usually 1-3 major plots (and a few unclear side paths that may or may not unlock Plots) was originally intentional after all, with Time Management being a key theme. Its just less clear that works well with casual voters, as many of us tend to jump to the shiny of the moment and forget lessons we learned back with Purity early on (namely, that once you start a numbered Plot its probably best to finish it out every week).
That made something that's been percolating in the back of my mind finally click: I think what may be a part of the issue is that the quest is sitting in between what folks are used to for quests. On one end of the spectrum you've got CK2 style quests with stat-divided categories and usually time periods of a few months to a year being covered. On the other, it's 'real time' quests where each vote covers 'one' specific thing and leads directly into the next update.
 
That made something that's been percolating in the back of my mind finally click: I think what may be a part of the issue is that the quest is sitting in between what folks are used to for quests. On one end of the spectrum you've got CK2 style quests with stat-divided categories and usually time periods of a few months to a year being covered. On the other, it's 'real time' quests where each vote covers 'one' specific thing and leads directly into the next update.
Is it bad that I have never played one of these and don't know what it's supposed to look like?
 
Is it bad that I have never played one of these and don't know what it's supposed to look like?
To serve as a bit of contrast, the CK2 is a dynasty quest, where the goal is to take the starting character, and build up their faction.

Also, nobody important ever dies because the characters get too attached to them/the player faction just snowballs through most opposition/the quest dies.
Two of the bigger ones going on right now would be a Dynasty of Dynamic Alchoholism or May The Invisible Hand Be With You. If you want something smaller and more character focused, here's a little one from a guy I work with.
 
Honestly, on the topic of mechashift polearms, I think something like Neptune's weapon would fit better. Milo is built to work with Akouo, with at least its shortsword form slightly weaker without an offhand partner. Most of the tactical advantages of a nimble weapon like that are also there with just... Claws.

/shrug

The gun form of Neptune's weapon is an ergonomic assault smg or rifle, which seems more like what a modern tinker like Tim would make. Milo's a hunting rifle. The polearm form looks big enough to be useful to Sam's combat form as an actual spear, too. Milo would wind up something like a shortspear. Not a bad weapon, but again- claws. We're looking for something that she can leverage in a fight.

I just think it's a better fit.
 
Honestly, on the topic of mechashift polearms, I think something like Neptune's weapon would fit better. Milo is built to work with Akouo, with at least its shortsword form slightly weaker without an offhand partner. Most of the tactical advantages of a nimble weapon like that are also there with just... Claws.

/shrug

The gun form of Neptune's weapon is an ergonomic assault smg or rifle, which seems more like what a modern tinker like Tim would make. Milo's a hunting rifle. The polearm form looks big enough to be useful to Sam's combat form as an actual spear, too. Milo would wind up something like a shortspear. Not a bad weapon, but again- claws. We're looking for something that she can leverage in a fight.

I just think it's a better fit.
Honestly, between you and me...

*Looks around shiftily*

Manghild.
 
Honestly, on the topic of mechashift polearms, I think something like Neptune's weapon would fit better. Milo is built to work with Akouo, with at least its shortsword form slightly weaker without an offhand partner. Most of the tactical advantages of a nimble weapon like that are also there with just... Claws.

/shrug

The gun form of Neptune's weapon is an ergonomic assault smg or rifle, which seems more like what a modern tinker like Tim would make. Milo's a hunting rifle. The polearm form looks big enough to be useful to Sam's combat form as an actual spear, too. Milo would wind up something like a shortspear. Not a bad weapon, but again- claws. We're looking for something that she can leverage in a fight.

I just think it's a better fit.
If a Milo-style weapons was built for Sam, the spear form would be longer than what Pyrrha wields. Don't think the long-range option makes the trident/guandao a better option. Both Milo's and Neptune's weapon's gun forms have an issue with her fighting style, which I would fix should one of them be built.

TL;DR: Both options need a little work, but both are valid choices.
Honestly, between you and me...

*Looks around shiftily*

Manghild.
Ah, no. If there's anyone who should wield Magnhild, it isn't Samantha. There is somebody already seen in the quest who would love it, though.
 
Is it bad that I have never played one of these and don't know what it's supposed to look like?
Not so much honestly. I've read dozens of them all with different styles and wrote a daily updated 2-5K Dragon Age quest for 7 months that's around 600K words when I ended it. There's a lot of variance. This seems to be working pretty well for you, even if you don't like the voting system you set up. The only thing I could say is if what you have is grinding gears, switch them. You're the QM, it's your prerogative, just don't be too radical in the changes.
 
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