Magical Girl Quest - The Fire That Burns

[X] The Girl

Hope we get details from SI!
I'm sadly bit too lazy and a little lukewarm in planning considering the direction Cery's going with.
 
So... uh, haven't followed this quest in a while. Just what happened? From reading the comments seems like a clusterfuck happened? Did we lose anyone important?
 
SV I think tends to be TERRIBLE about non-standard fights where the goal isn't just to murder everything, courtesy of the time Makoto got rolled by friggen Hinamori.
What annoys me is that I seemed to actually have had the right idea, but I didn't campaign hard enough to get anyone to notice. Bah!
 
The players decided that it would be best to try and turn an ambush back against the ambushers rather than run.
Okay what? That was an ambush? What the... That didn't look at all like one.

Honestly, it looked like the enemy was flopping around along with us.

As for the 20m thing, we knew that, it just never occured to me that we had to run from what was essentially basic counter-measures. The fact Gaia said something about breaking apart the peace thingy didn't help at all.

Maybe next time put the objective alongside the Battle Plan write-in?
 
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Okay what? That was an ambush? What the... That didn't look at all like one.

Honestly, it looked like the enemy was flopping around along with us.

As for the 20m thing, we knew that, it just never occured to me that we had to run from what was essentially basic counter-measures. The fact Gaia said something about breaking apart the peace thingy didn't help at all.

Maybe next time put the objective alongside the Battle Plan write-in?
It was an ambush as best they can make with half a day of warning and several hundred miles to cross.

This vote was really a test to see how well you do when given a free-form battle vote.
Next time, I won't.
 
Point of order which is entirely my own fault, I cannot really read the character sheets because the system is opaque to me, mostly I just see meaningless jumbles of numbers.

This is as I said, my fault for not bothering to learn the system.

Still, I legitimately had no clue that his range was only 20m.

EDIT: Also I'm used to QMs who only give out crucial information after you've already failed once or already experienced that information, so I keep expecting the information on the character sheets to not be at all useful or relevant to the problems at hand.

So I was sorta not expecting to be told his range before we learned it IC.
 
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Still, I legitimately had no clue that his range was only 20m.

EDIT: Also I'm used to QMs who only give out crucial information after you've already failed once or already experienced that information, so I keep expecting the information on the character sheets to not be at all useful or relevant to the problems at hand.

So I was sorta not expecting to be told his range before we learned it IC.
Shrug. It was there, right underneath the main post, inside the character sheet where it always is. No clue how most people missed it.

I don't always give you their entire sheet, but if they have an ability or weapon/spell that is really important, I'll probably let you know.
And as always, I update their sheets every time they show more of their abilities, Neverthere's swap ability was unveiled this chapter as was the Scourges Spell.
 
I had thought that common sense says 'If I am in an Ambush, the enemy is confident that they can kill me', ergo escaping the situation would be the best action to be taken.
And I have read that a PROPERLY PREPARED ambush zone will kill anyone who tries to run, and a counterstrike is the best tactical option.
The only thing that resembled running away was Faraway-R's plan and that put fighting back before running.
See my reasoning above.

For the record the book I read it in was an overview of SAS (British Spec Ops) tactics and history.

This vote was really a test to see how well you do when given a free-form battle vote.
Next time, I won't.
Again, the problem isn't that we were given the freeform vote. It is that you chose to turn this into a three-way standoff with both clear enemies AND people who may or may not end up as enemies at the same time. Then gave us a freeform vote.

Were it a three-way between us, Counter Force, and Clocktower as a free-for-all, the problems would have been much less pronounced. Pick a side to eliminate, put in countermeasures for the other side, and run wild.
 
Again, the problem isn't that we were given the freeform vote. It is that you chose to turn this into a three-way standoff with both clear enemies AND people who may or may not end up as enemies at the same time. Then gave us a freeform vote.

Were it a three-way between us, Counter Force, and Clocktower as a free-for-all, the problems would have been much less pronounced. Pick a side to eliminate, put in countermeasures for the other side, and run wild.
I'm not seeing why adding a third party here is relevant?
'Pick a side, put in countermeasures for the other two and run wild.'
 
The most amusing thing about this entire discussion is that I already predicted all the arguments brought up so far :V

Aside from people not reading the sheets, but how is anyone supposed to expect that?
 
It is much easier to run wild if:
1) you are sure no people you don't want to kill will be a possible collateral
2) you are sure they won't be killed during the fight if you want to talk after the battle
3) you are sure they won't be persuaded to declare you enemy if you leave and your known enemies diplomance them

And those are just a few problems with the scenario as-is, not to mention it was also an escort mission for an unwilling captive.

Put simply, you gave us a situation with multiple conflicting priorities and concerns for aftermath. Escape, bring door girl, protect door girl, dont let door girl escape you, evade pirates, dont kill pirates, dont turn pirates against you, kill mages, kill tank, kill helicopters, dont get killed, protect Una... That's like 10+ goals to keep in mind.

Edit: and that's the reason why I wasn't eager to present my own plan. Too many things to keep track of.

Edit2: it's not like the base attack during clocktower days wasn't similarly complicated. Or the rescue mission in Naron's own quest.
 
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It is much easier to run wild if:
1) you are sure no people you don't want to kill will be a possible collateral
2) you are sure they won't be killed during the fight if you want to talk after the battle
3) you are sure they won't be persuaded to declare you enemy if you leave and your known enemies diplomance them

And those are just a few problems with the scenario as-is, not to mention it was also an escort mission for an unwilling captive.

Put simply, you gave us a situation with multiple conflicting priorities and concerns for aftermath. Escape, bring door girl, protect door girl, dont let door girl escape you, evade pirates, dont kill pirates, dont turn pirates against you, kill mages, kill tank, kill helicopters, dont get killed, protect Una... That's like 10+ goals to keep in mind.

Edit: and that's the reason why I wasn't eager to present my own plan. Too many things to keep track of.
Six days and unlimited vote length.
I'm sure that you could have come up with something in six days.
 
Put simply, you gave us a situation with multiple conflicting priorities and concerns for aftermath. Escape, bring door girl, protect door girl, evade pirates, dont kill pirates, dont turn pirates against you, kill mages, kill tank, kill helicopters, dont get killed, protect Una... That's like 10+ goals to keep in mind.
Just saying, you could have said "fuck them" and attempted to maul the three MGs if you wanted to.

Trying to befriend everyone is what makes these scenarios more difficult, though; you have to work for that kind of thing.

Edit:
Six days and unlimited vote length.
I'm sure that you could have come up with something in six days.
I even dropped you hints about problems with the current plans despite not being allowed to. Nobody noticed.
 
Given this was apparently a tactics test, better to fail here when there's...Proooobably not that much at stake, versus say, at an actually critical juncture where someone Important is on the line.
Though frankly, this incident won't help Cerys make friends with other MGs, but that's...Maaaaybe for the best? I suspect Gaia might be best served with any future prospective Magical Girls being brought in seperate from Cerys, instead of trying to recruit them via Cerys- waaay to much trust issues there for that to be a good idea.
 
I had thought that common sense says 'If I am in an Ambush, the enemy is confident that they can kill me', ergo escaping the situation would be the best action to be taken.
Ehh, some of us read that the opposite way "If the enemy bothered to plan a major ambush for me, they probably took the time to ensure that retreating is really difficult".
 
This vote was really a test to see how well you do when given a free-form battle vote.
Next time, I won't.
I don't know about anyone else, but IMO, the free-form wasn't the problem so much as the objective being unclear.

I thought our objectives was to make sure the Insert didn't die and we killed all the mages. Both being the primary objective. Hence why it never occurred to me it was an ambush.

I might have skimmed over it without realizing, but I don't remember Gaia saying anything about capturing the Girl. I only remember her mentioning something about breaking up a peace agreement before it happened and the second summoned being being interesting.
 
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I don't know about anyone else, but IMO, the free-form wasn't the problem so much as the objective being unclear.

I thought our objective was to make sure the Insert didn't die and we killed all the mages. Both being the primary objective. Hence why it never occurred to me it was an ambush.

I might have skimmed over it without realizing, but I don't remember Gaia saying anything about capturing the Girl. I only remember her mentioning something about breaking up a peace agreement before it happened and the second summoned being being interesting.
Your 'goal' as it was, was only to survive, I put no more motion to it than that.
The players decided that it would be best to try and turn an ambush back against the ambushers rather than run.
 
Ehh, some of us read that the opposite way "If the enemy bothered to plan a major ambush for me, they probably took the time to ensure that retreating is really difficult".
...I do recall hearing Maugen realizing that bit of an issue with getting ambushed, in essence-it's too easy to assume you can't just bail out of the way...
Bah, enough talking about should haves, I'd like to think about what we should do going forward.
Frankly? A few notions come to mind.
1. Our team is basically 90% murder thanks to PtV girl, the third knight drugging herself to death. I'm increasingly feeling like that's REALLY bad for us- the Knights never get to meet now, barring ressurrection powers, and well, given the original CrystalWalker's quest only had ONE MG capable of that?
What this means, is we REALLY need to figure out a way to replace that niche, either by the various girls developing powers to overcome that, or by Una taking that ball entirely. The latter...Seems like the more likely route to occur, courtesy of Cerys being waaay to overprotective to let Una really get much combat experience. We can probably help Cerys with ideas to do this if that's the route we go down.
2. The Team isn't just 90% murder in terms of powerset, it's in mentality. Cerys is suuuuper paranoid& touchy, in a way that's going to be VERY slow to defuse, I think, if at all. The problem is even if someone new like Gaia can eventually worm her way into Cerys' heart, I get the impression it's less 'actually rebuilding Cerys' trust in humanity' and more 'I'm making an exception for this one person.' Not good. Sabrina's enough of a blood-seeker that she's going to be inclined to violence whenever she can swing it- see her trying to knock out the girl that we were to NOT hurt. Daiyu DOES seem to have a good head on her shoulders and can mitigate miss 'don't trust anyone' and 'BLOOD FOR THE BLOOD GOD!'...Except she's loyal enough to Cerys that I question how much she'll actually intervene. And Una is the mascot and thus lacks the ability to really sway things either way.
How to handle this...I don't have much in the way of good ideas. I'm thinking Daiyu or Una being the face as a general rule would be a good idea, the other becoming the leader. Cerys might have bad insubordination tendancies due to trust issues (even ignoring the SV effect), and Sabrina I could see being a bit of a problem typically, but it seems the best way to handle the issues of the nasty pairs. Soo basically transfer responsibility for decision making to Daiyu and Una, over the long term.
 
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