"Anyway, it's fine if they realize it's us eventually," Hazō said. "What we don't want them to do is realize immediately. AMITY will learn at some point that we attacked Akatsuki, but we just need that to be after we return to Leaf and fortify."

"I expect moving the rift to Leaf will require a month, though that is a high variance estimate," Orochimaru said. "Project how long it would take for international retaliation to reach Leaf if we left Moon ninja alive."

"A week to lick their wounds and recuperate," Hazō said after a moment to think. "Leaf didn't do much of anything for a few days after the Collapse, and they will have weaker institutions. Then a few days just to reach the mainland, and an unknown amount of time to get the international response.
@eaglejarl @Paperclipped @Velorien

Apologizes if this is an obvious oversight on my part, but is there a reason we are not just….leaving a month-duration Force Dome around them? Or two of them for that matter, with one containing the village and another smaller one protecting both itself and the other rune.
 
@eaglejarl @Paperclipped @Velorien

Apologizes if this is an obvious oversight on my part, but is there a reason we are not just….leaving a month-duration Force Dome around them? Or two of them for that matter, with one containing the village and another smaller one protecting both itself and the other rune.
Because the raid is designed to look like a raid by unknown, Skywalking ninja? The existence of the Force Dome, even if the rune isn't immediately noticed, gives away that some fuckery is afoot here.
 
The lack of hax-overlap between essies suggests in its own way that Hazou's already obtained the only essie hax he can ever expect to get his hands on,
This seems straightforwardly not true, in the sense that Hazō has already found more than one essie hax. For example, if Elemental Mastery's discovery was handled more sensibly, he could easily have transformed it over time into a moveset of specialist, battle-ready jutsu by learning technique hacking to mere moderate levels. Or similarly, if runes didn't happen, there seem to be several ways Hazō could have become a viable essie just by building out his sealing repertoire, and if he hadn't traded Skywalkers st. everyone has them now, the path to dominating mere jounin seems, well, not instant, but very achievable in not ultimately too long. And then the various training hacks he has compound this; I don't know how long Guy-tier punching would take if we pivoted to that, throwing away all Hazō's real specialisms, but it seems to me like it would actually have been achievable in a frankly too reasonable time frame, despite being the absolute dumbest path to power. S rank abilities are meant to be rare, and Hazō is flooded with them, limited mostly by the fact he's busy fighting dragons and Akatsuki and running a clan and shit like that. The claim that Hazō is locked out of these by format seems unfounded. Rather, it makes sense to me that the specific exploits we find are found by discovery, rather than being chosen upfront.
 
Side benefit of this plan: confirmation that lunar eclipses exist in the EN! Otherwise Oro wouldn't know the phrase
Sure they exist. Mythological tales are full of them. The regular surface of the moon gets eclipsed by some fantastical giant eye.
The thing that I can't reconcile is the comment about 'needing a cover'. How does killing someone create a cover? What is the cover? It must be the fake lab, but...ah, this is too tangled for me to try to pick apart right now.
Cover for "he's actually a missing nin and Leaf actually wants him dead too and no siree, nothing he's doing out there is at our word or for our benefit, believe me, mister Akatsuki sir".
Without contradicting your points, which are interesting and noteworthy, I should mention that the high-res/low-res division also advantages the players in a variety of contexts. The other Leaf clans, for example, are at a massive competitive disadvantage because they are usually stuck in low-res mode, and don't all get to develop and react to their circumstances over time in the same way that the Gōketsu do. Likewise, we can barely keep up with designing new runes and ninjutsu as the Gōketsu obtain them. Other ninja tend to be out of luck unless we have a concrete reason to work on their character sheets, even if high-res would give them some significant advantage (e.g. other sealmasters having a chance to invent powerful original seals in the background because they're conducting research on a daily basis, or somebody else discovering Earthshaping or an equally impactful counterpart).
I was thinking of this as well, in both directions, except further from home. Specifically, do nations like Lightning and Earth ever have out of nowhere inventions, or chances of their Essies dying, or alliances forming and breaking among their own top clans that lead to international political consequences? And what do the various independent and roaming Essies and Summoners do? Might any one of them mistakenly break the seal that holds back some great horror? Or found a new nation and ask to join AMITY?

But such things are pretty much impossible to simulate. At best one could have a "global events" dice roll and roll for whether it's good, bad or neutral, before inventing something fitting. Anything else would require a giant table of random encounters with multiple sub-tables and someone dedicating quite a bit of time just to implement whatever gets rolled up each in-game month (which would be even harder during time skips).

Honestly, just the fact that something like the Great Collapse was possible already is a testament for the massive amount of work you put into background simulation.

I'd suggest that you could be more transparent with how you run such things (but not what the possibilities are or any exact numbers), but to be honest I do worry that someone among all the smart people here might end up metagaming that without necessarily even meaning to.
Enma might just be the most famous Leaf summon, beyond even the Sannin's Boss summons.
 
Cover for "he's actually a missing nin and Leaf actually wants him dead too and no siree, nothing he's doing out there is at our word or for our benefit, believe me, mister Akatsuki sir".
He just needs to run - it worked just fine for us. 'Orochimaru and Hazo obviously are both dyed-in-the-wool traitors' explains this perfectly.
 
This seems straightforwardly not true, in the sense that Hazō has already found more than one essie hax. For example, if Elemental Mastery's discovery was handled more sensibly, he could easily have transformed it over time into a moveset of specialist, battle-ready jutsu by learning technique hacking to mere moderate levels. Or similarly, if runes didn't happen, there seem to be several ways Hazō could have become a viable essie just by building out his sealing repertoire, and if he hadn't traded Skywalkers st. everyone has them now, the path to dominating mere jounin seems, well, not instant, but very achievable in not ultimately too long. And then the various training hacks he has compound this; I don't know how long Guy-tier punching would take if we pivoted to that, throwing away all Hazō's real specialisms, but it seems to me like it would actually have been achievable in a frankly too reasonable time frame, despite being the absolute dumbest path to power. S rank abilities are meant to be rare, and Hazō is flooded with them, limited mostly by the fact he's busy fighting dragons and Akatsuki and running a clan and shit like that. The claim that Hazō is locked out of these by format seems unfounded. Rather, it makes sense to me that the specific exploits we find are found by discovery, rather than being chosen upfront.
We started looking around to see how we might handle it, and we went back to canon!Naruto because MfD tries to pay respect to the source material where the source material makes sense. What we noticed is that, in canon, powerful ninja are usually defined by general skill and a small number of powerful techniques. Examples include:

  • Hiruzen: Summoning
  • Nagato: Many individually strong abilities that don't reinforce one another
  • Itachi: Mangekyō Sharingan (a garbage pile of random ridiculousness but not self-reinforcing ridiculousness, with the exception of basic Sharingan precognition adding to taijutsu)
  • A: Lightning Release Chakra Mode, powerful taijutsu
  • Ōnoki: Flight, Dust Element disintegration
  • Gai: Eight Gates, Strong Fist, summoning (in theory)
  • Minato: Flying Thunder God, Rasengan, summoning
  • Tsunade: Strength of a Hundred, Creation Rebirth, powerful taijutsu
  • Jiraiya: Sage Mode (Frog Kata, sage ninjutsu), Rasengan, summoning
  • Gaara: Sand control, passive sand armour, jinchūriki chakra reserves
  • Kakashi: Sharingan, Chidori, summoning (rarely)
  • Orochimaru: Regen, immortality + body theft, biomodifications, cursed seal/nature chakra, unique ninjutsu, summoning

Note the pattern: most extremely powerful ninja can combine only two major advantages together in a single attack. Even Orochimaru, who practically has "powers as the plot demands", can only combine a small number of them on any single attack.
 
Maybe not hax overlap, but individual hax that all on their own give hax amounts of bonus to whatever seems like something that they do have. And I don't see how Veedrac was implying more than that.
 
PSA: Looking for input on calibrating the 'fun / simulationism' spectrum

Preface this with the fact that I love this quest as a reader (mostly not a player) and that my enjoyment would probably go up if there were no mechanics and it was completely narrative-driven. (Or even if it still had rolls but completely determined by the QMs!) The QM team are all amazing writers.

I do think that the definition of 'simulationist' being 'PCs don't have plot armor' seems a bit unfair to most other quests that run. While some absolutely have plot armor, others definitely have bad things happen to player characters or allies. (Granted, usually to much salt from the playerbase). Talos' hollow quest was a great example of that. That said, I never really liked the 'simulationist' label -- it felt a lot like punching down. All quests simulate a world. Some just do it better or more completely than others.

I cannot even begin to imagine how to balance game design, creative writing, and disparate player opinions like y'all.
 
Without contradicting your points, which are interesting and noteworthy, I should mention that the high-res/low-res division also advantages the players in a variety of contexts. The other Leaf clans, for example, are at a massive competitive disadvantage because they are usually stuck in low-res mode, and don't all get to develop and react to their circumstances over time in the same way that the Gōketsu do. Likewise, we can barely keep up with designing new runes and ninjutsu as the Gōketsu obtain them. Other ninja tend to be out of luck unless we have a concrete reason to work on their character sheets, even if high-res would give them some significant advantage (e.g. other sealmasters having a chance to invent powerful original seals in the background because they're conducting research on a daily basis, or somebody else discovering Earthshaping or an equally impactful counterpart).
While I absolutely agree that there are places in the sim where we are benefited by the high/low res differential, I cannot say that I am moved by the argument that it is to our benefit at large; I think it is significantly worse for us than the counterfactual. I mean, to put it to a specific in-universe example... If we didn't have the high res sample of Air Domes, we wouldn't have made skywalkers.

And further, using your example, if other sealmasters were able to create powerful original seals... We have the Iron Nerve, and if such seals existed, we would arrange circumstances to copy them ourselves. If other ninja had powerful jutsu, we would make deals with them, marry them into the clan, etc. The thing about the high/low res differential is that it affects us on all levels.

Additionally, something that isn't quite addresssed here is the idea that -- well, if you've got a vague outline for what a character's sheet is, you fill in the details, right? You give them jutsu, maybe seals. But they don't have to earn those, not really, not the way Hazou does. You just give them what makes sense for their character without rolling for if they died over the past 20 years, or retroactively having them eaten by sealing failures. And that's kinda how it has to be, I'm not judging for that or saying you should do otherwise.

But stuff like that... I mean, there's a certain degree to which that is in itself unfair to us, because we aren't 20 years in the future in game; we don't have that backlog of filled-in backstory-based XP and jutsu.
 
That in both Marked for Death and canon S-Rankers (even those on the same team) tend to not have significant hax overlap aside from bloodlines, also happening to have very high base stats, and occasionally shared best-in-class ninjutsu for fulfilling specific rolls in combat.
I think there's maybe some confusion resulting from using 'hax overlap' in two different ways. The Inferno Vulpix quote that I was responding to was in the context of how findable S rank skills are. The Paperclipped quote was about the ability to apply multiple modifiers to a single roll. These don't seem that connected to me.

To put it another way: A hypothetical Akatsuki that just used Elemental Mastery Release and trained up their base stats for a few years would be the scariest living S rank in the setting. A hypothetical Akatsuki that just used Hazō's counterfactual seal loadout as it would be in a few years if it were his sole focus and it were tuned for personal combat, without those seals like Skywalkers shared, backed with decent but not groundbreaking combat stats, would be scarier than Zabuza. A hypothetical Akatsuki that had runes would be setting determining, and make Sasori a footnote in our list of threats. A hypothetical Akatsuki member that did nothing but discover and open the rifts could be more impactful than any S rank, and if left undiscovered would alone overturn the quest. A hypothetical Akatsuki that just had properly tuned Zoo Rush tactics would be an overcomable but terrifying adversary to Leaf, of greater scale than a mere Hidan or Kakuzu. And even an Akatsuki member that just had stats par with what Hazō could achieve with dedicated effort and his repertoire of time-saving tricks over a healthy life of training probably wouldn't be an impressive Akatsuki member of note, but could still probably be a world famous ninja that only the best could comfortably face. I'm not saying these all cleanly add—there are huge opportunity costs that force specialization—but I am saying that I don't think it's fair to say Hazō has been limited in access to S rank skillsets by mechanical disfavor.
 
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No, Tsunade, it isn't different except with respect to scale. You did kill - those people are never going to be alive again. The individuals are to their clan what clans are to villages what villages are to shinobi-kind as a whole. The only difference here is scale. You're allowed your own personal line in the sand, but let's not pretend it isn't arbitrary.
I don't think scale is an arbitrary line in the sand when it comes to murder, and I don't think you are taking the geographical dimension into account. The consequences of killing 1 person, 100 people, or 10000 people are not the same, and I don't believe they scale linearly. This is not like killing 1000 people distributed across the world.
 
For the sake of your planning, between Leaf's chakra battalion and the captured Moon ninja, you will have 22000 CP available to allocate for your attack
I am not sure it is worth Summoning 'Bunta and the TS at this total.

@eaglejarl @Velorien @Paperclipped

Did Orochimaru and Tsunade indicate how many refilled SCs they'd be willing to run?

Also, is Kurenai insisting on fighting? I think I would prefer to use Mari for genjutsu and have her chakra. Unless Mari thinks Kurenai is a superior combatant (which doesn't make sense IMO Mari has had years of FOOM and IIRC they're approximately the same age)
 
PSA: Looking for input on calibrating the 'fun / simulationism' spectrum

We've recently gotten feedback from multiple people regarding problems in the quest. It's coming from multiple people with only some overlap, so we're still a little fuzzy on the exact list of problems, but one that we've heard multiple times is that there is a disconnect between how the players model the world and how the QMs model the world. Combining that with other feedback, we are currently interpreting this to mean that there is a sense that the QMs are letting the simulation interfere with having fun. We'd like to talk about that a little, and we'd like feedback on how to make things more fun for everyone – after all, this is a collaboration between the players and the QMs and everyone should have agency and fun in the outcome. If we've misunderstood the issue(s), please clarify for us.

Bear with us, because this post is a bit long.

In our view, the primary value proposition of MfD has always been that it's hardcore simulationist. In most narrativist quests, the players can be guaranteed that their avatar will ultimately win – maybe there will be setbacks or challenges, but plot armor will save the day and success will eventually happen. That's fun but it also means that there aren't any real stakes. Victory will happen eventually.[Shameless plug departing from the official nature of this post: the whole 'narrativist = lower stakes' thing can be seen in my light and fluffy Dungeon Crawler You!​ quest where I've explicitly stated that plot armor is invulnerable for one of Taylor and very strong for the rest of the team. Also, I've got about half the next chapter written.]

Marked for Death is different from those narrativist quests. It's like that Dwarf Fortress meme: succeeding in our world isn't assured, so when it happens it feels earned, and it feels epic. On the other hand, it can also be super frustrating.

We would like some advice on how to fix the current frustration so that everyone can enjoy themselves and feel like they are making significant choices and getting what they want out of the quest. To that end, let us peel back the curtain a bit on how decisions are made:

The QMs have identified two categories of simulation. The first is rules-based situations; well-defined things with significant and immediate narrative consequences. "Does Hazō land a punch / get punched?" falls into this category, and we feel strongly that the dice should fall where they may.

The second category is more vague. It's things that aren't explicitly covered by rules, especially where there's a wide variety of plausible answers. Examples would be "how many jōnin-level summons should Hazō be able to recruit for this battle?" It can be argued in many directions depending on how various factors are weighted – Dog is tens of thousands, so maybe there's a lot of combat jōnin. Dog has been at (relative) peace for a long time, so there hasn't been much reason for most people to heavily train for combat, so maybe there's only a few combat jōnin. There's a war going on, so maybe there were only a few but the number is growing, or maybe a lot of the jōnin are on medical stand-down because of injuries incurred during the war. The weaker our model of what's going on, the more room there is for subjective judgement.

The magic system falls heavily into this second category. "How hard should <technique / seal / rune> be?" isn't well defined, hence why it takes us so long to spec them out.

Ultimately, our answers to these questions work the same way most of the time: we model the world-state as best we can, choose a distribution of possible answers, and roll. There are some cases where we simply say "Uh, I dunno…maybe that rune is TN40? Feels right", but even there we try to model consistently. We decided that runes' area of specialty is bending natural laws, so 'create a force field' and 'accelerate time' fit in that category and are comparatively easy but biological things like 'enlarge someone's chakra coils' does not fit and thus is difficult or impossible. Within those categories, we try to model consistently based on prior decisions but it's ultimately vibes.

We're looking for advice overall but in the interest of taking immediate action we're tweaking our approach to this second category. We'll continue to make our decisions based on the best world-model we can generate, we'll continue rolling for the answer, but after the roll we'll check to see if the answer is unnecessarily and excessively anti-fun. If we decide it is both unnecessary and excessive, we'll tweak the answer. Note: we're not promising to change the roll in every case, or even in most cases! We still want things to be challenging so the players don't feel like success is guaranteed, and our decisions are always going to be downstream of our best model of the world, so we aren't going to do anything that completely violates the worldbuilding. Examples of things we won't do include "Leaf sent 20,000 ninja to be your chakra batteries" (since Leaf only has ~1500 ninja) or "Leaf sent ~50 people but they have 10,000 CP each" (since that's not how ninja chakra reserves work except possibly for jinchūriki).

There's still discussion on our side about how exactly we'll tweak the answer if and when we decide to do so. Some options we've come up with are "choose a new answer that's relatively close" and "choose a new distribution, re-roll, and if the outcome is still bad then oh well." Input welcome on which of these seems better.

Our first example of this new policy happened for this very chapter. We chose a distribution for how many strong jōnin members of the Lightning Runner pack would be willing and able to sign up, rolled, and got the lowest possible roll, corresponding to "nobody". After talking about it a bit more we decided that this falls into the category of "unnecessarily anti-fun", because it would be fun to have at least one of the canon dogs fight alongside Hazō and there is no critical reason for the distribution we chose. In this particular case we decided to simply have Bull be the strong jōnin summon that's willing and able to fight, but in future we might do it the other way and re-distribute / re-roll.

Hopefully that all makes sense and wasn't too much. We'd appreciate feedback on what you think of the above, what issues y'all have with the quest in general, and suggestions for how to fix them.
So -- the biggest thing, for me, that I'd like to see changed is...

I don't actually care that much about player agency? I mean, okay, that's not entirely fair -- I care about it a fair bit. But it has been discussed in the past that you don't have the NPCs that we go to have... ideas... and such (not entirely acurate, just take that as approximate), because you want us to own our wins. And that really hurts how reasonable the setting feels.
 
@eaglejarl, @Velorien, @Paperclipped:

MfD's story is nearing the climax of one of its biggest arcs so far. The stresses and the high-stakes decisions associated with it have created a few spots of tension between the players and the QMs. Upon reflection, the majority of the regular players have come to view these tensions as instances of systemic issues that have been long plaguing MfD. Over the past several months, we've been mulling over them, culminating in this collectively-supported letter.

It must be stressed that the players don't believe that any of these issues are due to the QMs' ill intent. We believe that the QMs are operating in good faith, doing their best to rigorously model a simulationist quest and implement a fair rules-based game within it.

Indeed, the current status quo seems to be hurting the QMs as well: both directly, by making their ability to write MfD unnecessarily harder, and by proxy, due to the negative moods within the playerbase.

The purpose of this letter is to establish a shared understanding of the problems we've identified, to serve as a foundation for subsequent discussions regarding possible solutions. We believe that by working together, we can reach an equilibrium where everyone's experience with MfD improves significantly.



Our understanding is that QMs model the established player/QM dynamics as based on an implicit social contract. The QMs faithfully and impartially simulate MfD's world, avoiding narrative causality and railroading, effectively implementing a "sandbox" in which the players' ability to guide the story is only limited by their agency. In turn, the players' knowledge is limited to only what Hazou knows, and the players' only channel of causal influence is through Hazou.

Effectively, on the players' end, MfD is intended to be a hardcore-but-fair simulation game.

Despite the QMs' best efforts, however, the simulation is imperfect. In general, flaws in it are expected and understandable: QMs don't have infinite time, effort, and knowledge necessary to perfectly simulate a world, after all. But some of those imperfections take the shape of systemic patterns, rather than one-off random errors. Specifically, patterns that markedly worsen the players' experiences in particular, in ways that might not be visible to the QMs.

Two major categories of said flaws can be dubbed "simulation lag" and "high-res vs. low-res simulation".

"Simulation lag" involves situations in which the players cannot access the resources that Hazou should, by any reasonable interpretation of the in-universe situation, have access to, due to the fact that faithfully modeling the particulars of these resources would eat up too much of the QMs' time.

Concrete examples:
  • Jiraiya's seal hoard. Little more needs to be said on that topic.
  • Publicly available Tower seals. We'd voted to download them, and never received them.
  • Any number of seals and jutsu that Asuma would've briefed us on and given us access to in order to assist us in the Dragonwar.
  • More generally, all of the actions we choose not to take because we know it would overload the QMs. (For example: not asking for a list of all publicly known non-village-affiliated clans, so that we can scan it for interesting targets to raid.)
  • Our Team Uplift advisors failing to provide sufficiently detailed analyses of in-story situations.
  • The second half of King Kamehameha's conversation.
  • Ambiguities regarding how certain mechanics work, such as:
    • ACE refresh dates.
    • DoB's interactions with non-research infusions.
    • MedNin research.
  • Last-minute retcons due to suddenly revealed inconsistencies. (Such as the entire "the Akatsuki's anti-summon seal array" incident.)
  • Various subtler continuity errors, which make us uncertain regarding which elements of the setting/characterization we can rely on, and which have since fallen Out.
Not only do we fail to make use of those resources, there are also drastic opportunity costs involved. Advantages are often multiplicative – who knows what we could've developed based on Jiraiya's seals, if we've had access to them years earlier?

This issue effectively makes the game unfair-against-us – even though no party intends this unfairness.

High-res vs. low-res simulation is exactly what it says on the tin: the difference between how the MfD world seems to work when modeled in a "low-resolution" background manner, and how it works immediately around Hazou.

Our understanding is that "high-resolution" elements are given much more scrutiny than the "low-resolution" ones, both because they're simulated in more detail (and therefore more inconsistencies become clear), and because the QMs feel the need to make their mechanics ironclad, lest we immediately exploit them into an anticlimactic, unrealistic-feeling total victory.

However, that likewise has the effective end result of systemically disadvantaging us. The details of anything we touch are subjected to much more consistency-based constraints than the stuff our enemies are allowed to get up to in the background. As the consequence, anything we get access to seems to suddenly become much weaker than advertised.

Concrete examples:
  • Every jutsu, seal, or resource accessible to the players has a rigorous receipt attached to it: how we got it, why, and what it's capable of. By contrast, the Akatsuki can be freely given an incredibly powerful seal array, because their history isn't modeled in as much detail. There are numerous "free variables" in there that can be tweaked to patch the holes in the simulation.
  • The chakra-water cave. In low-res, it was apparently the thing that let the Sannin survive Hanzo long enough to earn their title. In high-res, it's a relatively underwhelming 20% discount, and it's hard to imagine how it could've had its described low-res effect.
  • Research mechanics, such as sealing. Initially, it was introduced as ultimately all-capable. But once we got more into it and reached jounin-level, it became clear that its actual capabilities must be extremely limited. Else, why wouldn't sealmasters already rule the world?
  • Sociopolitical developments. People like Ami can weave incredibly intricate social schemes – as long as they stay "low-res", with the details of what/who they're manipulating being fleshed out simultaneously with the idea that they've succeeded in the manipulation. By contrast, Mari struggles to think circles around Orochimaru or even Shikamaru, because once they're brought on-screen, their details and Mari's capabilities become fixed – and it becomes unrealistic for Mari to win hard.
Summing up: Once we can actually access a given capability, it often ends up weaker compared to how powerful it appeared "from a distance". Which makes it seem as though any capability we acquire immediately ends up nerfed just because we now have it. While we recognize that the QMs are not intentionally acting to keep us weak, it nevertheless creates this impression, and the associated negative feelings.



I should reiterate that we don't blame the QMs for failing to run a perfect simulation. Indeed, it's an impossible demand. QMs have limited time, energy, and knowledge, and also lives to live.

Nevertheless, although understandable in all kinds of ways, it is still a problem. As-is, certain classes of simulation failures end up systemically disadvantaging the players.

Exacerbating the problem, it's our perception that the QMs aren't aware of the scale of the issue and how acutely the players feel it. It seems to us that the QMs still view themselves as basically succeeding at acting as balanced simulators; that any dissatisfaction with the rulings is "player salt" that can and should be dismissed with the indifference of the laws of nature; and that they must uphold the implicit social contract and act as volitionless simulation-game engines lest the entire enterprise falls apart.

On the player side, it's become particularly dire in the last several months, with many long-term players intensely unhappy with this state of affairs and considering stopping playing. The overall opinion is that significant, global changes to the way the quest is run are needed. It's not a matter of a select few bad rulings or local errors.

For one: Although perfect simulation is impossible, what we could prospectively strive for is a paradigm of "net-neutral" simulation failures. Introduce some change to the way the simulation is run which would ensure that the simulation's failures advantage the players as often as they harm them. Alternatively, make it a policy to deliberately adjust the simulation-state to cancel out the effects of any failures on the strength of our in-story position.

Another plausible point of intervention is decreasing the importance of the "hardcore-but-fair game" part of the experience. The common sentiment among long-term players is that we don't care that much about "player agency" or "earning our victories". We care about reading a rational, simulationist, internally consistent, well-written story. But that story doesn't have to pull double duty as a hardcore game.

So: we're fine with some degree of QM-guided steering, as long as it's towards problems that would be fun to solve and to plot points the QMs would enjoy writing. We're fine with narrative causality, as long as the resultant story-state is still internally consistent. We're fine with the QMs fudging the dice rolls, as long as it's for more narratively exciting outcomes (whether it's fudged in our favour or against it). Et cetera.

In turn, we would like the QMs to loosen up the rules on their end as well. Outcome-pump the hidden free variables of the simulation to accommodate our schemes sometimes, when those schemes seem exciting to all of us. Let Team Uplift display more agency, if and when it would be fun and in-character for them to do so – even if it would clash with the players' agency or lead to them solving our problems for us. Provide us with OOC information when it makes our life easier and doesn't open the door for egregious meta-gaming. (Paper bluntly telling us that the ACE date didn't matter for our ability to summon Cannai is a good example here. We would have preferred if we were told that at the very beginning, instead of engaging in the exhausting back-and-forth about the dates.) Et cetera.

Our expectation is that this would make the experience better on the QM end as well. QMs have repeatedly complained that the demands of the simulation and our choices within it maneuver the story towards states they find unpleasant or boring to write. The lighthousing, the endless meetings, the lack of punching. None of this has to be happening.

The status quo represents a suboptimal equilibrium. As relatively rational agents, we are surely capable of coordinating to move to a superior one.



Signatories: Noumero, _The_Bomb, Inferno Vulpix, Spector29, acidshill, RandomOTP, DanZapman, T_of_A, Emstar, Zampano, absoluteblack, CaramilkThief, RoadWild, Lunae, Gintarazimu, Sir Stompy, FaintlySorcerous, redzonejoe, ProperAttorney, Cariyaga, Unaligned Player, Halil.
 
To sum up my thoughts briefly- I agreed with the general thrust but have some reservations about the ending. Not enough to not support it, but enough that I want to say a few preliminary words as I sort out my thoughts. I think simulationism is one of the unique points of the quest and a strong draw- in particular, the ability to just predict what's going to happen next given enough information about a specific topic instead of having to make guesses about QM preferences and balance concerns and so on. I think that the quest has developed step by step and had to make new additions little by little, and the end result is unwieldy in several ways that could be mitigated with an overall redesign and/or redistributing some of the burden to the players. I think it starts with discussing fundamental assumptions about how the quest goes- for one, the action plans are what we want Hazo to do, not what we need to see happen onscreen.
 
We'd appreciate feedback on what you think of the above, what issues y'all have with the quest in general, and suggestions for how to fix them.
I thought you already do this?
To be clear: We stick very strongly to simulationism, but there are times where multiple options seem equally simulationist so there is no particular reason to pick one over another. In those cases we are sometimes swayed in one direction or another by what the narrative effects would be.
Anyway, I am against this. And I dislike that it's happening during a high stakes portion of the quest.

As for issues. Primarily being unable to get my ideas in action plans. And unable to identify which ideas have high chance of convincing others about, so I could at least focus my energies on those. At least one player was wary of asking NPCs for advice, because the QMs dislike us asking NPCs to do things for us. Avoiding asking NPCs for advice is unsimulationist, so I dislike it. Simulation lag. The moderation policy.
 
For the sake of your planning, between Leaf's chakra battalion and the captured Moon ninja, you will have 22000 CP available to allocate for your attack. Leaf's ninja currently intend to be at low-but-nonzero reserves in order to facilitate running away if things go south. Moon's ninja will all be drained to zero. This number includes chakra from your team, but does not count Orochimaru Prime, Tsunade Prime, or Kurenai Prime's reserves. All three intend to remain at full chakra going into the battle.
How much of that would be leftover after Tsunade, Oro(and Mari?) make their preferred number of clones, and all available bosses and elites are summoned?

"Perhaps you are about to say something rude to the boy about how he should know his place. You are absolutely correct that he is far too arrogant. Nonetheless, you need to realize that he also has every right to stand here with the two of us. I briefly observed him creating certain runes near my laboratory, and I can assure you that the specs he provided you are accurate. He may be barely a chūnin in other regards, but these S-rank capabilities are worthy of your respect."
It's really interesting to see Oro's strategy for handling Hazou. I wonder how long it's been since the last time he rolled a rapport check.
Between this and going out of his way to mention that he'll show us bioseals if we go to our next biosealing checkup, it's clear his control strategy for Hazou is to have a positive relationship where Hazou happily submits to his knife on the regular. He'll still install various conditioning routines and kill/control switches, obviously, but he hopes to mostly steer Hazou without needing them.
This bodes well for us, especially if we promptly purge our bioseals out and never got under his knife again, but otherwise keep up positive collaboration. Unless he gets pushy?

....Man, I hope the thread doesn't hear him respecting our abilities, and get besotted with him like an abused kid latching onto their first-ever source of validation.
(Who am I kidding, we're doomed. Players gonna be like: "But he respects us to much to plan contingencies against us!")

[x] Training Plan (Kei): Ranged Weapons
RW 57 -> 59
XP Remaining: 0

[x] Training Plan (Noburi): Alertness
Alertness 42 -> 44
XP Remaining: 8

[x] Training Plan (Hazou): Athletics
Athletics 37 -> 38
XP Remaining: 31
FB buy is more important at this critical juncture.

[x] Training Plan (Kei): Spend no XP
Reserve XP for buying FP

[x] Training Plan (Noburi): Spend no XP
Reserve XP for buying FP

[x] Training Plan (Hazou): Spend no XP
Reserve XP for buying FP

Is there a reason you didn't want to tell us [that PS excellent at bending natural law] earlier? What reason was that? Why do you think that mattered more than the clear communication?
I feel like we(or at least, I) had figured this out pretty well across our experiments. At this point, hearing this directly didn't cause me to update my model much.

But the reason this is a topic of contention is that, inherently, high-res simulation and low-res simulation work differently. To be a little poetic, low-res is the world as it ought to be, the greater vision of Marked for Death in your head, while high-res is the world as it needs to be, the cold iron chains of the simulation. Framed that way, it maybe makes some sense when I say that it feels like high-res simulation is more restrictive than low-res simulation.

This is not, to be clear, an accusation that the players are receiving unfair treatment. Interestingly, it is a perfectly undirected trend that only coincidentally disadvantages the players. It just so happens, after all, that we're the ones on-screen most of the time. So Hazou, Team Uplift, and even the rest of Leaf spend far more time under high-res simulation than the rest of the Elemental Nations, in decreasing order of severity.
Our entire career is built on the advantages of being high-res.
Low-res people can't "flip it upside down" and make skywalkers.
Low-res people won't invest zoo rush(mist has shar scroll+wakahisa for generations)
etc.

There are tradeoffs, but in an very important sense, always being in high-res mode is a substantial part of our Essie Bullshit.

The first one, and one that seems to stick out the most to various players, is the apparent results of exploration and adventuring. Our sample size is limited, of course, we have not done much adventuring in the grand scheme of things, but the sales pitch has been pretty impressive so far: it is said that the Sannin got as strong as they did by going on such adventures, and that Itachi found his deep lore of the world through similar means. It makes sense, from the low-res simulation, that such things might happen. But high-res might disagree. Consider the chakra water cave we went to: I do not dispute the material powerup it represented (I honestly think it's pretty good), but on the lore side of things we mostly just found a single carving that might, unbeknownst to Hazou, be related to the Otsutsuki. And that's reasonable, high-res says. What did we expect, a lockbox of hidden scrolls in the depths of the cave? Why would that be there? Why would it have lasted centuries, why wouldn't anyone else have looted it by now? It makes total sense that only a wall carving would survive all this long, so that's all we get. That's just the one cave, of course, but shouldn't the same reason apply to the next hidden cave we find too? If there are supposed to be secret scrolls lying around, where could they still exist at this point? If there aren't, where did Itachi get his secrets from?
Sanin, Itachi, Mori, etc already cleared out the discoverable lore cashes.
We do know Crimson State is explicitly not cleaned out, but have been to sacred to try it.

The lack of hax-overlap between essies suggests in its own way that Hazou's already obtained the only essie hax he can ever expect to get his hands on
... we've accrued a staggering amount of potentially-Essie bullshit a a pretty steady rate that seems to be accelerating if anything, so I really wouldn't worry. Plus, we're sitting on so much potential essie hax that we aren't even exploiting yet, we already have enough to carry us to S-rank in a year or two.

Apologizes if this is an obvious oversight on my part, but is there a reason we are not just….leaving a month-duration Force Dome around them? Or two of them for that matter, with one containing the village and another smaller one protecting both itself and the other rune.

They'd suffocate, unless we dug air holes,in with case they'd be able to talk to any ninja who return from missions. So it doesn't buy us additional time.
Actually even without air holes, they can still use writing.
Good thought, though.
 
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