In the spirit of player-QM goodwill, we request not to revisit the contentious topic of MfDverse ninja and poison.
In the interest of more player-QM communication, I want to make a post about this. This is just coming from me, not from the QM team.
Poisons are great. They're very thematically appropriate for ninja, at least in as much as we're trying to pay respect to ninja's historical roots instead of Kishimoto's kung-fu battle-wizards. Narratively, they're very exciting -- see all the ways they've been mentioned in MfD over the years. Having them exist opens up neat parts of ninja conflict that might be harder to access otherwise.
Poisons are terrible. They open up all sorts of annoying questions. Are there instant death poisons? Why can't we just coat all our kunai in them? Why isn't ninja combat basically one party tapping the other with a poisoned weapon, then running away and waiting for the poison to take effect?
I like the idea of game-mechanical poisons. Maybe you would need to fail a Physique check for this to take effect. It could inflict a penalty to attacks that's on a different track than Consequences. It could just be represented as a higher weapons rating. It could be a disruptor to your chakra system that makes casting jutsu more expensive. Unfortunately, I expect that, given the general optimization pressures in the world, all poisonmaking and use would tend invariably towards maximizing lethality (or incapacity, if the goal is to capture alive). l certainly expect the players to immediately optimize for one-hit-kill weapons that they could use in the "hit then hide" strategy.
This is not very interesting, nor does it fit the idea of ninja combat that I have in mind. The Naruto setting is really odd in that there are so many competing "dominant paradigms" of combat -- jounin can have a dozen different specializations and still be competitive with others. I don't want poisons to dominate, yet with all ninja chained to the same biology, it feels like if poisons are strong, then poisons
will dominate.
More importantly, trying to figure this out is a headache. Any solution we come up with needs to be
closely scrutinized to see whether it's compatible with the rest of the setting. We have finite time and attention, and want to keep things moving instead of getting hung up on setting details that aren't important, that we don't
want to be important. So, poisons just get quietly brushed under the rug, one of MfD's many rough edges that don't ultimately impair the gameplay.
...until it starts to ripple out and cause other misunderstandings.
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.
So, this wasn't actually a low-res/high-res issue. We had already discussed the pool's benefit long ahead of time. The 20% was set. I admit I didn't think it was nearly as bad as the playerbase made it out to be, but I certainly knew it wasn't game-breaking. I knew it probably wouldn't be the single deciding factor between the Sannin surviving Hanzō and not. This was the original draft of that section in that chapter:
"That series of raids in Rain ended in their confrontation with Hanzō of the Salamander at the Ryūketsu Mudpit, during which he was impressed with, of all things, their stamina. Despite killing every single other Leaf ninja, he spared them, so long as they bore the title of the Legendary Three, let all know that it was Hanzō who let them live, and left Rain in peace forevermore."
"Their stamina, huh?" Noburi said. "Orochimaru did say that the pool made casting ninjutsu take much less chakra…"
"It cannot be the entire story," Kei said. "Hanzō was not just a summoner and a weaponsmaster of unparalleled skill – he was one of very few that fought effectively with poisoned gasses that would have been crippling in an extended fight. Tsunade's skill likely also made a difference."
"Why did he leave them alive, instead of killing them and taking their scrolls for Rain?" Hazō asked.
Clearly, the pool isn't the single reason why they lived! I was thinking about adding a bit where Hazou comments that this would have been when Jiraiya was trying to replicate elemental ninjutsu with seals, which could also lend to an impression of stamina, when this (rephrased) discussion happened about the snippet above:
ANONYMOUS QM: This could be the start of another headache. The players want to be able to use poison.
ME: Poisons are baked pretty deep into the guy's canon characterization, so I can't just cut out the mention of poisons. Maybe I just cut the whole paragraph?
OTHER QM: It's not necessary, and it'll cause player salt.
ME: Makes sense. I need to get this out the door and get to bed.
So I cut out the paragraph, edit the rest of the chapter, and get it published before 2am. The result:
"That series of raids in Rain ended after they confronted Hanzō of the Salamander at the Ryūketsu Mudpit. He was reportedly impressed by, among other things, their stamina. Despite killing every single other Leaf ninja, he spared them so long as they bore the title of the Legendary Three, let all know that it was Hanzō who let them live, and left Rain in peace forevermore."
"Their stamina, huh?" Noburi said. "Orochimaru did say that the pool made ninjutsu cost less chakra…"
"Why did he let them live, instead taking their scrolls for Rain?" Hazō asked.
Looking back at it now, I see what went wrong. When I wrote initially, I wanted to immediately soften Noburi's expectations. He implied that the pool would be very strong, and Kei's line was supposed to mitigate that and remind Noburi that the Sannin had a host of
other advantages that would have contributed – that this was one component among many. Hopefully, Kei's general sober attitude would have lent her viewpoint some credibility.
Except it was late for me, and I wanted to post the chapter, and the easiest thing to do was to remove the whole paragraph. With that line removed, the subtext changes. Noburi's expectations go unmitigated, and instead it comes across as pure hype. I get why it seems like the chakra water seemed like it was "apparently the thing that let the Sannin survive Hanzo long enough to earn their title." That wasn't ever the intention, but QM-steering around a potential salt-mine and limited time to review chapters caused it.
All this is to say: I don't know. QMing this quest is very tough, and I don't know that any wrong decisions were made here. I don't think I made a bad call here cutting the poison line – it legitimately would have been very draining to go through another round of having the rough edges of our worldbuilding scrutinized in the name of uninteresting, non-interactive munchkinry. The chapter could have been better, but that's always the case. I can't chastise myself for bad decisions made in the limit of finite time. There's always finite time when working on a serial publication like this (especially since quests by nature don't allow building up a backlog). Perhaps I should have seen the players fixating on the chakra water and tried to lower expectations? I'm not even sure how I would have done that.
That's a very lukewarm finish. Hopefully it corrected a miscommunication. In the absence of something more solid to say, here's my contribution for other FtD QMs that like the idea of poison but don't want either MfD's weird Schrodinger's-poisons situation or the degenerate situations we wanted to avoid.
Paper's Poison Proposal:
- Ninja biology resists regular poisons. Yes, all of them. Sucks to suck.
- Chakra poisons can affect ninja.
- Just like ninja are ~immune to regular disease, but there are still some special ones that can hit them.
- Chakra poisons have chakra, so they can't be stored and mass distributed.
- Chakra poisons aren't stable, so they need to be formulated shortly before use. Depending on how shortly, it could be the case that the poisoner needs to infuse their formulations with chakra mid-combat.
- Chakra poisons have the range of relatively weaker mechanical effects I described above – rolling MedKnow against Physique, then applying some interesting effects.
- There are no instant-death/instant-paralysis chakra poisons. A narrative instant death-by-poison is just a high weapon-rating poison that landed a direct hit.
- In other words, all poison effects are interactive.
Would this work in MfD? I don't know, and it would take a long while to figure out whether it's compatible with everything on-screen so far, and I don't want to bother.
That's all. I don't need any follow-up here. I mainly wanted to clarify how the weird rough edge of poison led to an important player-QM miscommunication in a seemingly unrelated area.