I dunno how this desire to munchkin the interludes sits with the QMs though, who (I presume) would rather write about fun cool stuff.

Munchkinry is a time-honored tradition here, and the QMs know that we'll fish for important data whenever possible. That said, both parties here (QMs and readers) are in this to write/read fun things, and as such the true value to maximize here is not odds of success but player enjoyment (though the two often overlap so much you can't tell one from the other).

It's been mentioned earlier that the relationship between players and QMs is a little bit adversarial, in that info-gathering sense, but there's a qualitative difference between ruthlessly analyzing every scrap of text for useful information and attempting to twist the QMs arms to give us more. I feel like if we attempted this, trying to get the QMs to write things they don't want to because we might gleam more from it, they will simply ignore those parts of the plan in favour of the interesting stuff, and I would support this because I want to read Marked for Death, not Marked for Death's worldbuilding files.

Of course, interesting chapters and infodumps are not mutually exclusive (the QMs were so enthusiastic to write the Kagome infodump they gave us a very high XP rate for it because they just liked the plan that much), so if there's an opportunity to get an infodump that keeps the chapter interesting, by all means go for it.

On that note...
[X] We ask Jiraiya what seals he's seen over the years and he tells a bunch of war stories
 
Munchkinry is a time-honored tradition here, and the QMs know that we'll fish for important data whenever possible. That said, both parties here (QMs and readers) are in this to write/read fun things, and as such the true value to maximize here is not odds of success but player enjoyment (though the two often overlap so much you can't tell one from the other).

It's been mentioned earlier that the relationship between players and QMs is a little bit adversarial, in that info-gathering sense, but there's a qualitative difference between ruthlessly analyzing every scrap of text for useful information and attempting to twist the QMs arms to give us more. I feel like if we attempted this, trying to get the QMs to write things they don't want to because we might gleam more from it, they will simply ignore those parts of the plan in favour of the interesting stuff, and I would support this because I want to read Marked for Death, not Marked for Death's worldbuilding files.

Of course, interesting chapters and infodumps are not mutually exclusive (the QMs were so enthusiastic to write the Kagome infodump they gave us a very high XP rate for it because they just liked the plan that much), so if there's an opportunity to get an infodump that keeps the chapter interesting, by all means go for it.

On that note...
[X] We ask Jiraiya what seals he's seen over the years and he tells a bunch of war stories

Agreed on all points.

[X] We ask Jiraiya what seals he's seen over the years and he tells a bunch of war stories
 
Re: Minamis, I'd like to point out that practically every plan after that mission had "attend her funeral" as a component; I'd be willing to bet (in the rational sense) that the hivemind would have absolutely done the follow up visit too.

But for the actual voting:

[X] We ask Jiraiya what seals he's seen over the years and he tells a bunch of war stories
 
[X] We ask Jiraiya what seals he's seen over the years and he tells a bunch of war stories
[x] Kagome meets Shikaku
I am torn on which one I want to see more of:
-The limitless horror and wonder of reality-bending paper-coding?
-Or the ultimate conspiracy theorist meeting the one person who could truly understand him (or fail hilariously)?
...
I'd like to see a Danganronpa-style story for MfD characters...
Now imagine a Monokuma-style pangolin.
 
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[X] We ask Jiraiya what seals he's seen over the years and he tells a bunch of war stories
 
Personally, I'd prefer to spend these interludes as much as possible on either learning important tactical information (e.g. relative combat strength of our team in relation to an average ninja, what our summons are capable of, what other teams we have at the fort can do), important strategic information (e.g. how other clans view clan Goketsu, anything at all about the merchant alliance, what are clans in Mist thinking, what possibilities can we achieve from the Pangolin or Toad clan (is summoner-locating jutsu possible? That'd help with finding Naruto), or just finding out as much general information about the world by e.g. getting setting dumps from Jiraya. Even just asking him what things are known to be possible to do in sealing and what aren't would help a long way.) or by retroactively doing proactive things about our problems (like that thing with Minami clan. Other examples can be giving Jiraya blanks for all seals we have seen so far so he could pass it to Leaf sealing research team, giving Kabuto some research ideas on which he could work while we are at the exams, getting contacts in the Leaf sealing research division for future cooperation or something else entirely)
The main problem with this approach is that both worldbuilding and tactical modelling take spoons, and I think we all agree that right now all QM spoons are best applied to working on the new rules. Others include not wanting to give tactical data that might change based on said rules work (which certainly applies to the combat interludes posted so far). I'm also wary of giving players unearned advantages based on a timeskip that hasn't happened. The Minami thing was a freebie, and part of me is already regretting based on the precedent it seems to have set. Player advantages are supposed to be won via the success of player plans.
 
The main problem with this approach is that both worldbuilding and tactical modelling take spoons, and I think we all agree that right now all QM spoons are best applied to working on the new rules. Others include not wanting to give tactical data that might change based on said rules work (which certainly applies to the combat interludes posted so far). I'm also wary of giving players unearned advantages based on a timeskip that hasn't happened. The Minami thing was a freebie, and part of me is already regretting based on the precedent it seems to have set. Player advantages are supposed to be won via the success of player plans.

Agreed on all points. As a middle-ground position, I feel that, spoons permitting, using the interludes to flesh out things that we know about but haven't had a chance to see on-screen fits well, and the Minami thing can go in that category neatly (in that I doubt we'll get a significant advantage from it - some benefit, sure, but of a "removed a small possible obstacle, of which many others remain" sort, especially given the philosophy described above and that you guys choose how much we get out of stuff ;)).

There's probably more to be said on the subject, but I'm not finding the right words right now, so will leave it at that.
 
Until I manage to actually go through the doc >_> meant to happen over the weekend at some point but it didn't. Ideally tomorrow, definitely by Friday.
Go to your library and print it out and read it at your leisure :D You can even put it in a folder and look all fancy while you do.

Anyway, though, s'all good, take your time!
 
The main problem with this approach is that both worldbuilding and tactical modelling take spoons, and I think we all agree that right now all QM spoons are best applied to working on the new rules. Others include not wanting to give tactical data that might change based on said rules work (which certainly applies to the combat interludes posted so far). I'm also wary of giving players unearned advantages based on a timeskip that hasn't happened. The Minami thing was a freebie, and part of me is already regretting based on the precedent it seems to have set. Player advantages are supposed to be won via the success of player plans.
Fair points. I was thinking that since you are already spending some spoons on interludes, it's be great to get some information that would be useful in the future from those spoons.
Really, post was aimed at the hivemind and not the QMs.
 
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Adhoc vote count started by Inferno Vulpix on Nov 28, 2017 at 2:35 PM, finished with 75376 posts and 16 votes.
 
There are so many wonderful ways this could go wrong.
It seems likely to me that Shikaku will decide that Kagome is simply too unstable to be trusted, let alone with an essentially limitless amount of explosives, and Kagome will decide to try to "boom squish" Shikaku.
 
Well let's hope this noncanonical. Because I don't see any way that Jiraiya would let Kagome talk to anyone important without Adults supervision
 
We totally should try to get an interlude on what is happening in Hidden Mountain. It's less than 3 month till they open up to the world
 
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