[X] [Rules] Start writing plot again even though the rules still have issues; we'll sort it out as we go and tweak the characters as needed

- [X] [Why] I don't care about the rules I just want to play the damn quest


Disagree. "Throw object" is a single skill that any human can learn. "Do specific piece of magic" is different. Also, as mentioned above, the jutsu does not have the disadvantages that you were claiming for it.

I don't have an opinion on the general question that @Winged_One and @Erolki have been pushing, but it's not obvious to me that throwing objects is all one skill. It seems to me like the shape of the object has a big impact on how it's going to move, in any world where air exists. Size and mass, too--baseballs are not basketballs are not bowling balls.

Related skills, maybe--if you're an expert in throwing balls it'll probably be easier for you to learn to throw kunai where you want them--but literally the same skill?
 
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@eaglejarl, when you say "counterpunched", do you mean: "If Noburi (using WW) attacks Hazou (using Taijutsu) and loses the die roll, Hazou does no damage"? Or do you mean: "If Noburi (using WW) and Hazou (using Taijutsu) fight and Noburi loses the die roll, Hazou does no damage"?
Noburi uses WW and Hazō uses taijutsu:
  • Hazō attacks Noburi
    • Hazō wins the roll. Noburi takes damage.
    • Hazō loses the roll. Hazō takes damage.
  • Noburi attacks Hazō
    • Noburi wins the roll. Hazō takes damage.
    • Noburi loses the roll. Neither person takes damage.

Because ranged weapons get [the advantage of no counterattacks] as well as doing more damage and targeting what should generally be a lower hit?
The comparison was between WW and Taijutsu.

Because as taijutsu gives you +3 to hit and defense and extra damage?
First, are you asserting that "+3 on your skill (which on average grants +1 shift)" is superior to "cannot take counterattack damage when fighting a superior (or just lucky) opponent"? I find the question debatable.

Second, the QMs are talking about replacing the +3 for Ninja Hands with Weapon:1 instead, to make it equivalent to using a kunai. This isn't something you should have known -- it was proposed by...someone whose name escapes me, might even have been you...a while ago. We said "Good thought, let us talk about it" and haven't been able to talk about it yet.

Related skills, maybe--if you're an expert in throwing balls it'll probably be easier for you to learn to throw kunai where you want them--but literally the same skill?
A little pedantic, but okay. "Throw balanced thing so that one end hits first" is a subset of "throw thing". Better?
 
[X] [Rules] Start writing plot again even though the rules still have issues; we'll sort it out as we go and tweak the characters as needed
- [X] [Why] The rules are generally okay and we can all be flexible

Elemental XP costs are important but we don't need to know them literally this second. As long as the major mechanics relevant to our players get patched up enough for the upcoming fight to not be horribly askew from the underlying simulation the rules are to represent, we can get moving.

Heck, I bet getting started again will serve as a good enthusiasm boost for all involved, and thus help us figure out the rest.
 
Radvic's Analysis of why the Rules will never be perfect and what to do about that


To start with, let's establish the goal: we want a quest where things work regularly in a world consistent with that which has been shown up to this point. There are two primary reasons we're switching mechanics. First, the old system gathered a lot of bloat which made computing interactions increasingly more difficult. Second, the old system had undesirable effects the QMs did not predict happening.

Here, I'm going to discuss the second concern (I believe the first concern can be solved via automation). Effectively, the bugs in the system came to light because the system was not significantly playtested, and because players wanted to optimize heavily. Players had strong incentives for players to learn the ins and outs of the rules, and to build around those rules to make Hazou and his team strong. As a result, the players wound up understanding the rules better than the QMs. As evidence for this claim: the QMs were surprised that both Akane and Hazou could consistently roll above 50, the QMs were surprised that Noburi could one-shot significant combatants, the QMs were surprised by the effectiveness of Roki, the QMs underestimated the power of a single strong combatant (prior to multiple combatant rules), the QMs underestimated the benefit of min-maxing skills with the skill tree in Fated to Die, and the QMs underestimated the XP cost of getting a 5th element. There are probably other examples, but I feel like six is sufficient for this argument. Ultimately, the players have both a stronger incentive (since they are likely more attached to Hazou and friends) and more brain-power (since there's a lot more of them, some of whom are freakishly obsessive and write detailed write-ups coughicanstopanytimeiwanttocough) to find edge-cases in rules and exploit them.

All this to say: if there are bugs in the system, the players are highly motivated to find and exploit them if possible. I think there are three general solutions to this problem: 1) have a system without bugs that results in a world as the QMs intend it, 2) have a constantly refined system which revises itself as players find exploits, or 3) make it impossible for players to find mechanical exploits (even if they exist in the system).

Option 1
Regarding having a system without bugs that results in a world as the QMs intend it - I contest this is not possible given the scope of development available to Marked for Death in any reasonable period of time. It has now been two and a half months since we decided to revise mechanics. At the moment, I believe there are massive mismatches in how the QMs describe the world being and how the mechanics indicate the world would look. As examples, I would point to skill min-maxing benefits, Genjutsu, benefits of believing in yourself, certainty of victory given experience difference, relative strength of combat skills (taijutsu > weapons >> jutsu), and the cost of social skills (given the many required social skills for effective use). In addition to those concerns regarding the system as it stands are the litany of rules which have not yet been imported over. As examples of these, I point to the many, many seals we have, ways seals work when not used as they were intended (e.g. skywalker bonus), jutsu and justu exploitation, styles like Gentle fist, and all the pangolin jutsu. So, we are a fair ways off from having rules which are balanced significantly.

To estimate how long it would take us to reach balanced rules, we can look at a traditional tabletop game development. I believe these tend to consist of professional teams and public playtesting, and normally takes at least a year of development. Even after this, there are often broken parts of the rules which result in unbalanced classes. An argument can be made that "since we're basing the rules off FATE, there will be less work needed to balance it" however, I think that argument is bogus. If we were literally just taking the FATE rules and not porting over portions of the Augev rules, this would be true. However, we are not. We've effectively removed major components of the FATE balance system by 1) having skills be XP based, 2) removing the skill tree, 3) messing with the lethality, 4) adding chakra boosting, 5) allowing custom skill with mechanical bonuses, and 6) adding things like "Ninja Hands." These edits make sense from the perspective of "make the world look more like how the QMs intended it to be," but effecitvely remove the vast majority of the playtesting benefits we get from switching to FATE. For the sake of math however, I'll allow that this effectively reduces the difficulty in producing a balanced system to the difficulty of releasing an expansion for a ruleset. So, to effectively build and balance this to a level equivalent to that of, say, D&D 3.5 extended rule books, we'll assume it takes a third as long. My understanding of tabletop game development is that this takes somewhere on the order of magintude of at least 3 people working fulltime on the project for at least a year. In terms of person-hours this would be something like:

3 people * 40 hours / (week * person) * 50 weeks = 6000 hours.

This is from the developer side, without considering the time for play testing (which is effectively what the playerbase has been doing for the past two months). I don't know exactly how much time the QMs have spent on the rules, but if we assume each of them has been putting 10 hours a week into the process, that puts us around:

3 people * 10 hours / (week * person) * 8 weeks = 240 hours.

So, even if we estimate that the changes the QMs are putting in are a third as difficult as the changes made by releasing an expansion to a tabletop game, that puts us at right around

240 hours / 2000 hours

in terms of progress, or 12% of the way to balanced rules. We can also estimate how long it'll take for us to reach a reasonably balanced set of rules as:

(2000 hours - 240 hours) / (10 hours / (week * person) * 3 persons) = 58.7 weeks.

So, my order of magnitude estimate for the amount of time that it would take for us to reach effectively balanced and non-broken rules is somewhere on the order of 1 year of additional development. Then that gets us to rules approximately as balanced as D&D 3.5 expansions, if QMs are putting in 10 hours a week just on mechanics, players are effectively playtesting as much as D&D did, and the fact we're modifying the rules instead of developing new ones both makes development only as difficult as an expansion, and has an additional 1/3rd term. Personally, I think a more realistic number is closer to 3-10 years because I don't think we are effectively gaining much in terms of "stopping edge cases" from the FATE basis. I also think that even if we reached a balanced set of rules, it would become so difficult to navigate, that it would violate the other concerns for why we would want to switch to a new rules set (ease of interpretation), and that the ruleset we are searching for does not actually exist (or, at the very least, will require significantly more than a year of effort to reach).

Option 2
Regarding having a constantly refined system which revises itself as players find exploits - I contest that this is possible, but not optimal. Ultimately, this is what we've been doing up until the quest ended. As we hit edge cases, either the characters are better/worse than the QMs expect (e.g. Akane & Hazou punching, Noburi with draining), or the edge cases are removed/accounted for (e.g. multiplie combatant dice, injury tracking, substitution nukes). This causes QMs headaches as they constantly need to either reshape the world as a result of unforeseen mechanical exploits or fix the rules to remove mechanical exploits. It also causes the playerbase headaches as they regularly see "optimal" strategies made significantly weaker, and feel that their optimization has resulted in nothing. Ultimately, I think this option is better than trying to make a world without bugs, because its possible.

Option 3
Regarding making it impossible for players to find mechanical exploits - I think this is a possibility which has not been fully explored. Effectively, if the players don't know the explicit mechanics, then they won't be optimizing for edge cases. This means we could use a system which has flaws in it, but bloat is unlikely to accumulate because players won't be pushing for it. Additionally, all the edge-cases where the mechanics imply something happens which goes against the QM narrative can be whisked away with rules changes behind the curtain. This would provide the QMs with more flexibility in how to interpret rules (e.g. if a 2 years of studying punching makes you better at combat than if you had spent 3 years studying combat magic), players would not have the mismatch between narrative and mechanics, and QMs would not need to optimize for edge cases they themselves did not bring up. This also makes more sense from a simulationist perspective, because Hazou doesn't know how many points of Roki he has, or that he gets ~3 XP per day, or any of the other specifics of the mechanics system. This effectively makes meta-gaming impossible, or, at the very least, requires pouring over the written narrative, rather than the mechanics provided. From a player perspective, this would focus attention on the story. From a QM perspective, they would lose out on players offering solutions to edge cases, but they would also lose out on players finding edge cases in the first place, reducing the amount of damage control necessary, and could easily fix new edge cases without the players ever picking up on it (and thus complaining about it). Ultimately, I think this is a good option worth considering. At the moment, I think it's the best of the three possibilities.


Conclusion
I like Marked for Death and would like it to continue. I believe that it will take at least a year of additional work (probably more) to reach non-broken mechanics. I think the two realistic ways forward from here aside from abandoning the quest (which, continuing to strive for optimal rules is effectively doing) are to either 1) run with rules with edge cases which are unexplored and constantly refine the rules, or 2) hide the rules from the players and run with adhoc solutions until the QMs fix things behind the scenes to prevent needing further edge case solutions. I'm happy and content with either of those solutions. I am not happy with continuing to waste our time striving for an impossible goal.
 
The comparison was between WW and Taijutsu.
Yes but ignoring other aspects of the system is just fool hardy. I feel like water whip doesn't stack up to either combat skill.


First, are you asserting that "+3 on your skill (which on average grants +1 shift)" is superior to "cannot take counterattack damage when fighting a superior (or just lucky) opponent"? I find the question debatable.

Yes? A +3 is a 26% increase in winning against an equally skilled opponent. This translates to offense and defense as well as damaging your opponent. Also against superior foes you probably shouldn't be spending your action hitting them. Instead it's smarter to try to generate aspects to tag to make it so you actually win the fight.

Second, the QMs are talking about replacing the +3 for Ninja Hands with Weapon:1 instead, to make it equivalent to using a kunai. This isn't something you should have known -- it was proposed by...someone whose name escapes me, might even have been you...a while ago. We said "Good thought, let us talk about it" and haven't been able to talk about it yet.

Awesome! This is super encouraging. Most of the rules discussion has felt like talking into a black box. Is great to hear some of the discussion. Is this intended to be a buff to non taijutsu users? Or do you have some other reason for it?

Doing this would definitely get weapon users closer to where they where in old system. Would this have any interesting interaction with Hazō' Pangolin claw since you where planning on representing that as a weapon?
 
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@Radvic: Thank you, that was a great analysis. I now find myself really wanting to say "Holy hell, yes. Forget publishing rules, let's just get to it with everything behind the curtain!"

If I ever run a quest on my own I will definitely not publish the rules; as you say, having visible rules encourages the playerbase to focus on the rules document, not on the narrative. It creates headaches for us as we have to deal with a steady stream of exploits and edge cases, it creates an adversarial relationship between players and QM, and it causes ill will in the playerbase as we try to patch rules and people feel like they're being nerfed / mistreated / whatever.

As of right now I am 110% onboard with the idea that rules should not be visible.

A few specific comments:

and the QMs underestimated the XP cost of getting a 5th element.
Nope. It cost exactly as much as we intended it to cost: 15,000 to get all five elements. Something that only a 99%er would do, only if they had a good reason, and only after a couple decades of work.

coughicanstopanytimeiwanttocough
Snerk.

4) adding chakra boosting,
Dumping chakra boosting is sounding like a great idea. I don't remember why we had it in the first place.


Awesome! This is super encouraging. Most of the rules discussion has felt like talking into a black box. Is great to hear some of the discussion. Is this intended to be a buff to non taijutsu users? Or do you have some other reason for it?
The design process for Ninja Hands went:

"Why does anyone fight barehanded? Why not always use a weapon?"

"Um...er...weapon users can be disarmed?"

"Based on the martial arts and swordsmanship training of the QMs, disarming isn't really that common. Compare it to 'always do extra damage' and there's no reason not to use a knife or sword."

"Well, canon shows almost everyone fighting barehanded, with jutsu, or with ranged weapons. If we want to model that we need a reason that barehanded is equal."

"Okay, well, 'because chakra' generally works. We want barehanded fighting to be roughly on par with what a weapon user would get. A kunai gets you +1 shift damage and can be used to deliver explosives (even without Thrown Weapons skill). A sword gets you +2 shifts damage but you can be disarmed. Let's say Taijutsu gives you +3 dice -- it's the same extra damage on average as the kunai but the extra 'to hit' bonus balances the fact that you can't throw it."

"Sounds good."

[players start objecting...a lot]

"Okay, if we dump it back to Weapon:1 is that going to leave all sides happy?"

[QM discussion bogs down under pressure of (variously) holidays, illness, overwork, and a new sweetheart]
 
Nope. It cost exactly as much as we intended it to cost: 15,000 to get all five elements. Something that only a 99%er would do, only if they had a good reason, and only after a couple decades of work.

Uhhhmmm might be the disconnect we are having. The rules document says it cost 1000*2^N exp where N is the number of elements you currently have. So would cost 30000 for all 5

Edit

[players start objecting...a lot]

Also I definitely feel less like we where objecting and trying to point out potential imbalancs in the system. Probably would be best if Everyone gave a little more benefit of the doubt to each other
 
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From the mostly outsider perspective here, I'm persuaded by @Radvic's reasoning.

Mangling an existing rule set enough to make it do what we want is liable to lose us the benefits of that rule set, and the first casualty of that mangling is going to be game balance. We really really can't afford to lose game balance given how this quest has historically worked. Hiding the exact mechanics goes a long way towards mitigating that risk, but also exposes the players to some hidden backlash if they manage to de-optimize themselves down a bad route in the dark.

From my poking into this thread at various points in the quest's history and since the rule revision started I've noted a certain... tension between the "rational" aspirations of the quest and how it's worked out in practice.

One of the core engagements of the quest is supposed to be, by my understanding, this rationalist urge to optimize/break the setting. To find the low-hanging/counter-intuitive fruit, then eat it for unlimited cosmic power, then plant the seeds, then grow a grove of Trees of Cosmic Power and sell them on the open market for a profit. I would argue that the underlying game mechanics, no matter what form they end up taking, are far and away the least useful tools for fulfilling this engagement.

The rule's very existence—and the in-depth engagement that they encourage from the playerbase in terms of character-building, number crunching, etc.—distracts from infinitely more interesting narrative-based munchkinry: PMYF and Skywalkers came from creative thinking, not working through the mechanics. This on top of the fact that having defined mechanics almost inevitably encourages an adversarial and/or frustrated atmosphere as players find and are tempted to exploit edge cases in the rules.

---

Radical suggestion time: Ditch hard-and-fast rules

To go abstract: What's the point of having mechanics at all? Why not just have the QMs go "hrm... in this fight I'd say team X should win with someone taking a minor injury, because team Y's stronger, but it's a bad matchup for Y"? To an extent we're already doing this (and the GMs of most-all pen-and-paper game systems do it too): Certainly one of the impetuses of the current re-write, or at least an example often given, is "Noburi really really shouldn't be able to solo a <insert disproportionate threat>". QM fiat of one kind or another is a reality and always will be.

I'm given to understand that the purpose of the rules is to be simulationist and/or take some of the cognitive load off the QMs. While the "decreased cognitive load" bit seems somewhat laughable given the last season of the Earth that has passed dedicated entirely to trying to revise the rules, let's circle back to simulationism. Ideally, we'd be able to use our mechanics to "run" a simulation: QMs plug in input that they think accurately reflects the state of the world, system spits out output. There's also an element of chance here, presumably to cut down on decision paralysis and simulate randomness in the real world.

The most accurate/complete simulation of the world of MfD and its characters lives inside the brains of the QMs, plus maybe some notes they have lying around to supplement said (very large and handsome, I'm sure :p) brains.

Why can't we just have the QMs go "hrm... well Hazou's about half as good as these two guys at punching. Two of them vs. one of him, let's call that half-again the threat because they aren't used to working together... 1:3... Roll a D100 and Hazou wins the exchange on a 66, gets injured if he doesn't get at least an 80."

Tada. Write it up, run it by another QM as a sanity check, move on with all our lives. No one will notice the difference unless something truly absurd happens on the front-end and at that point you just say "the dice... they were not kind" and then maybe tweak your methodology a bit on the back-end to cut down on the absurdity in the future.

Part and parcel of all of this is removing all management of character sheets per se from the playerbase, which is great/fine. We say "we'd like to focus training on X and Y", you say "you guys are at genin-level at Y, low-chunin at Z, and will need another week of training to go up a rung in either" for each character, and that's really all the interface we need in order to participate in an engaging story.

---

This all leaves the weird edge cases, particularly sealing and jutsu, uncovered and needing significant engagement with the thread, but at that point you've just freed up a lot of brainspace that used to be dedicated to mechanics, and what's more can guestimate and tell us "the fireball's going to be about 20 feet wide" without needing to convert that guestimation to/from game mechanics and potentially letting an unplanned nerf or exploitability sneak in during the process.

P.S. To reiterate I am the lurkiest of lurkers and have not followed/recalled the discussion so far as well as I probably should before tossing my own opinionations into the ring, so my apologies if at any point I restate the obvious or, alternatively, grossly misrepresent something.
 
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[X] [Rules] Start writing plot again even though the rules still have issues; we'll sort it out as we go and tweak the characters as needed
- [] [Why] The rules are generally okay and we can all be flexible
- [X] [Why] I would accept absolutely anything if we could just get moving again
- [X] [Why] I don't care about the rules I just want to play the damn quest
 
[X] [Rules] Start writing plot again even though the rules still have issues; we'll sort it out as we go and tweak the characters as needed
- [X] [Why] The rules are generally okay and we can all be flexible
- [X] [Why] I would accept absolutely anything if we could just get moving again
- [] [Why] I don't care about the rules I just want to play the damn quest

This is from another lurky lurker. I read through basically all of the story only thread in about two weeks and to my dismay found that the entire quest was on shut-down for mechanic reworking and it has stayed that way. I understand wanting everything sufficiently worked and tweaked to not stiff any mechanics from the old system into being useless/not making sense but imo we need to start again at some point.
 
Is it possible that one of the QM can start moving omakes to the omake section so that the main threadmarks isn't cluttered with them?

Also, might consider moving most of the recent interludes to side stories so that they won't disrupt the flow when we restart the story again.
 
@eaglejarl Regarding kunai vs. bare hands...maybe one of the reasons Taijutsu is used is because wielding weapons requires you to...wield weapons, preventing the use of ninja handseals to create ninjutsu or similar?
 
From the mostly outsider perspective here, I'm persuaded by @Radvic's reasoning.

Mangling an existing rule set enough to make it do what we want is liable to lose us the benefits of that rule set, and the first casualty of that mangling is going to be game balance. We really really can't afford to lose game balance given how this quest has historically worked. Hiding the exact mechanics goes a long way towards mitigating that risk, but also exposes the players to some hidden backlash if they manage to de-optimize themselves down a bad route in the dark.

From my poking into this thread at various points in the quest's history and since the rule revision started I've noted a certain... tension between the "rational" aspirations of the quest and how it's worked out in practice.

One of the core engagements of the quest is supposed to be, by my understanding, this rationalist urge to optimize/break the setting. To find the low-hanging/counter-intuitive fruit, then eat it for unlimited cosmic power, then plant the seeds, then grow a grove of Trees of Cosmic Power and sell them on the open market for a profit. I would argue that the underlying game mechanics, no matter what form they end up taking, are far and away the least useful tools for fulfilling this engagement.

The rule's very existence—and the in-depth engagement that they encourage from the playerbase in terms of character-building, number crunching, etc.—distracts from infinitely more interesting narrative-based munchkinry: PMYF and Skywalkers came from creative thinking, not working through the mechanics. This on top of the fact that having defined mechanics almost inevitably encourages an adversarial and/or frustrated atmosphere as players find and are tempted to exploit edge cases in the rules.

---

Radical suggestion time: Ditch hard-and-fast rules

To go abstract: What's the point of having mechanics at all? Why not just have the QMs go "hrm... in this fight I'd say team X should win with someone taking a minor injury, because team Y's stronger, but it's a bad matchup for Y"? To an extent we're already doing this (and the GMs of most-all pen-and-paper game systems do it too): Certainly one of the impetuses of the current re-write, or at least an example often given, is "Noburi really really shouldn't be able to solo a <insert disproportionate threat>". QM fiat of one kind or another is a reality and always will be.

I'm given to understand that the purpose of the rules is to be simulationist and/or take some of the cognitive load off the QMs. While the "decreased cognitive load" bit seems somewhat laughable given the last season of the Earth that has passed dedicated entirely to trying to revise the rules, let's circle back to simulationism. Ideally, we'd be able to use our mechanics to "run" a simulation: QMs plug in input that they think accurately reflects the state of the world, system spits out output. There's also an element of chance here, presumably to cut down on decision paralysis and simulate randomness in the real world.

The most accurate/complete simulation of the world of MfD and its characters lives inside the brains of the QMs, plus maybe some notes they have lying around to supplement said (very large and handsome, I'm sure :p) brains.

Why can't we just have the QMs go "hrm... well Hazou's about half as good as these two guys at punching. Two of them vs. one of him, let's call that half-again the threat because they aren't used to working together... 1:3... Roll a D100 and Hazou wins the exchange on a 66, gets injured if he doesn't get at least an 80."

Tada. Write it up, run it by another QM as a sanity check, move on with all our lives. No one will notice the difference unless something truly absurd happens on the front-end and at that point you just say "the dice... they were not kind" and then maybe tweak your methodology a bit on the back-end to cut down on the absurdity in the future.

Part and parcel of all of this is removing all management of character sheets per se from the playerbase, which is great/fine. We say "we'd like to focus training on X and Y", you say "you guys are at genin-level at Y, low-chunin at Z, and will need another week of training to go up a rung in either" for each character, and that's really all the interface we need in order to participate in an engaging story.

---

This all leaves the weird edge cases, particularly sealing and jutsu, uncovered and needing significant engagement with the thread, but at that point you've just freed up a lot of brainspace that used to be dedicated to mechanics, and what's more can guestimate and tell us "the fireball's going to be about 20 feet wide" without needing to convert that guestimation to/from game mechanics and potentially letting an unplanned nerf or exploitability sneak in during the process.

P.S. To reiterate I am the lurkiest of lurkers and have not followed/recalled the discussion so far as well as I probably should before tossing my own opinionations into the ring, so my apologies if at any point I restate the obvious or, alternatively, grossly misrepresent something.
You make a strong argument. I think I broadly agree, but it all comes back to magic seal and jutsu development. That, IIRC, was the real killer; any seal or jutsu would have to personally verified, etc.

So really, we just need to hammer out that table. Everything else I'm actually totally okay with running no mechanics, just narrative.

[] [Rules] Do not start writing plot again until everyone is happy with the rules
- [] [Why] Because the current issues are too severe to play
- [] [Why] Because consensus is important
- [] [Why] Write-in


[] [Rules] Freeze the rules as they are and start writing plot again
- [] [Why] The rules are good enough and I don't like rules changing during play
- [] [Why] Write-in


[X] [Rules] Start writing plot again even though the rules still have issues; we'll sort it out as we go and tweak the characters as needed
- [X] [Why] The rules are generally okay and we can all be flexible
- [X] [Why] I would accept absolutely anything if we could just get moving again
- [X] [Why] I don't care about the rules I just want to play the damn quest

[X] [Rules] Fuck it, blackbox everything
-[X] [Why] We'll be stuck here again in a couple of months or years, better just remove these constraints and let the QMs true model model the world
 
Radical suggestion time: Ditch hard-and-fast rules

To go abstract: What's the point of having mechanics at all? Why not just have the QMs go "hrm... in this fight I'd say team X should win with someone taking a minor injury, because team Y's stronger, but it's a bad matchup for Y"? To an extent we're already doing this (and the GMs of most-all pen-and-paper game systems do it too): Certainly one of the impetuses of the current re-write, or at least an example often given, is "Noburi really really shouldn't be able to solo a <insert disproportionate threat>". QM fiat of one kind or another is a reality and always will be.
[...]
Tada. Write it up, run it by another QM as a sanity check, move on with all our lives. No one will notice the difference unless something truly absurd happens on the front-end and at that point you just say "the dice... they were not kind" and then maybe tweak your methodology a bit on the back-end to cut down on the absurdity in the future.
Couple little things here, in reverse order: First, the QMs very infrequently have the chance to run their updates or decisions by each other. They know each other well enough by now to work together from a narrative standpoint; a hidden benefit of having a decently strong mechanical system is to give the QMs something to point to, both to prevent the QM's mood, state of mind, etc. from having too much impact (and, yes, it would -- they have previously said that it impacts XP gains, and outcomes are no less susceptible to it), and to keep things rolling so that they don't have to go to each other.

The simulationist aspect of the mechanics is specifically intended to avoid QM fiat as much as possible -- both to lighten the cognitive load, and because it is the way they prefer to write the story.

e: Semicolon.
 
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The design process for Ninja Hands went:

"Why does anyone fight barehanded? Why not always use a weapon?"

"Um...er...weapon users can be disarmed?"

You're overlooking the most obvious reason of all. Nearly all ninjutsu requires hand seals and most of them require two hands, which means you need your hands free at an instant's notice. That's why thrown weapons are relatively much more popular, because they occupy your hands only long enough to draw and throw. Most "disarms" are not your opponent disarming you- it's you disarming yourself so that you can let off a jutsu.

Take that a little further, and dropping your weapon to cast a jutsu isn't as big a deal if you have five kunai on your person and just need to draw the next one. If you're using a big-ass sword, you kind of don't want to drop it. Granted it's not impossible to use jutsu while juggling a large weapon, but it's tougher.
 
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Uhhhmmm might be the disconnect we are having. The rules document says it cost 1000*2^N exp where N is the number of elements you currently have. So would cost 30000 for all 5
Youuuu are totally right. I'm not sure how exactly that slipped past us?
(The math:
  • First is free, total 0.
  • Second costs 2^1 -> 2000, total 2000.
  • Third: 2^2 -> 4000, total of 6000.
  • Fourth: 2^3 -> 8000, total of 14,000.
  • Fifth: 2^4 -> 16,000, total = 30,000.)
Solution: divide all of those by two, so element N costs 500*2^(N-1) instead of 1000*2^(N-1) ?
 
Also, from a more selfish perspective, I am almost certain that Hazou will be worse off if the rules are black boxed.
 
If I ever run a quest on my own I will definitely not publish the rules; as you say, having visible rules encourages the playerbase to focus on the rules document, not on the narrative. It creates headaches for us as we have to deal with a steady stream of exploits and edge cases, it creates an adversarial relationship between players and QM, and it causes ill will in the playerbase as we try to patch rules and people feel like they're being nerfed / mistreated / whatever.

As of right now I am 110% onboard with the idea that rules should not be visible.
Yeah, this is one of the conclusions I came to with my quest (hopefully starting before Christmas, depends on how distracted I get by other projects... and if I break my laptop and go without a computer for 2 weeks again).

From the mostly outsider perspective here, I'm persuaded by @Radvic's reasoning.

Mangling an existing rule set enough to make it do what we want is liable to lose us the benefits of that rule set, and the first casualty of that mangling is going to be game balance. We really really can't afford to lose game balance given how this quest has historically worked. Hiding the exact mechanics goes a long way towards mitigating that risk, but also exposes the players to some hidden backlash if they manage to de-optimize themselves down a bad route in the dark.

From my poking into this thread at various points in the quest's history and since the rule revision started I've noted a certain... tension between the "rational" aspirations of the quest and how it's worked out in practice.

One of the core engagements of the quest is supposed to be, by my understanding, this rationalist urge to optimize/break the setting. To find the low-hanging/counter-intuitive fruit, then eat it for unlimited cosmic power, then plant the seeds, then grow a grove of Trees of Cosmic Power and sell them on the open market for a profit. I would argue that the underlying game mechanics, no matter what form they end up taking, are far and away the least useful tools for fulfilling this engagement.

The rule's very existence—and the in-depth engagement that they encourage from the playerbase in terms of character-building, number crunching, etc.—distracts from infinitely more interesting narrative-based munchkinry: PMYF and Skywalkers came from creative thinking, not working through the mechanics. This on top of the fact that having defined mechanics almost inevitably encourages an adversarial and/or frustrated atmosphere as players find and are tempted to exploit edge cases in the rules.

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Radical suggestion time: Ditch hard-and-fast rules

To go abstract: What's the point of having mechanics at all? Why not just have the QMs go "hrm... in this fight I'd say team X should win with someone taking a minor injury, because team Y's stronger, but it's a bad matchup for Y"? To an extent we're already doing this (and the GMs of most-all pen-and-paper game systems do it too): Certainly one of the impetuses of the current re-write, or at least an example often given, is "Noburi really really shouldn't be able to solo a <insert disproportionate threat>". QM fiat of one kind or another is a reality and always will be.

I'm given to understand that the purpose of the rules is to be simulationist and/or take some of the cognitive load off the QMs. While the "decreased cognitive load" bit seems somewhat laughable given the last season of the Earth that has passed dedicated entirely to trying to revise the rules, let's circle back to simulationism. Ideally, we'd be able to use our mechanics to "run" a simulation: QMs plug in input that they think accurately reflects the state of the world, system spits out output. There's also an element of chance here, presumably to cut down on decision paralysis and simulate randomness in the real world.

The most accurate/complete simulation of the world of MfD and its characters lives inside the brains of the QMs, plus maybe some notes they have lying around to supplement said (very large and handsome, I'm sure :p) brains.

Why can't we just have the QMs go "hrm... well Hazou's about half as good as these two guys at punching. Two of them vs. one of him, let's call that half-again the threat because they aren't used to working together... 1:3... Roll a D100 and Hazou wins the exchange on a 66, gets injured if he doesn't get at least an 80."

Tada. Write it up, run it by another QM as a sanity check, move on with all our lives. No one will notice the difference unless something truly absurd happens on the front-end and at that point you just say "the dice... they were not kind" and then maybe tweak your methodology a bit on the back-end to cut down on the absurdity in the future.

Part and parcel of all of this is removing all management of character sheets per se from the playerbase, which is great/fine. We say "we'd like to focus training on X and Y", you say "you guys are at genin-level at Y, low-chunin at Z, and will need another week of training to go up a rung in either" for each character, and that's really all the interface we need in order to participate in an engaging story.

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This all leaves the weird edge cases, particularly sealing and jutsu, uncovered and needing significant engagement with the thread, but at that point you've just freed up a lot of brainspace that used to be dedicated to mechanics, and what's more can guestimate and tell us "the fireball's going to be about 20 feet wide" without needing to convert that guestimation to/from game mechanics and potentially letting an unplanned nerf or exploitability sneak in during the process.

P.S. To reiterate I am the lurkiest of lurkers and have not followed/recalled the discussion so far as well as I probably should before tossing my own opinionations into the ring, so my apologies if at any point I restate the obvious or, alternatively, grossly misrepresent something.
I'm on board with this. Ultimately, so long as the system has a strong appearance of consistency, I'm fine with whatever the QMs want to do behind the curtain. If they are of one accord and mind, and know what they want the world to model, and can do so off the occassional d100 roll, that's fine. If they want to build systems rather than depend on their brains so that it's more consistent between authors and can more easily address their biases, that's fine too. Ultimately, so long as it isn't super obvious to me that things are being run in an inconsistent manner, I'm fine with it.

That said, if we're going off of how strong Hazou and team are described in the narrative rather than the mechanics, I really hope we get to unchallenge all the other genin in the chunnin exam.

You make a strong argument. I think I broadly agree, but it all comes back to magic seal and jutsu development. That, IIRC, was the real killer; any seal or jutsu would have to personally verified, etc.

So really, we just need to hammer out that table. Everything else I'm actually totally okay with running no mechanics, just narrative.
I agree that jutsu and seals will still require some rules to figure out, at least, when it's something like "this produces a bunch of 100 kg of dust, how big an explosive can you make?" That said, I think QMs should probably just give us information on what we observe in the updates, rather than hard and fast rules for how jutsu work. As a matter of fact, I think QMs have largely already transitioned to doing this with "Hazou doesn't know" statements.

[X] [Rules] Fuck it, blackbox everything
-[X] [Why] We'll be stuck here again in a couple of months or years, better just remove these constraints and let the QMs true model model the world
I'm on board.

[X] [Rules] Fuck it, blackbox everything
-[X] [Why] We'll be stuck here again in a couple of months or years, better just remove these constraints and let the QMs true model model the world

Also, from a more selfish perspective, I am almost certain that Hazou will be worse off if the rules are black boxed.
I fully agree. QMs could solve this by giving Hazou arbitrarily higher XP gains, or we could just accept that we won't be able to fast-track ourselves to conventional combat power.

Solution: divide all of those by two, so element N costs 500*2^(N-1) instead of 1000*2^(N-1) ?

Math checks out. sum[ x / 2 ] == sum[x] / 2
 
You're overlooking the most obvious reason of all. Nearly all ninjutsu requires hand seals and most of them require two hands, which means you need your hands free at an instant's notice. That's why thrown weapons are relatively much more popular, because they occupy your hands only long enough to draw and throw. Most "disarms" are not your opponent disarming you- it's you disarming yourself so that you can let off a jutsu.

Take that a little further, and dropping your weapon to cast a jutsu isn't as big a deal if you have five kunai on your person and just need to draw the next one. If you're using a big-ass sword, you kind of don't want to drop it. Granted it's not impossible to use jutsu while juggling a large weapon, but it's tougher.
Tougher as in literally none of the Seven Swordsmen of Mist even try to cast with sword in hand, so, uh, yeah.

(damn Haku would have been terrifying if he had actually lived past genin)
 
Uhhhmmm might be the disconnect we are having. The rules document says it cost 1000*2^N exp where N is the number of elements you currently have. So would cost 30000 for all 5
Nope. Check the rules:
The Rules Doc said:
Every ninja starts with one element for free. They can buy additional elements for 1,000 * 2^N XP, where N is the number of affinities you already have. Your second element costs 1,000 XP; your third costs 2,000; your fourth costs 4,000; and your fifth costs 8,000.
Emphasis added. It's talking about additional elements, so N is the number of additional elements, which starts at 0. I suppose it should have said "...already have, not counting the free one" or (better yet) 2^(N-1), but given that we explicitly wrote out the costs I thought it was clear.

How's this instead?: Every ninja starts with one element for free. You can buy additional elements afterwards. Your second element costs 1,000 XP; your third costs 2,000; your fourth costs 4,000; and your fifth costs 8,000.

I'm given to understand that the purpose of the rules is to be simulationist and/or take some of the cognitive load off the QMs. While the "decreased cognitive load" bit seems somewhat laughable given the last season of the Earth that has passed dedicated entirely to trying to revise the rules,
This is a good analysis, thank you. Regarding the specific bit quoted above, I will point out that the rules do save a lot of cognitive load, it's changing the rules that burns CPU.

@eaglejarl Regarding kunai vs. bare hands...maybe one of the reasons Taijutsu is used is because wielding weapons requires you to...wield weapons, preventing the use of ninja handseals to create ninjutsu or similar?
You're overlooking the most obvious reason of all. Nearly all ninjutsu requires hand seals and most of them require two hands, which means you need your hands free at an instant's notice. That's why thrown weapons are relatively much more popular, because they occupy your hands only long enough to draw and throw. Most "disarms" are not your opponent disarming you- it's you disarming yourself so that you can let off a jutsu.

Take that a little further, and dropping your weapon to cast a jutsu isn't as big a deal if you have five kunai on your person and just need to draw the next one. If you're using a big-ass sword, you kind of don't want to drop it. Granted it's not impossible to use jutsu while juggling a large weapon, but it's tougher.
The Substitution jutsu doesn't require handsigns, and if you're a Weapons fighter then you're probably not casing a lot of jutsu other than Substitution.
 
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