zap lunch
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For the record, this is the subtype of "long plan" that I really like--the actual instructions are concise and straightforward enough to serve as good writing prompts, while the explanations help me get into the right Hazō "mindset" and avoid misinterpreting the players' intent. There's a tradeoff in terms of "I have to absorb all this information before I can even start writing", but it's one I'm prepared to make.I should say that as I've been the one to write several of the "ultra-long" plans that have inspired this discussion-
Part of it is my writing style. I ramble, I justify, I try to include what I'm thinking and context behind items in the plan. I'm not just interested in saying what the characters should do, but also what I hope to achieve from taking these actions and why I think it would work. I try to lead QMs through my chain of logic and provide context. Like, let's look at something from the latest plan:
That is a long chunk of text! That many words would be an entire plan themselves in most quests. So why did I write it?
1. I started out with my vision of how the characters would even talk about this, because obviously we didn't know the client would be in the drug trade ahead of time. That means that we would have to structure the discussion around guarding Karina, unless we wanted to be blatant and talk about it in front of her, which is not what I was picturing. But okay, one ninja watches her while two others get a little distance and look around, that seems like something that would happen. And since we did all this pre-planning, a contingency for keeping discussions private from the client seems reasonable. So that's context for what follows.
2. What is this idea about? Why are we doing it? That takes a few sentences to explain, because I don't think it's obvious.
3. I explain the core behind the idea and then a couple of examples of the sort of result Hazou would be looking for. It lets the QMs know what a ;successful' implementation of the plan would look like.
4. Further discussion of the expected outcome and how it could be beneficial to the group.
5. How do we actually make this happen? Well I'm not a ninja, so I can't properly evaluate which method is best, but I can offer several ideas on how it might work, both for how to plant the drugs and how to obtain drugs to plant. All of them seem plausible,
6. This was probably unnecessary, since pushback from "this plan is stupid and we won't do it" is assumed. I could have deleted those thirteen words.
In an attempt to summarize the conclusions thus far:
- Our plans are excessively detailed and overspecified in general. The current winning plan could easily be cut down to about a third of its length without any loss of information, according to @eaglejarl.
- With that said, there is room for useful detail in plans. This kind of detail saves QM spoons and lets players achieve much better outcomes.
- Plans are also sometimes too "wide", they propose too many things to do, slowing down the pace of the story and making it difficult for QMs to turn them into good updates.
For the record, this is the subtype of "long plan" that I really like--the actual instructions are concise and straightforward enough to serve as good writing prompts, while the explanations help me get into the right Hazō "mindset" and avoid misinterpreting the players' intent. There's a tradeoff in terms of "I have to absorb all this information before I can even start writing", but it's one I'm prepared to make.
For #3, part of the problem is that we never know when something will get shot down as, "stupid idea, dismissed" so it helps to include several things that might be done.
I'd just like to say how much I love the fact that we're seriously proposing to hijack the legislative process of a foreign power to get a better mark on our exams.
And the best strategists say SCREW THE RULES I HAVE EXPLOSIVESA good strategist controls the pieces. A great strategist controls the gameboard.
new tag: "table flip isn't the normal plan?"A good strategist controls the pieces. A great strategist controls the gameboard.
"You think he's a genius?" she said, raising her eyebrows. The high Vor twit?
"I don't know him quite well enough, yet. But I suspect so, a part of the time."
"All of the geniuses I ever met were so just part of the time. To qualify, you only have to be great once, you know. Once when it matters."
Well, I'm not going to say "No, I'd rather have less agency in choosing what I want to write". Certainly, I'm happy to leave necessary but unexciting things offscreen in favour of more Interesting Things happening to you. We do it anyway to an extent, and it seems to work out OK as long as the relevant information gets provided in some form.As for 3, @Velorien, would it help if we, as the players, gave you more agency in deciding what scenes you'd like to write? From our perspective, plan actions are instrumental, they're things we want to do in order to get the results we desire, rather than what we want to necessarily see happen in an update. Some of them don't even need explicit acknowledgement, I think.
Let's take the current plan for example. It spends a good amount of time on talking to the client, but none of this really needs to happen on screen unless you think it would make for a fun scene. Similarly, it specifies a detailed protocol for moving the client around, but none of it needs to be shown unless it becomes relevant because we are attacked. Keiko scouting is similarly something that you can inform us of the results OOC. So, aside from the possibility of attack, it's basically us escorting the client around, which you can divide into scenes however you want.
After QM discussion, this is something we're prepared to try on an experimental basis.Similarly, in terms of how much time the update covers without intruding on our agency, would it help if the plan included something like "Proceed with this until the end of the exam unless we are attacked or important information comes up (for example about a team we might want to hunt)"?
Incidentally, I am also happy with contingent plan sections ("Here is what we do if we get attacked"), and don't really consider them to be a burden in terms of plan length. They save spoons and are often reusable. Actually, they're a good opportunity for the modular planning concept you guys piloted earlier.
Yeah, I think we're also happy with them, and even have a proctor interaction protocol written that we forgot to link in the past two plans.
To remind them of it, mostly. As much as we might like them to be otherwise, they are only humanI would take the position, why does that have to be reinserted in every plan? Once it's been voted in, it shouldn't have to be revoted every time afterwards. The QMs can just bookmark it or something
I would take the position, why does that have to be reinserted in every plan? Once it's been voted in, it shouldn't have to be revoted every time afterwards. The QMs can just bookmark it or something
Easy, just have everybody henge into team let down.Well, yes, but I assume anyone interested enough to specifically target us would've either bothered to have a good look on one of the many occasions the examinees we're gathered in one place, or at the very least had obtained a description.
The point is for them to not be able to tell it's us without actually getting closer or watching for an extended period of time. Should reduce the chances of getting waylaid by overzealous Mist loyalists, I think.
Now, if only there were a way to hide the fucking barrel...
The other matter regarding increasing participation, and I don't think this is something that can really be addressed on the QM side, is making the general flow of conversation in the thread more open to non-regulars and people who feel they shouldn't join the discussion if they have no original insights to contribute. Does anyone have thoughts on how we can work on this?
I'd like it to be maximally visible, basically. Even if we agree that we can have long-lived contingency votes, which then go to an external document that QMs can look at whenever they need to, I'd still like to link it with every single plan, and ideally at the end of every update. I think this would be a pretty big win both in terms of plan size and spoon conservation of everyone involved, but I'd like people joining the thread to have as much clarity as to what is going on as possible.
I'm reasonably confident that we have never done that, although I'm prepared to be corrected if you have a link. As a general rule, I roll the dice for an ambush (or equivalent event) but if the players have gone to the trouble of explicitly planning for it then it either gives a bonus or obviates the need. As an example, the post-Swamp-event ambush battle that y'all set up ended up basically not needing any actual combat rolls because you did such a good a job of planning it that there was no point. There were some Alertness-vs-Stealth rolls where Chōji got massive Aspect bonuses but still pooched it. (In fairness, it was a terrible roll.)Abstract more of an ambush's success to the Alertness-vs-Stealth roll, instead of "did the players say to specifically look up when they went into the room?" and such.
Fantastic, thanks.I've reorganized the post to put the omake-content at the top for the sake of future generations, BTW.
Did you mean CFAR?Anyone here planning to be at the CRAR alumni reunion in augest?