We don't need the Asvir trip, you've just convinced yourself we do because you refuse to accept anything but T9 for our first draft of Abjorn's armor and that clearly this is our only chance to talk to Audirkr despite explicitly being told we could talk to him as part of the Felag gathering.

And you'd rather him go with nothing than anything less than perfection. And I'm like.

"We're fighting honest to god monsters, things that the Headman is worried enough to call in the best of the Valley, and you'd rather Abjorn have nothing at all than 'Settle' for T8 and upgrade it later, when we're not so pressed for time."
 
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We don't need the Asvir trip, you've just convinced yourself we do because you refuse to accept anything but T9 for our first draft of Abjorn's armor and that clearly this is our only chance to talk to Audirkr despite explicitly being told we could talk to him as part of the Felag gathering.

I think it's a good idea to Realize the armor this turn, yes. And the Asvir trip is part of that. It's also something we probably need to do anyway for other reasons (we need a horse if we want a nisse, we want to buy some Food, and so on).

And you'd rather him go with nothing than anything less than perfection.

No I wouldn't. I considered it for a second and then decided that was, in fact, a mistake for several reasons. He's going with the armor in both my original plan and the current plan. The plan had him going without the armor for less than 10 minutes before I fixed my mistake.

It was a kneejerk reaction on my part rather than a reasoned one and I corrected it once I thought about it for a minute.
 
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I think it's a good idea to Realize the armor this turn, yes. And the Asvir trip is part of that. It's also something we probably need to do anyway for other reasons (we need a horse if we want a nisse, we want to buy some Food, and so on).



No I wouldn't. I considered it for a second and then decided that was, in fact, a mistake. He's going with the armor in both my original plan and the current plan. The plan had him going without the armor for less than 10 minutes before I fixed my mistake.

Ah, okay, yeah, I missed that change, it was after I kind of stormed off to cool off for a while.

Well, whatever, I still don't like your focus, but it doesn't feel like literally screwing Abjorn over anymore, which is why I went so wild.
 
---[X] Have a volunteer throw stones and tricks at us, catch them with Standstill and then try to use the Orth thread to throw them at some target
---[X] Try to make the Orth thread extend from the projectile we are manipulating to some volunteer and attach it to the volunteer
realized that we may want to not only do tell the how, but also mention the why for best results.
Would these changes work? (adding note what we want to achieve in parentheses)
---[] Have a volunteer throw stones and tricks at us, catch them with Standstill and then try to use the Orth thread to throw them at some target (using enemy projectiles against them)
---[] Try to make the Orth thread extend from the projectile we are manipulating to some volunteer and attach it to the volunteer (automatic target tracking)
-[X] (Drifa) Teach Drifa some of your tricks
--[X] Continue our basic combat curriculum 1d6
Overlooked originally, with the flop of ranged, maybe take Alectais Drifa training to get her some more evergreens (Hone and Reinforce)?
(The ranged gap we could close later by teaching her Recall and then the Orth thread as aimbot thing we are developing now)
I'm not against it, but we haven't run into the issue yet and I don't think we will soon, so I think we put it on the list after these are done. We'd need to teach him (or someone) Clearwater itself first anyway.
Sure, was just thinking that with the 1d6 thing we may want to get started to get it done in x turns. Since crafting is a very common activity for Halla and crafting Infusion is bound to be useful for that.

But close enough to be a good compromise either way.





I'm really sorry if any of my tendencies in that direction are off-putting to people, as that's not my intent at all. I just tend to get really invested in characters in this kind of thing.

Like, I really like Halla as a character and a person and I want her to do well and live a long and happy life and be successful in all her future endeavors. And, in any game with rules, success is often based on those rules, so if I want her to succeed my brain immediately starts working out "Well, what's the best way for her to do that?" Which obviously takes the form of mechanical optimization to at least some degree.
Can sometimes feel like "number go up" optimization and big battles take over and there is just a little room for organic growth and exploration.
Though this turn its going pretty good.
Could be the start of gaining ground on the research backlog.

On the backlog... used search and checked, the Runestone(Soulscape) idea is 700 pages old (original posting: page 305) and teaching via poetry is 600 pages old (original posting: 415)
 
Ah, okay, yeah, I missed that change, it was after I kind of stormed off to cool off for a while.

Well, whatever, I still don't like your focus, but it doesn't feel like literally screwing Abjorn over anymore, which is why I went so wild.

I was originally thinking 'He has DR 8, does he actually need the armor vs. some wolves'...then started thinking about it for a minute and came to the conclusion 'Actually, yeah, he probably does.' But even more than that, re-ordering actions to put the one burning Aspects last is just sort of my first reaction to that not being the last action and people pointing it out and I did it without thinking, which was an error.

realized that we may want to not only do tell the how, but also mention the why for best results.
Would these changes work? (adding note what we want to achieve in parentheses)
---[] Have a volunteer throw stones and tricks at us, catch them with Standstill and then try to use the Orth thread to throw them at some target (using enemy projectiles against them)
---[] Try to make the Orth thread extend from the projectile we are manipulating to some volunteer and attach it to the volunteer (automatic target tracking)

Sure. I'll add 'em.

Overlooked originally, with the flop of ranged, maybe take Alectais Drifa training to get her some more evergreens (Hone and Reinforce)?
(The ranged gap we could close later by teaching her Recall and then the Orth thread as aimbot thing we are developing now)

Sure, was just thinking that with the 1d6 thing we may want to get started to get it done in x turns. Since crafting is a very common activity for Halla and crafting Infusion is bound to be useful for that.

But close enough to be a good compromise either way.

Hone and Reinforce were part of the original curriculum, so I think we taught her those already.

Can sometimes feel like "number go up" optimization and big battles take over and there is just a little room for organic growth and exploration.
Though this turn its going pretty good.
Could be the start of gaining ground on the research backlog.

On the backlog... used search and checked, the Runestone(Soulscape) idea is 700 pages old (original posting: page 305) and teaching via poetry is 600 pages old (original posting: 415)

Teaching via Poetry is more of a Skill-Trick than research. It's still on the list but with the stat-focus and so many other things to train it seems like it might be a minute. The Runestone is more viable.
 
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The basic framework for NorseQuest II's system is something along these lines.

Orthstirr: Instead of counting every individual mote of orthstirr, we now go by general 'level' of orthstirr. So, Halla right now would have, like, 20 levels of orthstirr to spend in combat/other things (undecided if that is how much she would actually have). While planning for a round of combat, you'd decide how many orthstirr levels to spend on that round with higher spendature meaning the MC has more power to work with and bonuses to their moves.

Tricks in Combat: Instead of deciding exactly how many times you're going to throw out an attack or what have you, you instead decide what tricks the MC will have available to them to be used as needed. Hugr Capacity would no longer be an over-all limit, but instead being how many tricks you can have readied for action in a single round. It would literally be what the MC thinks to use in that moment.

Combat Stats: Instead of having a bunch of different combat stats, you have a single 'primary combat' stat that includes all the cutting, slashing, stabbing, and all that sort of thing in it. On top of that, you've got your martial styles which have their own bonuses to things. Also, individual capacity for stats and stuff is being gotten rid of

Now, this is all very WiP and is not the entirety of the rework, just what I've landed properly on so far.
 
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Yeah, we can, pretty easily, get a Stealth dice pool of 65d or something silly like that if we so desire, and be using Dressed In Rags on top of that. We can get the plant. And should (I know it's not in my plan...I think we need the Asvir trip this turn, and can do the plant next turn).
We can what?

===

Can we research out:

1) Can we do Firebomb-Strike with Sword Strike? (And by implication other tricks with a Sword Hugareida.)
2) Can we do Leaping-Cleave Strike with Sword Strike without Halla being attached to the Sword - Just the Sword by itself?
3) Test out quenching a forged weapon in our blood and see if there's any special results - Can our children wield it, would Abjorn or our friends have trouble wielding it, etc.
4) Test out quenching equipment in the fire-resistant oil, see if that would make the product give inherent fire resistance.
 
The basic framework for NorseQuest II's system is something along these lines.

Orthstirr: Instead of counting every individual mote of orthstirr, we now go by general 'level' of orthstirr. So, Halla right now would have, like, 20 levels of orthstirr to spend in combat/other things (undecided if that is how much she would actually have). While planning for a round of combat, you'd decide how many orthstirr levels to spend on that round with higher spendature meaning the MC has more power to work with and bonuses to their moves.

Tricks in Combat: Instead of deciding exactly how many times you're going to throw out an attack or what have you, you instead decide what tricks the MC will have available to them to be used as needed. Hugr Capacity would no longer be an over-all limit, but instead being how many tricks you can have readied for action in a single round. It would literally be what the MC thinks to use in that moment.

Combat Stats: Instead of having a bunch of different combat stats, you have a single 'primary combat' stat that includes all the cutting, slashing, stabbing, and all that sort of thing in it. On top of that, you've got your martial styles which have their own bonuses to things. Also, individual capacity for stats and stuff is being gotten rid of

Now, this is all very WiP and is not the entirety of the rework, just what I've landed properly on so far.
Looks sensible and simple to keep track of, and has the advantage of giving you more flexibility in writing combat.
 
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The basic framework for NorseQuest II's system is something along these lines.

That looks very workable, yeah. I'd be a little concerned about how non-combat was gonna be handled as it definitely needs more than one skill-equivalent, but something could definitely be worked out.

We could probably pare things down to, like, 8 or 9 skills or less very easily: Social as one skill (including Composure), Scouting/Wildcraft as one Skill, Tactics/Strategy as one skill, Crafting as one Skill, Wordplay as separate because it adds to Capacity (and doesn't fit well in other places), Farmwork/Labor as one skill, Sailing/Overland as one 'Travel' skill. That's only 7 Skills, and seems reasonable...maybe add Command for Fylgja and count Combat for a total of 9 for the 'magic number' thing?.

That'd give a list of Combat, Farming, Travel as Hamr skills, Social, Crafting, Tactics, Scouting, and Wordplay for Hugr, and Command for Fylgja, maybe?


The Shapeshift for adding to Stealth stacks. We have 4 slots we can put towards it and a base pool of 13d.
 
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I think a weapon's tier would be way more impactful, if their combat dice added to every action taken with them. Similar to how armor gives a defence bonus.

Possibly balanced out by giving out less combat dice (maybe +1d for 10/20/30/40 success tiers), mind, but the idea would be there.
 
[ ] Plan Armored Bear
I think I like this better
[X] Plan: Hungry like the wolf for some Soulscape action!
Hey, quick heads up: I deleted my plan because I realized the Odr numbers don't add up (more Odr than we currently have) when we are about to go into a fight with big issue Wolf monsters.
Instead I made some suggestions (which were mostly taken) to deadmanwalkingXI and voted for their "Plan: Armored Bear".
Sorry for the inconvenience.
 
I want a future character who doesn't use weapons at all because he's mostly fighting Knights with their difficult-to-penetrate armour. Easier to grab people and fold them into interesting shapes, armour doesn't work against that.
 
Honestly, I'm taking it as a big compliment to my writing skills—which I don't see as being all that good in the first place—that you all are sticking through this clunky ol' system of mine. That, or I've stockholm'd you all very hard.
I want a future character who doesn't use weapons at all because he's mostly fighting Knights with their difficult-to-penetrate armour. Easier to grab people and fold them into interesting shapes, armour doesn't work against that.
Armor: Suddenly does work against that
That MC: *shocked pikachu face*

;P
 
Couple questions @Imperial Fister
1. How old are our younger siblings, cousins, nieces, and nephews now?
2. If they are old enough can we start including them in the Driffa training.
3. (Don't know if this is already a thing) Can the training of the Basics with our niece count as success (or as steady rank-ups) towards our own?
 
Honestly, I'm taking it as a big compliment to my writing skills—which I don't see as being all that good in the first place—that you all are sticking through this clunky ol' system of mine. That, or I've stockholm'd you all very hard.

Armor: Suddenly does work against that
That MC: *shocked pikachu face*

;P

The setting and the puzzling and the spiting a force of primordial pettiness has earned my fealty. Also, Numbers Get Bigger ooooooooo
 
Honestly, I'm taking it as a big compliment to my writing skills—which I don't see as being all that great in the first place—that you all are sticking through this clunky ol' system of mine. That, or I've stockholm'd you all very hard.

The writing is really good. There's also a fair amount of good, inventive, thematic stuff in the system to go with the clunkiness. The stat names and how they work are great and super thematic, for example, and Tricks and Hugareida are conceptually very nice as well.

It could definitely be streamlined and improved thereby, but I've seen fairly successful published RPG systems that were probably worse, and without the core of awesome ideas.
 
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Honestly, I'm taking it as a big compliment to my writing skills—which I don't see as being all that good in the first place—that you all are sticking through this clunky ol' system of mine. That, or I've stockholm'd you all very hard.
I'm here for the character beats, and Deadman has been.... ...handling... the mechanics side of things. So I don't have to interface with them to enjoy the quest.
 
I mean, as much as I grumble about it, Deadman's hard carrying us with the mechanics, I just wish he'd be more willing to take risks from time to time.
 
I really like the numbers-heavy nature of this quest. I understand its not everyone's cup of tea, but I feel a little burst of endorphin everytime any number ticks over by 1. I have had enough of bullshit narrative quests where we dont even have any idea of how strong the MC is supposed to be, how strong their enemies are, and have to go entirely by feeling. That is extremely dissatisfying, especially when the QMs include 1 d100 roll to determine the results everything because apparently you cant go without a dice even when you said you wouldnt, so whether the MC wins or loses in a fight depends entirely on that d100 instead of any proper deterministic scenario.
Like narrative quests are still palatable if they start like that, but if a quest switches from numbers to narrative, thats an instant drop for me because there is very few QMs who can properly manage that shift.
I really find it heartbreaking when numbers go away like what even is the point. With numbers we can dictate how our MC grows and if anything goes wrong in the build thats entirely our fault and I can accept that. But without numbers, the character build is entirely based on feels without any idea if it works or not, and the successes or failures of the build are entirely based on what the QM things will give the Maximun Plot instead of us having any realistic say over things.
The main draws of NorseQuest to me are the rapid updates, the Lore and the Numbers.
Now I trust the QM and the other dedicated players who make the plans, that they can properly manage the shift to a numbers-light quest. As long as there are some numbers, I can be happy with that.
 
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