This isn't that big of a deal, really. We have infinite magic and the Japanese are kind of used to unpacking their entire sleeping spaces and converting the space into a day-space. It's the whole point of futons.
That's fine for visitors like the Kazusa Krew, but for the girls who are moving here? Mami would have to travel over to their place every night to regenerate their beds for them. That would eventually become tiresome, or there would be an evening where we were too busy with some Sendai-type crisis. Easier in the long run to make or buy something with permanence.


We can just tell her these are hypothetical realities that could have existed, but didn't. It's not that big a deal.
That was the assumption, but Sabrina balked at saying it in the last update.


So...I've been thinking that, perhaps, so long as we went about it the right way, Madoka making a Wish wouldn't be a bad thing? We'd ensure that there would be no possibility of her Witching out (and with a plentiful supply of Clear Seeds, she'd be set for life regardless). She wouldn't even have to fight Witches, necessarily, but even if Madoka insisted on doing so, she'd be backed up by (at a minimum) Homura, if not also Sabrina, Mami, and Sayaka.
Honestly, I'm not sure we can keep her gem clean. She witches out extremely quickly in later loops, apparently due to having an enormous rate of magic consumption. And even if we duct-taped ten Clear Seeds to her gem, I'm not sure that Homura could ever accept it. She sees a contracted Madoka as a failure. She'd want to loop again, and then it's bye-bye Sabrina.
 
That's fine for visitors like the Kazusa Krew, but for the girls who are moving here? Mami would have to travel over to their place every night to regenerate their beds for them. That would eventually become tiresome, or there would be an evening where we were too busy with some Sendai-type crisis. Easier in the long run to make or buy something with permanence.

I agree, I'm just bringing this up to take off some of the sense of urgency for the Pleiades.
 
[Χ] Have you heard the tragedy of Darth Akiko the Wise? I thought not. It's not a story the Incubators would tell you. It's a meguca legend. Darth Akiko was a meguca, so socially adept and wise, she could use the SOCIAL to influence other meguca... She had such a knowledge of SOCIAL that she could even keep the ones she cared about from dying. The SOCIAL side of meguca is a pathway to many abilities some consider to be unnatural and unscientific. She became so powerful... the only thing she was afraid of was losing this power, which eventually, of course, she did. Unfortunately, she had no apprentice to teach everything she knew, and then, when she lost her mind, her friend slapped her. Ironic. She could SOCIAL others, but not herself.
[X] Redshirt Army
 
[Χ] Have you heard the tragedy of Darth Akiko the Wise? I thought not. It's not a story the Incubators would tell you. It's a meguca legend. Darth Akiko was a meguca, so socially adept and wise, she could use the SOCIAL to influence other meguca... She had such a knowledge of SOCIAL that she could even keep the ones she cared about from dying. The SOCIAL side of meguca is a pathway to many abilities some consider to be unnatural and unscientific. She became so powerful... the only thing she was afraid of was losing this power, which eventually, of course, she did. Unfortunately, she had no apprentice to teach everything she knew, and then, when she lost her mind, her friend slapped her. Ironic. She could SOCIAL others, but not herself.
[X] Redshirt Army

 
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Wut
Adhoc vote count started by Onmur on Jul 9, 2017 at 11:12 PM, finished with 120536 posts and 6 votes.
  • 8

    [X] Let Homura compose herself, while being reassuring and supportive. Wrap the conversation up. If the silence gets stifling, some light discussion if it seems appropriate.
    -[x] Ask Homura to get back to you with a time for that shopping trip and that science session.
    -[x] If she has any issues at all... you're always happy to talk, or be a shoulder to lean on.
    [x] Dinner Date Dinner time with Mami.
    -[x] Aim for substantive but pleasant and light conversation, both to get Mami's mind firmly away from other things and to learn more about her. Why Italy? What has she dreamed of doing? Etc.
    --[x] Answer any questions she asks in turn honestly to the fullest extent, bar "bad" information.
    ---[x] Be affectionate. All the time.
    [x] Wrap the conversation up. Let Homura compose herself. Some light conversation if it seems appropriate. Perhaps about your new surname?
    -[x] Ask Homura to get back to you with a time for that shopping trip and that science session.
    -[x] If she has any issues at all... you're always happy to talk.
    [x] Dinner Date Dinner time with Mami.
    -[x] Drop Homura off somewhere, if she wants.
    -[x] Be sappy and affectionate.
    --[x] Keep conversation light during dinner, if you can. No heavy topics, just Mamifluff.
    [x] [HOMURA] Redshirt Army
    [x] [MAMI] Dinner Date Dinner time with Mami.
    -[x] Aim for substantive but light conversation, both to get Mami's mind firmly away from other things and to learn more about her. Why Italy? What has she dreamed of doing? Etc.
    --[x] Answer any questions honestly to the fullest extent, bar "bad" information.
    ---[x] Be affectionate. All the time.
    [X] Wrap the conversation up. Let Homura compose herself. Some light discussion if it seems appropriate. Perhaps about your new surname?
    -[x] Ask Homura to get back to you with a time for that shopping trip and that science session.
    -[x] If she has any issues at all... you're always happy to talk.
    [x] Dinner Date Dinner time with Mami.
    -[x] Aim for substantive but pleasant and light conversation, both to get Mami's mind firmly away from other things and to learn more about her. Why Italy? What has she dreamed of doing? Etc.
    --[x] Answer any questions she asks in turn honestly to the fullest extent, bar "bad" information.
    ---[x] Be affectionate. All the time.
 
You have to check the "newest vote only" box.
Adhoc vote count started by The Narrator on Jul 9, 2017 at 11:17 PM, finished with 120538 posts and 6 votes.

  • [X] Let Homura compose herself, while being reassuring and supportive. Wrap the conversation up. If the silence gets stifling, some light discussion if it seems appropriate.
    -[x] Ask Homura to get back to you with a time for that shopping trip and that science session.
    -[x] If she has any issues at all... you're always happy to talk, or be a shoulder to lean on.
    [x] Dinner Date Dinner time with Mami.
    -[x] Aim for substantive but pleasant and light conversation, both to get Mami's mind firmly away from other things and to learn more about her. Why Italy? What has she dreamed of doing? Etc.
    --[x] Answer any questions she asks in turn honestly to the fullest extent, bar "bad" information.
    ---[x] Be affectionate. All the time.
    [x] [HOMURA] Redshirt Army
    [x] [MAMI] Dinner Date Dinner time with Mami.
    -[x] Aim for substantive but light conversation, both to get Mami's mind firmly away from other things and to learn more about her. Why Italy? What has she dreamed of doing? Etc.
    --[x] Answer any questions honestly to the fullest extent, bar "bad" information.
    ---[x] Be affectionate. All the time.
 
Ahhhhh, right, Firn added the approval-voting feature just now.

That should probably default to off.
That's fine for visitors like the Kazusa Krew, but for the girls who are moving here? Mami would have to travel over to their place every night to regenerate their beds for them. That would eventually become tiresome, or there would be an evening where we were too busy with some Sendai-type crisis. Easier in the long run to make or buy something with permanence.
I'd argue that Mami can make her ribbons permanent. Remember, she was willing to use them to wrap up a gift for the Madoparents. She's an expert meguca; she wouldn't have considered ribbons acceptable if there was any chance that they'd would run out of duration while a muggle was looking at them.
 
I'd argue that Mami can make her ribbons permanent. Remember, she was willing to use them to wrap up a gift for the Madoparents. She's an expert meguca; she wouldn't have considered ribbons acceptable if there was any chance that they'd would run out of duration while a muggle was looking at them.
We were headed there at the time, so a ribbon used for gift-wrapping would only need to persist for a few hours, then could dissipate unnoticed during the night.
 
We were headed there at the time, so a ribbon used for gift-wrapping would only need to persist for a few hours, then could dissipate unnoticed during the night.
Unless the visit goes long and they don't get around to opening it until the following morning, in which case it mysteriously unwraps itself in the middle of the night. Also, Cinderella. I do not believe that this is a risk that Mami would take.
 
Unless the visit goes long and they don't get around to opening it until the following morning, in which case it mysteriously unwraps itself in the middle of the night. Also, Cinderella. I do not believe that this is a risk that Mami would take.
When a visitor brings a gift, doesn't one generally open that gift in front of them? Then the wrapping probably goes in the trash, where nobody will notice if it turns into glowing glitter and disappears.

I mean, we can certainly ask Mami if she can make permanent ribbons, but the fact that they always instantly dissolve upon her death implies that she has to sustain them to some degree.
 
I would VERY, VERY STRONGLY not try to do a "Law of Cycles with no Madoka retgone" wish even if I was pro-Madoka contracting. Like...Rebellion isn't proof of jack shit because we have no idea what the long-term consequences of that ending is, and the Concept Movie implies that Ultimate Gretchen is a threat.

Like, this idea might legitimately destroy the entire fucking universe.
"I Wish that all Grief that is ever generated will instantly be teleported into Sabrina's range, forever."

We'll just have to keep a (hopefully mute!) Kyubey-hole around so we can funnel it all to him on a continual basis...

[X] Redshirt Army
 
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"I Wish that all Grief that is ever generated will instantly be teleported into Sabrina's range, forever."

We'll just have to keep a (hopefully mute!) Kyubey-hole around so we can funnel it all to him on a continual basis...
Poor phrasing/intent. Doesn't make any distinction between magical grief and mundane grief.

Watch the world become stagnant because its impossible for any human to feel grief about anything for more than a split second.
 
Poor phrasing/intent. Doesn't make any distinction between magical grief and mundane grief.

Watch the world become stagnant because its impossible for any human to feel grief about anything for more than a split second.
Fortunately PMMM Wishes aren't monkey's paws and won't go out of their way to screw you like this. The words are only there to frame your intent, especially now that we've already had a Madokami-tier Wish used to ensure that everything can be fixed.
 
The words are only there to frame your intent, especially now that we've already had a Madokami-tier Wish used to ensure that everything can be fixed.
Framing does matter when it comes to these things thouse, and her wish is not perfect considering everything will apparently go to hell if we tell Homura the potential bomb, unless of course our GM will always tell us straight up that something will go to hell but then that takes all the conflict and interest in a quest and may as well be a story.
 
Framing does matter when it comes to these things thouse, and her wish is not perfect considering everything will apparently go to hell if we tell Homura the potential bomb, unless of course our GM will always tell us straight up that something will go to hell but then that takes all the conflict and interest in a quest and may as well be a story.

I... disagree. "Hey, reminder that if you stick your hand in a blender it'll be a bad experience" doesn't take the conflict out of a story, it keeps you from having to play Mother May I (Not Die Randomly).
 
I think alittle less hand holding could do wonders, nothing like a Bad End every once in awhile to remind oneself that they are human and they are fallible.
 
You also don't want years of planning and gameplay to be cut short by a single failure. Unlike in a video game, you can't just restore the last save to try again. When you reach a Bad End, the rest of the story never gets told.

I've been GMing on a regular basis for about a decade now, and I find that if a player or the whole group is about to do something that seems like a terrible idea, it's good to talk to them about what they're trying to accomplish. It may be that there's some sort of miscommunication about the situation; verbal description and human memory are hardly perfect. It may be that they haven't considered all the consequences. (On the other hand, not having the GM's omniscient perspective, there may be no way for them to be aware of the consequences that seem obvious to the GM.) They may just be doing something silly to be funny and entertain the other players; games are supposed to be fun, after all. They might just be fucking around out of boredom or to be a dick. They might think that they can manage to pull off this really unlikely and dangerous thing, and when they do it will be totally awesome. (And they might be right. Tabletop RPGs tend to run on action movie logic, after all.) Or they might have come up with a great idea to solve the problem that the GM didn't anticipate. Just because they're not doing things in the way you expected them to doesn't mean that they're doing things wrong. That's the great advantage tabletop gaming has over video games: the freedom to come up with creative ideas that the game's creators never anticipated. That's why they need a human GM with the flexibility to improvise on the fly to run them.

If any and every mistake were punished with death and campaign failure, everyone would be too afraid of getting smacked down to every try anything creative. Consequences for bad decisions, sure, but not game-ending ones. Probably not even permanent ones unless the players are just absolutely refusing to take a hint or listen. And if they keep making choices that seem intended to derail the campaign, then it's time to ask yourself if the players are here to play your game, or a game of their own devising called "Let's Troll the GM"? And if that's the case, then why are you spending your Saturday night with these people?
 
You also don't want years of planning and gameplay to be cut short by a single failure. Unlike in a video game, you can't just restore the last save to try again. When you reach a Bad End, the rest of the story never gets told.

I've been GMing on a regular basis for about a decade now, and I find that if a player or the whole group is about to do something that seems like a terrible idea, it's good to talk to them about what they're trying to accomplish. It may be that there's some sort of miscommunication about the situation; verbal description and human memory are hardly perfect. It may be that they haven't considered all the consequences. (On the other hand, not having the GM's omniscient perspective, there may be no way for them to be aware of the consequences that seem obvious to the GM.) They may just be doing something silly to be funny and entertain the other players; games are supposed to be fun, after all. They might just be fucking around out of boredom or to be a dick. They might think that they can manage to pull off this really unlikely and dangerous thing, and when they do it will be totally awesome. (And they might be right. Tabletop RPGs tend to run on action movie logic, after all.) Or they might have come up with a great idea to solve the problem that the GM didn't anticipate. Just because they're not doing things in the way you expected them to doesn't mean that they're doing things wrong. That's the great advantage tabletop gaming has over video games: the freedom to come up with creative ideas that the game's creators never anticipated. That's why they need a human GM with the flexibility to improvise on the fly to run them.

If any and every mistake were punished with death and campaign failure, everyone would be too afraid of getting smacked down to every try anything creative. Consequences for bad decisions, sure, but not game-ending ones. Probably not even permanent ones unless the players are just absolutely refusing to take a hint or listen. And if they keep making choices that seem intended to derail the campaign, then it's time to ask yourself if the players are here to play your game, or a game of their own devising called "Let's Troll the GM"? And if that's the case, then why are you spending your Saturday night with these people?

This. Exactly this.
 
If any and every mistake were punished with death and campaign failure, everyone would be too afraid of getting smacked down to every try anything creative. Consequences for bad decisions, sure, but not game-ending ones. Probably not even permanent ones unless the players are just absolutely refusing to take a hint or listen.
And yet if your not given problems that need creativity to solve and just simply trust the rails provided then you not going to have creativity at all.
 
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