The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
New traits are what? A few percent higher odds on two or three actions per turn. Realistically they hardly matter at this point.
Killing a greater demon=pretty big trait.

I mean have you seen some of the traits we can get, they have genuine benefits.
I'll give you the others though you should keep in mind that the Planet-Mind may decide that we should be exterminated, the end.
So long as we ain't chaos and don't threaten to wipe out any of the Avernite species it seems to not care what we do.

If we do either of those things well we're dead.

Also notice how the phase tigers were saved y that even bigger tiger.
Cool, but remember he was killed personally by a keeper of secrets.

I do prefer this though.
 
Look, the problem isn't the event. The event is fine. The problem isn't even the character's we're losing.

Where Durin has messed up, is how he's handling it. We have no control over what's going on. We can't give orders, or help out our friends. We can't take control of other hero characters and try to fight off the hordes of Perfection. We can do nothing but sit here and desperately write, and pray.

This is an extreme example of the over reliance quests can have on dice rolls over narrative. The event was started by a dice roll, it is controlled by dice rolls, and the outcome will be decided by dice rolls. All with absolutely zero player involvement. We might as well just be reading a story at this point, except stories aren't this random.

What should have happened is that each sector gets a few short updates where we take control of the characters and give orders. One or two updates a section, wrap them up, then move on. It'd stretch things out a few days more, but Durin has proved that he is more than capable of handling long, protracted conflict.

This was a bad move on his part.
The problem is that the last time he did that it dragged on for over half a year from Nov 4 2015 to Jan 4 2016.
 
Maybe an Omake about a traditionalist exposing Britton to that keeper of secrets, which is why he died?

Which leads to members of the traditionalists defecting to the reformists in disgust.
The problem is that the last time he did that it dragged on for over half a year from Nov 4 2015 to Jan 4 2016.
And it was.. not very fun.

Also, guys, I just realized that:

Dis: 6

Our very first roll of the incursion was another 6.
 
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Maybe an Omake about a traditionalist exposing Britton to that keeper of secrets, which is why he died?

Which leads to members of the traditionalists defecting to the reformists in disgust.
Now that may work.

How about phrasing it like this the conservationist is so desperate to keep the "perfection" of the old admech that he would do that.
 
The problem is that the last time he did that it dragged on for over half a year from Nov 4 2015 to Jan 4 2016.
A couple updates per sector? At most that means he can only get through two sectors a day instead of the four he managed. And even then, that would be better than this.

We've joked that this is a 'Rocks Fall, Everybody Dies' situation, but that isn't a joke. That really is what this is. If I didn't trust Durin as a GM as much as I do, I would assume he was being spiteful due to our success. Instead I simply recognize this as a rather bad misstep in an otherwise excellent and fun quest.
 
I'd much rather have that than watch so much of our hard work be undone as a result of a handful of dice rolls only a few of us can affect.
That is true.

I mean if enough people say this was a bad move then I'm sure Durin will listen, but remember, this was something that even he never saw coming, and the reasons for all of this do make logical sense, even if we don't like it.
 
That is true.

I mean if enough people say this was a bad move then I'm sure Durin will listen, but remember, this was something that even he never saw coming, and the reasons for all of this do make logical sense, even if we don't like it.
You're not listening.

We aren't complaining about the event. We're not complaining about the character deaths.

We're complaining about the lack of agency. This isn't currently a quest. It's a randomized story.
 
durin could've found ways for us as players to have a role in all this beyond just writing omakes, even with the severed communications.
 
See, I actually prefer this style of battle.

I really like how quick the battle turns are coming, usually in quests battle turns take forever and are just the most boring parts of quests. The amount of times I've seen quests die because the short battle that should have lasted a week in RL took 3-6 months because players were constantly going back and forth over troop placements is absurd. Honestly, a lot of the time I just end up skimming battle turns because they are just lists of numbers that I can see in aftermath posts.

I suppose it comes down to personal preference in the end though, I prefer Empire building and am therefore more interested in reading the regular turn posts but others might prefer battles, I guess...
 
We're complaining about the lack of agency. This isn't currently a quest. It's a randomized story.
The quest is a randomised story.

We can direct it a bit, but we are always at the whims of the dice.
Stone men you mean. We destroyed the Iron men one.
Wait I thought we kept both?
How can anything involving the direct actions of one of the Dark Gods make sense?
He can't just say "space bends so know you can move your peeps around" and just because the demons don't make sense doesn't mean also don't
 
See, I actually prefer this style of battle.

I really like how quick the battle turns are coming, usually in quests battle turns take forever and are just the most boring parts of quests. The amount of times I've seen quests die because the short battle that should have lasted a week in RL took 3-6 months because players were constantly going back and forth over troop placements is absurd. Honestly, a lot of the time I just end up skimming battle turns because they are just lists of numbers that I can see in aftermath posts.

I suppose it comes down to personal preference in the end though, I prefer Empire building and am therefore more interested in reading the regular turn posts but others might prefer battles, I guess...

That is nice and all but the next god-knows how many turns of empire building will be concerned with dealing with fallout on all levels. How fun are actions consisting of: X% of Y damage was fixed it went this well. N number of years remaining.
 
See, I actually prefer this style of battle.

I really like how quick the battle turns are coming, usually in quests battle turns take forever and are just the most boring parts of quests. The amount of times I've seen quests die because the short battle that should have lasted a week in RL took 3-6 months because players were constantly going back and forth over troop placements is absurd. Honestly, a lot of the time I just end up skimming battle turns because they are just lists of numbers that I can see in aftermath posts.

I suppose it comes down to personal preference in the end though, I prefer Empire building and am therefore more interested in reading the regular turn posts but others might prefer battles, I guess...
It's not more battles that we want, just to be able to have more of an effect on these events beyond just omake bonuses.

The quest is a randomised story.

We can direct it a bit, but we are always at the whims of the dice.
Far from completely at their whim. Normally we decide what actions are rolled on, and where to put bonuses.

Here we almost totally are.
 
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That is nice and all but the next god-knows how many turns of empire building will be concerned with dealing with fallout on all levels. How fun are actions consisting of: X% of Y damage was fixed it went this well. N number of years remaining.
1-2.

Five year turns remember.

Sucks we have to waste so much time ****ing around, but its much quicker than before.
Far from completely at their whim. Normally we decide what actions are rolled on, and where to put bonuses.

Here we almost totally are.
Fair enough.
No, we destroyed the Men of Iron STC. There was too much risk. Even word getting out that we kept it would have set off an AdMech civil war for certain.
Yeah I went back to look.

Probably a good call.
It's completely different. Normally the dice decide the outcome of our choices. Here we don't have any choices.
What could we do?

Go forth and fight the demons?

Move troops through the warp storm?

Spend loads of turns doing deciding where to send troops to in different parts of the citys?

There wasn't much we could have done.

It sucks, but there we go.
 
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