Zeppelin Quest I: A New Adventure!

[X] Fight it out- You've had a look at these pirates, and they look like they're about to fall out of the sky.
-[X]Go to minimum steerage, aimed at the Cutter. Take it out first with our Spinal, since it's the toughest, fastest, and most heavily armed. Then turn on the Heavy Skiff (Next most heavily armed, most Pirates aboard.) Then keep the range and beat the rest with broadside and spinal fire.
 
[X] Fight it out- You've had a look at these pirates, and they look like they're about to fall out of the sky.
-[X]Go to minimum steerage, aimed at the Cutter. Take it out first with our Spinal, since it's the toughest, fastest, and most heavily armed. Then turn on the Heavy Skiff (Next most heavily armed, most Pirates aboard.) Then keep the range and beat the rest with broadside and spinal fire.
 
[X] Fight it out- You've had a look at these pirates, and they look like they're about to fall out of the sky.
-[X]Go to minimum steerage, aimed at the Cutter. Take it out first with our Spinal, since it's the toughest, fastest, and most heavily armed. Then turn on the Heavy Skiff (Next most heavily armed, most Pirates aboard.) Then keep the range and beat the rest with broadside and spinal fire.

Fingers crossed.
 
[X] Fight it out- You've had a look at these pirates, and they look like they're about to fall out of the sky.
-[X]Go to minimum steerage, aimed at the Cutter. Take it out first with our Spinal, since it's the toughest, fastest, and most heavily armed. Then turn on the Heavy Skiff (Next most heavily armed, most Pirates aboard.) Then keep the range and beat the rest with broadside and spinal fire.
 
[X] Fight it out- You've had a look at these pirates, and they look like they're about to fall out of the sky.
-[X]Go to minimum steerage, aimed at the Cutter. Take it out first with our Spinal, since it's the toughest, fastest, and most heavily armed. Then turn on the Heavy Skiff (Next most heavily armed, most Pirates aboard.) Then keep the range and beat the rest with broadside and spinal fire.
-[x] also loot them of their stuff also pirates have bounty on their heads right?
 
[X] Fight it out- You've had a look at these pirates, and they look like they're about to fall out of the sky.
-[X]Go to minimum steerage, aimed at the Cutter. Take it out first with our Spinal, since it's the toughest, fastest, and most heavily armed. Then turn on the Heavy Skiff (Next most heavily armed, most Pirates aboard.) Then keep the range and beat the rest with broadside and spinal fire.
 
This looks interesting.

[X] Fight it out- You've had a look at these pirates, and they look like they're about to fall out of the sky.
-[X]Go to minimum steerage, aimed at the Cutter. Take it out first with our Spinal, since it's the toughest, fastest, and most heavily armed. Then turn on the Heavy Skiff (Next most heavily armed, most Pirates aboard.) Then keep the range and beat the rest with broadside and spinal fire.
 
This looks interesting.

[X] Fight it out- You've had a look at these pirates, and they look like they're about to fall out of the sky.
-[X]Go to minimum steerage, aimed at the Cutter. Take it out first with our Spinal, since it's the toughest, fastest, and most heavily armed. Then turn on the Heavy Skiff (Next most heavily armed, most Pirates aboard.) Then keep the range and beat the rest with broadside and spinal fire.
7734's stuff is always interesting. Hopefully having a co-writer will keep him focused long enough to get to the meat of the quest this time.
 
7734's stuff is always interesting. Hopefully having a co-writer will keep him focused long enough to get to the meat of the quest this time.

The problem's not focus so much as life transitions. (Gun)Swords and Sorcery died when I realized I had no clue what I was doing and hit the hard wall on my ability, while An American Mage was going strong until I ended up working at a camp with almost no Internet, and died for good when I ended up with enough burns to write a Firebender Marty Stu's backstory. Kingdom of Detroit and my SAO/XCOM cross both hit mechanical snags...

Well, I strive to make sure I don't need to kill a quest for the same reason twice in a row at least.
 
Dude. I don't do shit. I've got like... negative work ethic when it comes to writing.

You also make an excellent way to cover me when I come down with a bad case of Girlfriend or some shit. As long as you don't need to touch the numbers hiss oh god they burn REMOVE ARAB SYMBOL REEEEEEE-

Ahem. As long as you don't need to star into the abyss marked "Practical Mathematics" then you make a perfectly good planned backup writer who can keep this Quest on life support for when shit comes up. For example, me taking the Girlfriend to her prom and being totally out of money for the next few days.

Edit: there's also @NothingNow who makes sure we don't actually need to do as Deme does and throw three hours of reaserch away on leaning how to write radio code. Truly we're improving on the masters in theory!
 
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Sounds like a good setup!

And to be fair, I don't run quests because A) the crunch intimidates me, and doing without doesn't end well (for me), and B) I suck at pre-planning. So you're already one up on me.
 
Sounds like a good setup!

And to be fair, I don't run quests because A) the crunch intimidates me, and doing without doesn't end well (for me), and B) I suck at pre-planning. So you're already one up on me.

The thing about Quests is that there's a sliding scale of "game" to "story" and how much of each you include affects the result. The three basic stereotypes are "story with audience input" with examples being Kant-O-Celle quest and Daughter's Dedication. Next, there's "mechanically influenced story with audience input" which was the idea behind An American Mage, as well as the force behind stuff like A Dynasty of Dynastic Alcoholism. Finally, there's "game with story attached" with examples being A Hedge Mage Is You and Shinji Ikari Raising Project.

Once you find your comfort level, quests get easy to write, as well as knowing when to slide around on it. Right now, we're in one of the game-y portions, which is one of my strong suits but isn't sustainable. Earlier, we were in a very narrative section, which is why @theJMPer took out an update so I could focus on getting later Game things lined up. It's a fluxing operation, really.

Its actually kind of funny, because this is a stealthy way for me to get something out of JMPer after he made me mechanically overhaul two of his quests because he can't into numbers. Revenge is a dish best served in a rental mini-fridge, after all.
 
Hey, you volunteered to do tacfus!

Much like a boat builder on a deserted island with one hotshot cyclist will volunteer to build a cycle-powered boat rather than watching the other guy try and duct tape together a raft, yes, I "volunteered". Considering the fate of Knight's Steel 1 I figured I was justified in preventing the raft from going out without sufficient freeboard this time.
 
Eh, at least I just got Shanghaid into doing research.

Instead of doing the actually hard shit.
 
Eh, at least I just got Shanghaid into doing research.

Instead of doing the actually hard shit.

Consider yourself the leaver we use to move the world. Research is what makes the story *pop* to a reader, and it helps us keep the setting together. Sure, most of the time we're going to be overbearing goofs over it (cough cough Swiss Masterwork constant-speed airscrews cough cough) but all that time you save us really does help keep the updates coming

By the sound you two are a match in heaven. :cool:

Birds of a feather and all that jazz, I suppose. Or, more accurately, "what happens when a computer programer, ex-electrician, and professional everythinger walk into a liquor store." if you want to be all metaphorical and whatnot.
 
[X] Fight it out- You've had a look at these pirates, and they look like they're about to fall out of the sky.
-[X]Go to minimum steerage, aimed at the Cutter. Take it out first with our Spinal, since it's the toughest, fastest, and most heavily armed. Then turn on the Heavy Skiff (Next most heavily armed, most Pirates aboard.) Then keep the range and beat the rest with broadside and spinal fire.

Honestly this seems like the best approach and should keep us safe, with the exception that we could just get screwed by the dice. stupid grenade.
 
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