This is a thread created for the discussion of Quest threads, as well as sharing of advice and guidance for aspiring or current QM's. Posters looking for advice on tabletop games should look elsewhere.
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[The Cabal] #QMC @ Rizon.net (slightly related to quests; enjoys worldbuilding, mechanics and politics)
[Hugbox] #ques/tg/enerals @ Rizon.net (barely related to quests; enjoys Larro quests and anime)
> QM question
From what sources do you draw inspiration for the villains/BBEGs in your quests? How much forethought is there put into how they will affect the player character and the world at large?
> Player question
> Bonus question
Why aren't you running yet? Why do you keep putting it off?
Because I get paranoid about my quality, speed, and accuracy and want to make the first update post as perfect as possible, so I keep setting the next date a long time away.
Sorry for not being quest-related, but this is just goddamn obligatory.
>From what sources do you draw inspiration for the villains/BBEGs in your quests? How much forethought is there put into how they will affect the player character and the world at large?
From the bees of course. Cordelia, the Beelicious Queen of the Deathbees Hive is the BBEG of my Quest.
>Why aren't you running yet? Why do you keep putting it off?
I want to run a 'Dark Times' era Star Wars quest that follows a Seperatist General refuse to surrender and on the run with his frigate. Sort of like imagine similar to Thrawn and his efforts of building a navy, surviving, hit and run, capturing resources etc. I haven't started yet cos I am already running the Hogwarts Interbellum quest.
>Why aren't you running yet? Why do you keep putting it off?
1. I have no writing ability.
2. Nobody likes my premises.
3. The audience here is toxic.
>Why aren't you running yet? Why do you keep putting it off?
I've run a quest before with 15+ players, but I'm not sure I can keep up the resolve to run a long-term quest again and my ADD makes me switch interest between two quest settings day out and day in.
>Why aren't you running yet? Why do you keep putting it off?
Because I'm afraid it'll suck shit, and having others bash it will only make me want to run it less. I want to create a quest that's pretty much a fusion of Verdict Day and For Answer, with a little bit of outside interference thrown in.
Idea is that Humans went MAD in the 23rd Century, after the advent of mechs and a massive shift in power away from governments to a few megacorporations. With the world already facing severe climate changes and food shortages from an unsustainable large population, most of the population was wiped out in the following two hundred years. Those who have survived until now are either Normals, Nexts, or Post-Human, with players choosing which one they'd play.
-Normals are baseline, with no genetic degeneration or mutations
-Nexts are Humans who have developed neurological mutations, giving them psychic abilities and are better adapted to Earth. This gives them better tolerances and reaction times, though they will naturally go insane over time from constant brain fluctuations, overuse of their psychic abilities has the chance of outright frying their brains.
-Post-Humans are those who have forsaken their mortal forms to become cybernetic intelligences. They have the ability to directly interface with mechs, granting them (usually) unrivaled control over their machines.
Which would lead to the present, with Earth as a poisoned and radioactive wasteland, the industrial warmachine still geared towards driving constantly warring city-states, and where the last bastions of man are being assaulted from something beyond the stars. Players would take on the role of a fledging, unaligned mech-merc in a world out to destroy them without mercy.
The only chargen would be which kind of Human you are, though I suppose I could solve that myself with a coinflip.
>hypergranular customizaton and micromanagement
I don't how I could streamline it, but I was thinking that people are coming mainly for the battles, not the micromanagement. Having situational weapons/parts become available from contractors when necessary seems like it might offset the biggest issue of choosing shit you don't need when you don't need it.
I imagine it'll be insanely difficult, but even with some hiccups at first, I think I could handle it in time. And I'm not one to overestimate myself.
I've been fancying the idea of two different quests.
>Fantasy Dreadnought Quest - Inspired by the story of Bjorn
You are Gorgotz Ironfist. You were one of the toughest bastards in your time. Many songs were sang after you exploits, stories of great heroism. The clan you raised an collected from nothing soared high in the fields of glory. However all those who live by the blade, usually die by the blade.
That's what almost happened to you, but for some reason you can't quite remember, you didn't want to die after you recieved a crippling injury. You have been placed in a hulking metal golem, created by the strongest magic, and under the keep of you clan you've been placed, waiting for a time when you could take a fitting doom.
Every fifty year you have been awakened, to impart you wisdom to the new generation of warriors.
However this time you woke up by yourself quite relaxed. Turns out a you have been asleep for over 200 years. Approx. 100 years ago there was a great war, which was underestimated at first.
Causing your warriors to move out, and meet the foe without waking you. They got slaughtered to the last men. The women and children fled, the fort fell into disuse, the armoury emptied, the rest fell to scavangers.
The war passed, and the survivors, and refugees rebuilt some of the settlements in the nearby caves, but no one ever returned to the keep. They live as scavaners now, not knowing how to read the ancient text (your text!), abandoning the ways of the warrior.
This shit cannot stand! Time to take matters into your tonne-heavy hands, and teach these stupid fuckers that there are better ways to live than living off on underground mushrooms, and taking shit from goblins.
A little quest idea I have.
Year 20xx. London, England.
Over the years, a new bacteria has been spreading through the population that targets both males and females. The bacteria doesn't make you ill nor does it have any side-effects to your own body or psyche. So far it's been untraceable by modern medical technology. However, off-springs of those infected with this bacteria are born with symbiotic parasites developed from the bacteria within their mothers or passed onto their mothers from their fathers through sexual intercourse.
The Parasite develops at the same pace as its host and eventually gains a sentient mind between the host's puberty and its early adulthood (Early 20's). When it inevitably gains a will of its own, it always tries to take control of its Host, turning what had once been considered a Human being into a blood-thirsty predator that hunts humans. There's two kinds of Parasitic predators; the Red ones who have lost their mind to the parasite, and black ones who have either successfully kept the parasite under control or reached an understanding with it. These 'people' can shift between their human forms and their parasitic forms.
The MC is a High school/Uni student and the first Red one that has ever successfully been able to regain control of his mind again after his parasite took over for a brief moment.
Now he must learn to survive in a world where humans hate his kind and other parasitic predators either wants him dead or wants to capture and study him. He must overcome the psychological obstacle of feeding on human flesh to survive, and try to preserve his life as a student while trying to understand all the aspects of his new role in this world.
>a new bacteria has been spreading through the population that targets both males and females
>targets both males and females
Sounds like the premise for an Akun smut quest where the uninfected are all traps and futas.
That sounds cool, but where would it develop/end? This sounds like a story that could go on till the MC hits 80 and dies in a nursing home.
That is if the parasite doesn't lengthen lifespan.
That's definitely something I'll have to think about. The end-goal could be to get full control of the parasite and finding your part in the world of parasitic predators?
The parasite would probably lengthen the lifespan of its host as much as possible. It also acts as a symbiosis in that regard. When you die, it dies as well.
>Why aren't you running yet? Why do you keep putting it off?
When I only had to deal with school, running was easy. When I now work a 48 hours a week desk job I don't even want to be near the computer when I'm home.
Is there anyone with a full time job that QMs successfully? I don't see how you can plan and have the energy to QM on your 1-2 free days, said free days where you also might have to visit family and friends, do the house chores, go shopping, etc other errands.
>Sources for BBEGs
Metal Album covers, music, and video games provide good inspiration for raw aesthetic and personality. As for impact, they're the reason the main character, or most characters in the quest, does anything at all.
>Is there anyone with a full time job that QMs successfully?
I've done it for the last two years (barring the recent few months but I'm back now). It's hard and often requires scheduling life around your QMing as you'll need to set aside at least one day of your weekend. Timezones also matter a lot, running late at night wouldn't work if you need to be at work at a reasonable hour and productive.
Also, I sometimes put off sessions where I was burnt out from a week of work (or had other events on all weekend) but those didn't occur too often.
Probably so that the MC needs to be careful and not just whip it out whenever because otherwise everyone will think he's just a monster.
Or so that he's *~*~*~special~*~*~*.
One or the other.
Makes it more interesting in my opinion. Having the MC be a black one works too of course, but I prefer the plot opportunities and character interactions a Red one who hasn't gone insane could present. Also gives room for character growth alongside a more rebellious and cruel parasite.
I have a concept for a quest, or rather for a series of possible quests. The main character would be a person whom fights in alternate worlds WW1 and receives a injury, stopping him from continuing service.
At this point TG would choose the characters background; His family, his interests and profession before deciding the project they would under take to assist the war effort.
The MC could create tanks or planes or other such equipment to help, maybe their background would tie into which they choose, I am uncertain at this point and that is where you come in.
What direction would the quest go, should stats be abstracted, what kinds of things should be available in the back-story to choose from, can such a quest be ran effectively?
The stats for a tank or other such projects could probably be dealt with via abstraction to a grading system of "abysmal" to "perfect" or using a modified version of some pre-existing system but i have no idea what.
>The main character would be a person whom fights in alternate worlds WW1 and receives a injury, stopping him from continuing service.
Can you rephrase the premise of your quest, to clarify?
I discovered Azure Quest this week, it's quickly become my favorite new quest. Alternates well between action and comfy.
Sounds like the setup for a shounen manga. Is his childhood friend a black predator, and the MC gets into awkward situations trying to hide his transformations from her during the early story arcs before she learns of his true nature?
Poking fun aside, it could be interesting. Seems potentially combat-heavy though, which is a personal negative for me. Still, good luck with it!
They are conscripted to fight in the war and during the fighting are injured somehow, the result being them unable to fight but since they still want to help their friends out in the field or are patriotic, decide to make something to help them.
There lies the problem; I have never ran a quest and have no real skill here, honestly I decided to put the idea out there in case someone more experienced would take it further than I ever could
But I still don't know what the idea is.
Injured man makes something for a war effort.
This could be anything from a mash of Iron Man and Captain America to a Huey Emmerich Quest or anything in between. It could be literally any genera, style, or tone imaginable. I don't even know enough to give you feedback on it.
I was thinking along the lines of the old quest about mechwarrior, where in the MC deigned mechs and via rolls could give it particular features.
I'll find a link.
Honestly if you want to take it in the direction of super-science then that is fine by me. Honestly thinking about it i doubt that I'd be able to run it well for long.
Shamelessly plugging Orc Bouncer Quest since I never get a chance to advertise on the weekends. Also cuz it's a good time.
I haven't seen much there that I wouldn't expect people from here to come up with too(which makes perfect sense since the userbase is from here)
It just ends up on Akun because apparently according to mods it's too hardcore for 4chan.
Some off the stuff on there is quite icky desu. Plus it's generally hard for me to find something I like that last more than two sessions. Though more and more the same can be said here I guess.
You mentioned me projecting my fetishes and the only quest I enjoy(and thus would contain my fetishes) was something /tg/ also enjoyed for 2 years.
I was presenting evidence to counter your statement.
No not at all. But after a certain amount of time I have found it easier to keep track of the things I do enjoy. Like growing up in a warzone you quickly find out where the mines our.
I need to get my life in order.
Akun definitely has certain trends and popular subjects but I've noticed quests outside of them have a pretty good chance of surviving thanks to just how all over the place the community is.
Be prepared to ignore detractors who want to change your quest into something it's not until all the people who aren't into goofy sci-fi fun leave.
Run it consistently and write something even moderately interesting and you'll have plenty of players.
I just go done watching the new mission impossible movie. It was like Mission Impossible: The Quest: The Movie with how Hunt kept insisting that the Spyfu was on his side even after she demonstrated otherwise at least twice.
Could I get added to the twitter directory? I'm koh, and run Scholomance Quest over on Anonkun. My twitter is @KoH_QM
For those of you who haven't yet seen it, Scholomance Quest is set in the Scholomance that /tg/ developed back in 2011 and that was used by Blatant Fetish Quest in 2013. The protagonist is Max Benson, a boy of no discernible talents who is struggling to survive in the cutthroat environment of a magical murder academy. Typically runs Tuesdays and Saturdays; next session is the 12th at 1700 EST. Link to quest:
Mostly villains are based on players from my real life RPGs. I've been a Forever!DM for almost a decade, and my playgroup is consistently Neutral Evil. It gives me a lot of material to work with. It also encourages me to make the villain more than just a villain - I know the guy who played that character, so it's easier for me to get in their head.
That parasite guy here. Yeah, I can agree that it looks very combat-heavy, though I'm aiming for a more psychological-horror feel next to combat, but understand what you're getting at.
In my fallout quest, there is no BBEG. Everyone tries to survives. Most people are right in their own way.
In Livendagen, I haven't decided yet, but it will come from Mythos. The BBEG's actions might be justified since the PC fucked up everything in the past.
In XCOM,Well, It is something else. We are dealing with two separate forces, The Advent who are a puppet organization for the true alien overlords. The BBEG isn't the main focus of the campaign.
I need a small advice.
Like i said before, I am running an XCOM quest which is in a way an alternative start of XCOM 2. It is a hybrid quest where we control both the commander and a foot solider. This whole thread is experimental to me, it is bound to have mistakes so:
How to handle the difficulty curve? We are a small guerrilla force fighting a superior force with full control over earth.
For those how are familiar with Long war from XCOM: EW,do you think it is for the best to implement some of its elements in the quest?
Is implementing Loss opportunities a good thing? for an example, you have x,y,z. You chose X which gave you certain edge in the fight but Y and Z were lost for good.
Should i focus on more interactions between the soldiers/Commander and his officers?
The tactics in the field has been simple so far, should i make it a bit more complicated? (designated movements for every soldier, more detailed maps....etc)
Base Management is in important part in the quest, how should i handle it correctly?
Should i stick into the main game parameters, go wild or something in between? I implemented few subtitle things but after a certain mission, I am not so sure about it.
So yeah, any reply should be greatly appreciated.
Nobody knows the answers. XCOM quests are infamous for all crashing and burning and the (probably) most successful to date is the quest that only took place in the setting but wasn't really XCOM at all. And that didn't last long either. So just do whatever seems right because fuck knows you can only exceed expectations at this point.
Good luck, commander.
I honestly wish I could offer better advice but after running a couple quests myself I've given up on extensive in-depth mechanics and any sort of systems that spiral forth from them. I've chucked quite much indeed.
At least for me the simpler it is the more I can focus on why choices can matter, everything else is an accessory mechanic to the player factor and if stuff doesn't engage the people I want or presents an unnecessary drag during interim prep or writing then gone it goes, too troublesome for me. Substitute it with simpler ideas and easy to absorb dice.
Luck be with you in any case.
Hey, anon about 'monster' quest here, got a name already but I am facing a problem.
what kind of stats I should have for playing a beast/monster? I was thinking about having 'main' stats (Str, Agi etc.) and then substats would be the sum of the main stats, such as size being STR+CON and so on and so on, but I am not exactly sure how and what I should have.
Tl;dr: Character sheet for playing a feral MC pretty much?
Well, what've you got to work with otherwise?
Within what context do stats change [increase/decrease]?
You have hit points, a stamina system, granular damage malus modifiers, etc?
Do you have a history or personality preferences described in bullet points?
All a character sheet is something that shows what the players need to know about their character. Whatever you think they need to know is what you should show, so it all falls within the context of the limits you've got on your setting and systems and is up to your judgement.
More simply put, just research WoD character sheets and simplify something from those. There's a fuckhuge amount of variation there for inspiration on monsters.
Or any other settings that stat monsters are good inspiration really.
Thanks, I looked the sheet up and here's what I got:
Does this make sense?
AT-TE Commander Quest will be up in a few hours for anyone interested.
I'unno about the other anon but having that many interconnected stat reliant skills is a good way to condense a character into becoming and everyman who has no great specialization.
And if you're gonna do votes with experience points or something similar then you can rely on your playerbase to make that true.
It makes logical sense, but if it were a part of a system I'd have the stats only be slight boosters to the skills [survival,stealth,intimidate], while the attributes [size, stamina, perception] get hard influenced by the stats.
That way skills can be something that upgrade with what choices the players make and what their monster experiences with minor boosts from their stats. While their attributes are slightly separated in that they only really increase majorly when their stats increase, or when they've been boosted by something else.
The example I would use is a potion giving a temporary boost to STR & CON and therefore affecting both Size & Stamina. Or a mutagen that increases only their stamina, but I'm not sure what other modifiers your setting has for things like that or what you've got in mind for an upgrade system.
Not sure if I'm following here exactly.
To start off, no exp points, stats are directly related to what kind of beast players choose for an MC.
As for the part I don't follow, you suggest splitting off skills into two categories and change the attributes into Statistics?
That's what I'd do, it ain't necessarily what you should do.
Keep in mind I'm going off on zero baseline context as to what world you've got going, and this is the first time you've mentioned ITT linking stats to what beast the players have chosen.
As for splitting them or keeping them the same, I really can't help because I know fuck nothing about the intricacies of your system man. Do as ye shall and be met with thine fervorful efforts.
My problem is that I don't have a system. I just want something that will hold in the little bits as I try to scramble something bigger.
Sorry, but as I said, it's gonna be a quest where the MC is the 'mount' per say. You start off as wild beast/animal/monster and shit happens as you go on in your life.
>I'd have the stats only be slight boosters to the skills [survival,stealth,intimidate], while the attributes [size, stamina, perception] get hard influenced by the stats.
That sort of implies what I said; splitting skills in two. I suppose I could let players also increase their skills separately from attributes to specialize in something?
There was an upswing of quests and civs on /pol/ and the mods are banning them saying they have to run here or on /b/
We don't want that scum here especially if they're running shit like >>44679020
I'm assuming A Tale of Witches and Witch Apprentice Quest.
I still find it ridiculous that both those and Elder Loli over on Akun all came back at around the same time. It's some sort of cute witch conspiracy.
AT-TE Commander Quest is up. Welcome to conspiracy number 2, perhaps.
You can't save those who don't want to be saved.
You make the quests you want to see. Just like people writing the stories they want to read.
If you're gonna be a bitch about it, just run your own quest with blackjack and hookers.
For those interested, an update on the Paladin of Avalon is up.
When I think "Last True Quest"
I think first of SEQ which ran back in 2014
and then I realize AT-TE Commander and that it's pretty good. Princess Guard is Read The Whole Thing Just To Hate It More tier
Why don't more QMs run one shots? I feel like the board is cluttered with quests that might have operated better as one thread games.
I've had an idea about running one-shot quests that each connect to each other only through the "history" of said world all the one-shots take place in.
For an example, one quest could let the players chose whether they're protecting or laying siege to a Keep and they can fail or succeed. In the next one-shot quest, it could take place in the same world, but 100 years later and the outcome of the previous one-shot reflects some changes in all forms of manners in the new one-shot while that one still has a short story with a goal of itself.
Essentially Fantasy world/history-building through one-shots.
Shitty Japanese nationalist propaganda using a shitty modern people trapped in fantasy setting premise.
There was already a Nazis in Fantasy Land quest. Same shit, different country.
A GATE quest would work best if you're one of the people captured and brought into the GATE during the introduction, and not attached to anything back home. Then you break out. That way you're not beholden to any superiors.
GATE is when a magical gateway suddenly appears between modern japan and a generic dragons-and-elves fantasy setting. On one side, /k/, japanese variety, and on the other, elves and wizards and shit.
>I've had an idea about running one-shot quests that each connect to each other only through the "history" of said world all the one-shots take place in.
Isn't that basically what GermanSchteel does with that one fantasy setting he has? Provided those quests are more like 3-10 shots over just one thread.
I think anon is refering to https://en.wikipedia.org/wiki/Gate_(novel_series).
It's an anime about how an interdimensional gate to a fantasy world opens up and the Japanese government sends in their not!army (since it appeared in Japan of all places). Intresting premise but bogged down by stupid Japanese nationalism and /k/ shit
Sounds interesting but your claims of it being garbage are all too plausible.
Personally, I wouldn't run a quest in that. Too much work to required to meet even my minimum standards of quality (I doubt I have the /k/red to do the weapons properly and clashing modern japan with western fantasy seems like it would result in ignorance).
I'd suggest running something original that actually captures the tone of whatever you're imagining a GATE quest would ideally be like.
It might be intresting if you were part of another nation that wasn't Japan. On the other side, you could play as a native on the fantasy side of the GATE as a superior military invades. Might be an intresting POV
At least there hasn't been an
SAO or Rakudai quest
Revamp it so the MC is one of the fantasy worlders and there is some sort of proxy war between Earth powers. Then you can have an interesting sort of thing as both sides learn to into guns.
It would be interesting to have both sides of the GATE being two seperate fantasy settings with their own types of magic or tech or whatever. One stops working the further into the other you go, Abhorsen style.
... Speaking of Abhorsen, Abhorsen Quest When?
Again... it has little appeal for me. But those ideas may work for the OP who asked the question originally. Your suggestions certainly show that somebody cares about the setting.
>On the other side, you could play as a native on the fantasy side of the GATE as a superior military invades. Might be an intresting POV
I feel like playing as an evil wizard overlord trying to protect your dark realm against modern day humans coming through to try and force democracy on you at gunpoint could be fun.
Trying to desperately modernize and reorganize your massive but completely underprepared, undertrained and underequipped dark forces once you realize that you can't just solve everything with waves of orcs and a few spells.
I thought it was neat at first but it quickly dove into "Every protagonist from Earth is secretly a /k/ommando with 300 confirmed kills and can easily slaughter Delta, Spetsnaz, and whatever the Chinese Equivalent is with their eyes closed isn't Japan amazing?!?!?!?!"
it's got a good balance of /k/ and scifi guns, so if someone wanted to run something with shooting it could work. Kinda meh on any kind of plot, though.
and it's going to be hard to sperg about guns just as well as Sigsawa
No. That one's an irredeemable mess of mechanics, with literally only 2 stats: HP and User Level. I don't want to play Bankai Spam: The Quest
True the plot might be hard to come up with, but a simple quest about a hunting party or mercenary force would be intresting to play with.
Meant more so the world than the mechanics. A fantasy world with a strict hierarchy and rules that has thinly veiled psudo-computer mechanics might be good to mess around with.
Have the MC struggle a lot to survive and grow stronger. Let him lose his friends and guild mates along the way. Remove the harem and romance factor and just make it a dark tale about a lone gamer trying to survive and beat a twisted VRMMORPG death game.
I think that's really what would happen from the get-go if there was to be an SAO quest. The real problem would be how to advance the plotline without it seeming slow (remember that 2 years passed between the game starting and them reaching the 50th or so floor).
Have it be different story arcs that takes place during certain time intervals.
First Story Arc - Day 1 to Day 7
Second Story Arc - Day 30 to Day 34
Third Story Arc - Day 57 to Day 64
Possibly have each day or two be one thread in itself and have every Story Arc take place between these days and have a clear goal that the MC is supposed to fulfill and smoothly fill the players in on what has happened in between the time-skip etc.
Golem Quest will continue tomarrow at noon, for the first time in a long time.
Join our hero Gabriel as he begins his mission to The Line to find the truth about his past!
And, ya know, romance dat elf.
SAO does not work as a quest because the inherent game is incredibly poorly thought out.
The death game concept is just used as a nice backdrop to the core shoddily done romance plot.
If any of those games were real and playable, people would be making fun of them because of how terrible their mechanics are.
No need for an attitude like that.
Rather, look at the SAO quests that were successful for the period of time that they ran. Honestly, don't be so narrow-minded when it comes to what can or cannot be done as a quest.
yeah, I am pretty shit.
But, I will finish what I started. For the sake of story. And fun!
SAO is a terrible game. Not talking about the show, but the game. The show is terrible too, but that's another matter.
There's no class options, everyone has to be a swordsman or some type of melee fighter, there's no magic, no support classes or skills and people can mess with your menus when you're asleep. It's an incredibly shoddily thought out game written by someone who either doesn't know how games work or doesn't care.
The "successful" SAO quests were riding on the popularity of the series or the gimmick of being stuck in an MMO, but the thing is SAO is a really shitty MMO to get stuck in to the point if you want to write a stuck in an MMO story you might as well come up with your own game than deal with the total mess that is SAO.
What IS Naruto Sniper about?
I've seen it about.
Is it just adding guns to Naruto?
>The "successful" SAO quests were riding on the popularity of the series or the gimmick of being stuck in an MMO, but the thing is SAO is a really shitty MMO to get stuck in to the point if you want to write a stuck in an MMO story you might as well come up with your own game than deal with the total mess that is SAO.
I suppose that's true. In the end, it is better to create your own game world to run your quest in rather than doing a fan fiction quest.
Alright, what ever. That kinda sounds entertaining.
Shooting edgy 'ninjas' from two miles away with a high powered sniper rifles is something I can get behind.
That's not realistically possible. You would need something antimaterial grade to make such a shot, which doesn't even get into mechanical accuracy.
Two miles is about 3500 yards. If you have a .25 MOA gun, in terms of mechanical accuracy, a bullet can end up anywhere in a circle approximately seven feet in diameter, and that isn't even getting into the real devil of long range shooting -- wind.
It wouldn't be that far of a stretch for guns to exist in Naruto.
It's just that when your average 12 year old can instantly replace themselves with a log or make duplicates of themselves and a person twice that age can do even more then the strategic value of firearms decreases a lot.
Now I know why I can't build up a playerbase and have next to no players every time I have a quest.
It's because I wipe everything and come up with a new trip and name for each new quest I run.
So everyone thinks it's some new obscure QM when it's been the same QM in a disguise since 2012.
This is true, but it makes it easier to worldbuild if everyone knows the world and what they will be getting into before they start playing (this is why quest titles are usually very self-explainatory)
Which one has the most interesting writing and characters?
More quests based on RPG settings would be nice, as long as it's not more generic Forgotten Realms garbage.
Depends on what you're looking for.
Looking for chuuni/edgy with a presentation and culture that tries to be as out-of-the-norm as possible? AToW
Looking for something that's more whimsical fairy tale adventure with some subtle depressing undertones? Elder Loli
Looking for a more straightforward take on SoL town-life type of story about family, friends, and growing up? Witch Apprentice
>More quests based on RPG settings would be nice
I want to see a quest that focus on D&D sessions where you're one of the players and during the sessions, the players are playing the MC's character in the session and in-between sessions, they play as the MC IRL.
In a situation where the DM does something absurdly stupid the following options could present themselves:
>Call him out on his bullshit (OOC)
>Roll with it
If you get my drift?
I goofed by an order of magnitude by not paying attention. A minute of angle is approximately one inch at groupings at 100 yards. Linearly, a quarter-MOA rifle at 3500 yards should print groups within a 9" circle. However, those shots require extremely accurate ranging, which is not always possible.
Rakudai Kishi no Cavalry, another one of those battle academy shows where it goes "oh look at how oppressed and 'weak' the MC is" and then they turn out to be OP as fuck and there's some tournament or whatever.
It's not good, but it gets points for having the main character actually confess and go out with the main girl rather than just dragging it out.
No. The only thing really exceptional about it is the OP and two main character's relationship.
Everything else is just a Mahouka (which is not that good either) knockoff. Asterisk War is like Rakudai except that it replaced the two characters and their relationship with a harem and it is considerably more boring.
Code Geass-esque quest?
>A superior country is controlling a vast amount of other countries
>There are scattered resistance movements
>MC is a genius and love psychological/strategical games who wants to take over the world
>MC is a genius
The problem with this is that for the most part, clever plans and such doesn't tend to come from the players unless you have clever ones.
It loses all the fun of a quest to make all of these 'clever plans' come from prompts or something.
It's probably best to make them clever in a different manner, and just cross your fingers and hope for psychological shenanigans.
I didn't like Code Geass, I should admit.
>Magical Girl quest
Of course it is.
A magical girl quest should be very lighthearted, very girly, and *magical*. The stakes shouldn't be very high most of the time, and when it is, the power of FRIENDSHIP should be more than enough to destroy the monster with giant lasers.
It should be cute and SoL, with a bit of adventure and experimenting with magical powers.
And I'd also add lesbians.
Actually watch a magical girl show that isn't madoka or a madoka wannabe.
Understand the genre before writing it. If you don't actually like the genre itself then don't write it because you probably won't enjoy it.
>"You wake up to the pained screams of a boy being wheeled through on a gurney, crying out for his mother as he desperately tries to keep his own guts inside his disembowelled torso. He is quickly silenced by the frothing blood gurgling in his throat, and after a few pained chokes he's silent.
>>a girl stares into a hand-mirror, sobbing. Only once she turns her head do you see why - for the other half of her face has been melted away to a rictus grin of burnt skin and exposed bone by magical flame.
>You push through the pain, grasping your weapon and thrusting for Yaeda. With a scream and a yell she cries out, dropping the bullets that were levitating in her hand. The blade pierces her palm, sending blood down her hand and onto the floor. Rushing for her gun, she aims it right at you but you tackle her to the floor, stabbing and stabbing at her again and again.
>from your palm goes a spear of ice, piercing her chest and pinning her straight to the wall of ice you created. Yaeda tries to struggle for a little bit, attempting the pull the great ice shard from her chest, but the blood loss is too much. After several long moments she falls on the spike, dead amongst the carnage. Her gun drops from her hand with a clang and all that is left is the slow dripping of blood from her hand.
>"Match over!" Comes the yell of the officer, jolting you back to reality. "The winner is Squad 347!"
Holy fuck. That's metal as hell.
Is it possible to have a dark magical girl quest executed good? Or is that not possible after Madoka/neo-Magical Girl shows have become popular?
>Is it possible to have a dark magical girl quest executed good?
It's literally the only type we have.
The thing is, almost nobody who runs a MG quest actually watches any MG shows other than possibly Madoka.
This is like if QMs start running mecha quests but the only mecha show they've ever watched was NGE.
I don't even like Madoka so I'm the wrong person to ask, but if I had to explain what you need to do to make one good then, well, you probably wouldn't even get what you were looking for.
The thing is, Madoka is far from the first to do subversion of typical magical girl tropes and conventions, just look at Utena. But the thing about those other shows that didn't get the attention Madoka got for it was that they had a specific story in mind that mostly fit the magical girl genre but some subversions needed to be done to make it work. They don't stand out because they weren't the point.
Madoka on the other hand basically made a story with the whole point being subversion. That's why it stands out and gets attention for it and that's why people like me don't like it, because the entire setting and characters just seem so transparently designed to make each twist and plot point happen the exact way it happens. There's no story beyond the subversion, basically. All the shows following in it's footsteps are doing the same.
So in short, to do the dark magical girl thing you actually have to be going for something else than just subverting tropes and memes or whatever. Have some thought put into a story that uses conventions and tropes to tell it, then a story that's an excuse to fuck with conventions and tropes.
Then why call it Magical Girl? It clearly doesn't care about any of it's conventions.
Also Shugo Chara is Magical Girl as fuck and it also has guy magic users.
>two of the characters in the MCs group are guys afterall
Don't ask me, I didn't make the quest. It might be just a thing to attract people.
That is true. The magic system/setting the QM is using is homebrewed which is somewhat of a plus in my book but I'm pleased easily so that's not saying much. I think it may be moreso referring to how the MC is a magical girl, that is, a magician who is a girl.
If I remember correctly, the squad the MC is a part of is five people including the MC. Two guys and two girls (well three girls including the MC)
I fucking love watching magical girl autists get furious over the fact that not all magical girl quests are pointless SoL.
Which one is that one?
On the topic of magical girl quests, what is noir magical girl like? Does it lean more towards the dark side of things or take a different approach to the concept?
To be honest, if held at gunpoint and told to choose either SoL or edgy magical girl quests, I would choose edgy. Not saying that one is better than the other, but edgy shit has more chances for funs.
True. But given the popularity of 40k and its grimdark edginess, I doubt /tg/ has the capability to do that. I think I re-branding of dark magical girl to seperate it from classical magical girl might do the trick though.
I ran one a few weeks back, and I decided on a oneshot because a) I was experimenting and b) I had a cohesive plot planned out.
I think the planning part is somewhat necessary for a quest that's limited to a number of threads, or the QM might have to railroad choices so the quest ends on a satisfying note. That sounds like more effort, especially if you're more used to providing more of a sandbox and improvising.
Also less likely to be popular. I think players are more likely to remember the quest first, QM second
ego and attention are top priority.
And I can't actually think of anything that would be better as oneshot or episodic. Which quests or kinds of quests in particular?
I honestly don't think there's a problem with how MG quests are run right now. I think there's this push on /tg/ to just get rid of quests all together and the fact that MGs are anime even worsens that problem. Even if all Magical Girl Quests were run in a lighter, SoL style, I still think people would hate them because A) they are quests, and B) they are anime
When the people that complains about it seems to be the people that like magical girl I kind of don't see much of a point to what you're saying. You're argument is that nothing should change because anti-quest fags won't like what we like, I guess?
I have yet to see you post an example outside of Military Magical Girl. What other MG quests have this subversion shit?
My point is that people will hate Magical Girl quests no matter what. This isn't to say they shouldn't change. More creativity and imagination is always welcome. I just think it will be hard considering the wide-spread appeal of Madoka and the grimdark appeal of 40k, especially on /tg/
Magical Girl Noir Quest
Magical Girl Hunter Quest
Unfortunate Magical Girl Quest
Magical Soldier Quest
Post-Apocalypse Magical Girl Quest
At least three Breaker reboots (does anyone still remember those?)
The Sailor Moon one is pretty dark from what I've heard.
The Cardcaptors thing is ending soon. I still don't really know what Magical Girl Liberty is. There was also Evil Precure Quest which was actually not an edgy magical girl quest despite the name, but now it's dead.
I was so happy when Evil Precure came back, and dejected when it went away again. It was adorable.
And Eclipsed Moon starts a bit edge derp but then shifts to a shade of darkness about in step with Sailor Moon proper.
>And Eclipsed Moon starts a bit edge derp but then shifts to a shade of darkness about in step with Sailor Moon proper.
For Eclipsed Moon how important is actual knowledge of Sailor Moon to enjoy it? I keep considering picking it up because I really want more magical girl stuff to read, but it's been ages since I've known anything but the bare minimum of Sailor Moon knowledge, it probably doesn't help that I never bothered to watch Crystal because it was apparently bad.
>Honestly AToW is probably the closest to getting dark magical girl right and isn't even magical girl. It's just doing it's own thing like >>44702307 illustrated.
Because its creator fucking loves the genre in all its forms. Emphasis on all. Same shit with Joker Quest and armoured heroes.
>Which one is that one?
A Tale of Witches. It's like Little Witch Academia meets Spirit Science.
>On the topic of magical girl quests, what is noir magical girl like? Does it lean more towards the dark side of things or take a different approach to the concept?
It's Madoka + 40k with a rushed max payne paintjob. It's very dark.
I'm of the mind that I've framed it poorly, but I've been told by people knowledgeable of the source material and not knowledgeable of the source material that they enjoyed it.
I invite you to try out the archive and form your own opinion. My tone shift begins in thread 4 & 5. I've managed to keep it fairly correctly labeled on suptg, If you want to search it out on one of the other archives with post search functions my original tripcode was !ep86rfac5g
I'm probably the worst person to answer your question due to bias and am in the middle of rereading my own archive to locate any hanging plot threads and angrily sigh at my own errors.
I would be intrested in playing. When were you planning on running it?
I don't feel like the other MG quests are just doing grimdark shit just because Madoka did it. I think a lot of quests suffer from "if I don't make it realistic/intresting people won't play" and dark MG is a quick way to grab people's attention.
>Star Wars quest
>Start off with the MC trying to meditate in a ruined Jedi temple
>Give them a choice of starting options
>Jedi Master, reliving his memories of the Clone Wars.
>Jedi Knight, worrying after the fate of his young apprentice sent on some errand.
>Padawan, nervous regarding the long overdue construction of his lightsaber
Setting would be after the destruction of the Jedi Temple on Coruscant but well before the rise of Luke Skywalker and the defeat of Darth Sidious. Which option would players likely go for? Trying to figure out which option to flesh out the most.
desu, I'll probably never run the quest regardless.
You know how hard it is to find a campaign for L5R anon? If my quests didn't have me busy, I'd probably run it just to get more people interested in it.
So never then? Gotcha.
I haven't checked it out myself yet since the phrase 'Honest Scorpion' pretty much made me go "nah, not right now".
To be honest, that's just kind of common for L5R. It's a cool idea but the execution by both players and even the setting creators/writers kind of makes it hard for a good game to come of it.
This actually gives me an idea. I've never really used anonkun before, how does it work? Is it kind of like playing-by-post games, where the GM writes, steps out, comes back a while later when he has time, reads the votes, then writes the next update, or is it actively run like quests on /tg/? Because if it's the former, I might be able to run a quest on there despite having two I'm running right now on /tg/.
Neat. In that case, I'm gonna go ahead and familiarize myself with the site. Dunno if I should keep my /tg/ trip or use a new one though, might worry my players if I announce I'm running another quest (one I update in free time, granted, but still).
Kind of both.
You can just come in and post whenever you want, or you can activate 'LIVE' mode, which sends an announcement to your followers, and then you can actively run as long as it's set to LIVE.
I once had my power die while running, and a moderator came in and turned off the LIVE notification. It's not a bad system.