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.
Useful links: http://pastebin.com/b5cN2RkK
This link contains numerous writing guides, general advice, and various quest tools and communities.
This is a directory containing the tweets of most current QM's. While a twitter is by no means mandatory, it is a useful tool for both you and your players. If you are a QM, simply post your Twitter here to have it added to the directory. Spamming your quest twitter with non-quest related tweets may result in its removal from the directory.
> QM question
How do you convince people that your quests are actually brilliant?
> Player question
Why do you have such bad taste?
>How do you convince people that your quests are actually brilliant?
Why would I? People look for the kind of quests they enjoy, so I just make it clear what kind of quest I intend to run. The people that enjoy it will find it, the others will ignore it. I think that's the main thing that causes some new quests to fail, the QM doesn't clearly indicate what's to be expected from the quest, so people will just ignore it and go read one that does fit their interests.
>How do you convince people that your quests are actually brilliant?
I don't try to convince because it only make me look desperate. Sadly some QM are quit blinded and believed that their Quest is masterpiece while in reality it is shit.
If people stop following your quest, it could mean that you are running it too long or people get tired or go in direction that anons don't like. It happen me too and I realise that if I want to continue as QM I will need to improve my grammar and running shorter quests.
That is part of QM life, sometime the quests run very short while other run very long.
I disagree, I expect that 60-70% are white guys while other is other ethnic. For my case I'm 50% white and 50% asian.
I know that you can find pretty ladyboys in Thailand... But I'm unsure if some are willing to run quest....
I can't even say he was the source of it. It was the usual "It's monday, lets all find an excuse to shitpost marathon into auto-sage" event.
Granted, I think the reason his quest failed was because he just took too long to update and his premise was dull and didn't have enough of the numbers sufficiently filed off.
Trips on /wqdt/ is fine if they're actually related to the quest. Someone vomiting out their trip randomly when it's not relevant is where it becomes a problem.
It's totally relevant if you're posting your thread, or if someone asks a question *specifically* about your quest. If it's just a general QM question, that's when you leave your trip off.
That would require there to be 100 quest thread runners , because at least three QM's are female.
In the end we're all anons, your resident QM can be a sentient one-legged half-drunk lemur and nobody'd bat an eyelid.
In the end it's the writing itself that matters anyways.
I'm pretty novice at running quests but I want to do one that features some combat. And the players can chose the MC to be a robot or a dinosaur, I want the two to be a little different mechanically.
Any tips on the combat side? Any suggestions on how I could do the MC?
I guess he wants the combat to feel gritty, but really he should make mages scarce and kill hundreds of regular joes instead.
Having to clear out a trench with a fire spell would better emphasize the horrors of combat. This is all speculation because I don't read it.
>They've hunkered themselves into their trenches with crossbows. I sent two squads down there, but they've been taken capture. What are your orders, Lieutenant?
>Call in a mage.
>S-sir is that really necessary? There are survivors down there from my platoon.
>Don't question me, Sergeant. A fire spell will clear out the trenches. I dislike it as much as you, but if we don't get past these trenches, HQ will see heads rolling. Say a prayer for your men and call for a mage.
>But sir, we cou--
>See it done.
Gritty and depressing a best.
Eail rarely has time for it.
Sith Apprentice stopped running because Brine went MIA. Most people think he didn't know in what direction to take the quest next and/or life and work got the better of him
Honestly, I've been thinking about running a Sith quest where the players start as an Acolyte and work their way up, but people might just call me a copycat or some shit.
Mecha Mercs Skirmish Quest is running!
Come on down for some tacticool mechanised skirmish action.
(Disclaimer, mech in the pic does not actually appear in the quest.)
I feel like those quest where everyone takes on the role of a character and they all interact are fertile ground for a fun quest, but the format needs work. For one I wouldn't use 1d20, and plus I feel there's probably a better method of conflict resolution.
I don't know, might experiment with it at some point.
>they need to be optimized for imageboards.
I definitely wouldn't call it "need".
/tg/'s had RPs before, but those devolve into the exact same faggotry we mock other RPs for without question.
For example, Mage's Guild. That shit got rightfully banned, and even now it's probably clogging up some poor archive.
Nope. I've been bedridden for well over a month, and haven't been gaming, writing, or anything other than bedridden and reading for the entire time. Considering I finish one book every 7-10 hours and can barely sleep anyways, I've been bored insane (no electronics in oxygen tents) and need to DO SOMETHING.
I've been relegated to making RPG characters I'll never use and reading and thinking about Ryukusa and friends and their enemies for weeks.
And I don't know who Kitty is.
They had to remove several ounces of my lower left lung due to scar tissue punching holes through it and causing partial lung collapse, followed by infection. If it had been any upper part I would have been fine.
You know how fat people will say "oh, I have asthma bad" when it's just the fat crushing their lungs? I have had asthma so bad since I was 3 that the X-ray of my lungs looks like the Death Star exploding due to the scar tissue in my bronchial tubes. The drugs keep me underweight and I take inhaled steroids so I can breathe without pain. This is the third time I've had a small part of my lung collapse, but this one had extra complications that couldn't be cured with "antibiotics and ignoring it until it healed." 5% of your lung collapsing is pain on the level of a heart attack, but it can self-heal eventually in a few weeks, as long as the injuries aren't self-complicating.
I'm a gamer because I can't have a real life.
That's later. I've dodged that bullet so far.
>Mfw the sudden drop of mood in this thread
Yeah, I need some fresh air from all these feels.
I don't want anything. I write because I enjoy it and I will get to go back to TTRPG in another couple of weeks. I post on /tg/ because the diversity of opinion and new games and creative content are fun. I've had my good times and I'll keep having more until cancer really does get me. It's literally the only thing that has killed anyone in my family for the previous 3 generations, so I'm pretty sure that's my ticket out.
/tg/ has some pretty good people in it and I enjoy what it does. Sure, the mods are idiots at times, but they really could be worse.
Really though, I had to lie down a week and while it didn't really reduce my muscle mass, they were very cranky when I started moving around again. 4 weeks on an already spindly body sounds like it'd be torturous.
There wasn't all that much to begin with. Isometrics and tai chi are the best I can manage, and they got me this far. Pure hate for my body works pretty well in a crunch. You really get a feel for the Sith and Hate=Strength after a while.
>"Den dagen, den sorgen."
I get the feeling your mother is from Dalarna or Norrköping.
Ryukuza Quest continues tomorrow.
I'll lay even odds Midori wakes up with no memories.
Prosperity is measured in friends. I have enough.
>Ryukuza Quest continues tomorrow.
I really need to finished catching up at some point. Got distracted after the first 10 threads or so and despite loving it the ordeal of catching up over a year's work is daunting enough to keep me from diving back in
>Took me most of two days to reread it.
Was that with out without the chatter from players?
And alas two solid days of reading would keep me busy for at least a couple of weeks thanks to the other stuff I have going on
I'm pretty novice at running quests but I want to do one that features some combat. And the players can chose the MC to be a robot or a dinosaur, I want the two to be a little different mechanically.
Any tips on the combat side? Any suggestions on how I could do the MC?
Not at all what I suggested. What you're talking about is indeed poor form, and as far as I'm concerned is just creative bankruptcy. If you're going to write a quest, you also have at least enough sense of setting tone, through both images and words, to clearly show what a quest is going to be simply by writing the opening scene and choosing a fitting OP image. After all, you have all the time in the world to make a good start to your quest.
While I don't think you can tell people everything about your setting in post one, it certainly helps to give people a solid feel for the tone.
Jarring tonal shifts are the number one cause of shitstorms when the QM suddenly turns their cutesy SoL grimdark or visa-versa.
You can't explain the entire setting this way, no. But I never said you should. In fact that would be catastrophic! Nothing left to discover that way!
No, I'm talking about tone and feeling, a solid impression of how your MC behaves and thinks, and what your writing is like. These make a quest enjoyable, and these are what you need to convey!
If written well, can a Mystery Quest be done? A Sherlock Holmes-esque quest.
>Every Arc has a Mystery of its own, and an iconic villain behind it.
>A side-character that both enhances the MC's personality and growth, but also sets stop to shenanigans.
Vary to a degree, but not turn on a dime to something completely unexpected, which is what some QMs have a bad habit of doing because they fail to set up tone and feeling and let people to know the sort of range to expect the quest to fall within.
Look at it this way, if Hermione had been violently raped and murdered in the second Harry Potter book, people would've been to say the least a little perturbed.
>Can it be done by you? Probably not.
I'm not sure that coddling is the same thing as QMs just doing whatever the fuck they want even if it's completely tonally fucked just because.
I know that there's no quality control on /tg/, but at least try to tell a coherent story rather than letting the tone sway schizophrenically all over the place. You know, like real authors do.
Most QMs only have sudden tonal shifts because they think it makes them look clever, or makes their quest DEEP, anyway.
>I want the two to be a little different mechanically.
The only thing a player gets is updates and explicit things in writing. Underlying mechanics and puzzles aren't as important player side if they aren't simple. In simple terms, people care about being cool.
>Any tips on the combat side? Any suggestions on how I could do the MC?
Think of how the MC solves issues, and what happens when his preferred MO fails. Build a small list and use it. The dinosaur scares people; mauls, crushes and throws things around; tanks damage or dodges by instinct. If he fails, goons remember they have guns, people slink into small spaces, someone makes a smart call, etc.
Works for social and knowledge stuff, too. Having that short list adds characterization, since the MC won't just do the perfect genius solution every time.
Join us for Junkie Quest, a one-shot where being an asshole scores you a cheap supernatural high.
For all you civilization lovers, be sure to check the weekend discussion:
> QM question
I don't. I'd have to convince myself of that first. Instead, I think everything I do isn't good enough and I'm about to get spit upon by all of /tg/ for being an attention whoring waste of time.
I blinded my players after they ignored an in-character warning and fucked with too much magic.
That didn't go down well... I think a lot of us are worried about losing players if we hurt their character too badly.
Well they're blind now. They're making smarter choices too and their dice are unreal. But some day... Some day I'll get to DESTROY them. The only real bad luck they've had is with their wife. One child stillborn and the two survivors had complications.
I live again!
Notice for my players, I'll be putting up a pastebin containing one of the three interludes what open our next thread in about half an hour or so as an apology for the lack of thread this weekend. Granted it may be one of the least relevant to the current plot, but think of it as a reward for again somehow stumbling onto my notes.
Also to all the other QMs who I read that may have run this weekend, I look forward on catching up on what I missed.
And to review anon, I look forward to your review and hope the archive binge has been/is a pleasant experience despite the litany of things I perceive as my quest's foibles, flaws, shortcomings, & etc
Hey, it's the stone age! Death, pain and worse is all around, only waiting for you to slip up. We here in the modern world have no IDEA what our ancestors went through.
>We here in the modern world have no IDEA what our ancestors went through.
Wrong. Historians are pretty sure how life was in the stone age and what our ancestors went through on a daily basis etc.
How important is a stable schedule?
I want to run a quest and I have ideas, however I have an odd shift work 'schedule' as its basically "You work X to Y tomorrow/You got the day off" and only learn this after I leave work for the day.
The only think I know for certain is that I have at least one day off per week, but otherwise my time is a complete and total crapshoot.
Your quest won't survive if you can't at least run your new quest every day for around 3-5 days. Otherwise, you'll find yourself without a player base at thread 2 or 3.
Once you've done it for a couple of days, you can inform them that the quest will become a weekly thing.
>Implying third world experience is the same as stone age experience
Holy shit, you're more naive than I thought. I'm sorry. Hopefully you'll graduate from high school, but don't get your hopes up, RWB.
>RWB got assblasted and cries about it
Shit QM is shit.
Never said any such thing. I just do my best with what I have an acknowledge it's not close to the full picture.
Still, I intend to take my duty to historical accuracy seriously. Tell me, how familiar are you with 'Living History'?
Assblasted? Since when?
Everyone? Please chill. My original point was simply that many of us, living in our comfy, heated houses, with more food than we can eat and transport to anywhere in the world within a matter of hours, just can't even begin to understand what it was like for Stone Age man.
I don't understand the experience any better, but I do my best to explore it, alongside my players. I grew up in the forest, learned to track deer at a young age, as well as what plants are good to eat and just how clear and quiet the night can be, far from the city lights. I've knapped flint, bound a shaft with a grip and practiced archery. I know just enough to start. The rest, it is up to me to convey through writing. The fact of the matter is, I never feel I do it well enough, so I know I just have to improve.
Not that this conversation isn't really interesting but let's talk about something else. Namely, me.
I have an idea for a quest in which the characters play an MMO. Now, I am ten million percent aware of all the dumb tropes like "die in the game die for real" and "stuck in the game, can't log out;" I want to focus more on the social aspect and personal lives of the type of people that get super invested into MMOs. That being said, What would be some ways I could go about making it very clear right away that this isn't going to turn into some .hack or Sword Art Online fanfiction, I'm concerned people won't even open the thread because they'll think "well I know where this is going"
Who would be interested in a game of Nomic?
I like your attitude. Confidence.
As for your quest idea, people usually only open a thread based on the OP image and the quest name. I bet people will open it if done right and from there on out it's the OP post that will determine if you get players or not.
I'd say go for it, because so many quests before has gone down the route of "VRMMO" so it would be refreshing to see a quest where you play the guy playing a character.
While this guy isn't wrong (nor is he right) and an OC quest will always be considered better than fanfiction quests, your idea is original in and off itself as long as you base it in an original "game world".
Just because it belongs to a highly popular trend/genre, doesn't mean it cannot be OC.
I have run (well, more failed than run) two quests or one shots. Just recently in fact. One was Imperial Grunt, which I ran a few minutes ago with my sister, and the inappropriately named Failing Utopia. Here is what learned.
>Lore is not plot.
I was so excited about the setting I came up with that I forgot about the plot to be set in it. The plot, not the setting, should be the selling point of the quest.
Their should be clear goals to strive for, be it temporary or permanent. This should be obvious but I somehow forgot about it. I had no idea what the endgame was suppose to be or if there even was one.
This is another basic. My mistake here was giving choices that wouldn't really affect the outcome all that much.
>Being a soldier is boring.
On a more specific note, running Imperial Grunt quest was really boring. There are not a lot of things a soldier can do, at least independently.
Feel free to correct or further criticize me as I have proven incapable of critical thinking and would like to know how to improve.
With all that said, I think I wont be QMing for a while. At least until I have better idea of what I'm doing.
Give a short "not a death game" in the OP
intermix.....you know what, you don't need anything else.
There's been, like, 1 other quest that did the same thing, and at no point in time did anyone ever think it would go into Death Game.
Well, that's a lie: there was 1 other quest, but that gets a pass because it was blatantly based off Moonlight Sculptor.
My wacom pen broke and now I can't run my quest.
I envy you writefriends.
I plan on running it tomorrow.
Are Mondays too shitty to run Quests?
Some people are better at improv than others. If you just give someone a concept and tell them to run with it, they can keep it going for as long as the writer and players stay interested.
But part of me thinks this is bait, and you're just shitposting, so here's your reply I guess.
It's a shitpost question that gets asked relatively often, so yes. It's like someone innocently asking who the good QMs are so they can read up on them and try and learn things, or who the worst QMs are so they can see what not to do.
The question itself can be completely innocent, but is typically used for shitposters just trying to get a reaction. People will call it out as such, because you can't discern a difference most of the time.
I mean I write a quest that just entered the early thirties.
And, really, as long as you have a long plot with multiple points set up from the beginning, it will take you much longer to get where you're going thank you think.
Depends on the Quest. A Quest based on a sort of road-trip format where you spend a lot of time travelling from place to place could last for a very long time, just see any episodic television show.
Your plan should at the very least have a good idea for the beginning, maybe four to five middle beats and then an end beat.
If you are on the third middle beat and decide you want this to go on longer slip something in, but you'll never feel like 'shit, what next' if you have it planned out seven to ten steps ahead
I have the opposite problem. My Quest is drawing closer to its inevitable end and I'm worried I have too much stuff planned out to do beforehand. I don't want it to get too cluttered and add even more loose ends to resolve.
Nothing truly captures anything. The most you can do is evocate emotions that will make your reader, or player, or spectator, or whatever, empathize with the characters in the story. A perfect writer is capable of making any human empathize with any other human. But that is moot, since none of us are perfect.
Has anyone else developed a setting for their quest and decided that it would be a lot more fun with multiple players, and decide to throw together a homebrew system for the setting to drag your hapless RPG group into?
Because I'm really, really tempted to do that. If it weren't for the fact that I'm already running a game with them (and only started the game a session ago) I'd probably already be working on it.
When I first started my quest, I recieved a number of requests for making it into a TT system. Not quite sure how a mashup of Amber Diceless and Legends of the Wulin would work in tabletop.
>Elves are staunch atheists despite there being numerous physical proofs of a god
>Magic is so completely and utterly retardedly overpowered that there's no way that there weren't a line of tyrants before Evil mc Eviltorix
>Magic can synthesize plastic
>can't do it to magic spacerocks though lol
>Magic Hyperspace is a thing
>Like holy shit the magic makes 3.5 level 20 magic classes look like Exalted's Heroic Mortals in comparison.
>Magic dick-measuring is how people do things
>Furfag elves that mindrape humans passively
>Elves are so ridiculously perfect at everything that there's no way they weren't once the tyrants mentioned above
>Literally only one important muggle
>I TOLD YOU THE TRUTH FROM A CERTAIN POINT OF VIEW
>A species that loses the INCREDIBLY IMPORTANT ABILITY TO SPEAK WHEN IT TURNS INTO AN ADULT
>Wordless Magic asspulls
This isn't even going into the literal Starwars plot.
Honestly, it might be more fun to dick around with turning into a tyrant with the OP ass magic.
Pretty sure there was (is?) a quest on /tg/ about a dragon rider.
I glanced into one thread to discover that she was having an emotional breakdown about having been captured, raped and impregnated by enemy soldiers in the thread before.
Which, you know, is exactly the sort of thrilling action one reads a dragon rider quest for.
Speaking of retarded magic, how does one avoid it when you write something with magic included? The only thing I have set in stone for now is that there is elemental magic and the cost of using magic is a Recoil of sorts; Depending on how powerful your spell is or for how long you cast a spell or several spells in a row, the Recoil will be stronger and last longer. Essentially, you hurt yourself to some degree when you use magic.
The magic in that setting can fuel itself from the lives of others.
It's not even considered hard to do something like murder a large army in order to lift their home city and throw it somewhere else.
The only reason there's any conflict in the series whatsoever is because of "countermagic lol" which rings hollow when the only mages are either elves, Dragon Riders, or people who enter a pact with a spirit (Which has a 50/50 chance of turning you into a horrific pained abomination).
Okay, this question comes up a lot in many writing situations and quests are no different.
Part of the problem is that in a game, magic has to be codified and set in stone, and that's what /tg/ expects - codified, controlled, absolute magic=science facts.
Magic in ANY book is rarely such a thing, because magic in any book is exactly one thing: a plot device. No matter how internally consistent, no matter how seemingly organized, no matter how strange, simple, or scientific (or the lack of those qualities!) it is, magic is only ever a writer's plot device used to manipulate the story into going where it needs to go.
The problem with magic in Quests on /tg/ is that the player base expects codified, scientific-style magic. If you don't give that to them, they try and make it that way anyways so they can attempt to rape the setting with it (see Eragon comments above). So first look at how YOU need magic to work in your quest. THEN you can determine how accessible and useful it an be to the players. If you don't need it to work in a specific way to advance the plot, then really, don't bother with it.
I don't think it will work for standard tabletop gaming. You've seen how recent threads absolutely break down when multiple combatants are involved. A six-on-six fight between powerful characters has taken MONTHS, and it isn't over yet.
If I were to run a magic based quest on /tg/, I would run it like Zelazney's Madwand. Mages in Madwand run the gamut of powers and styles, and they are all terrified of untrained mages who spontaeously manifest magical ability. These mages are called madwands, and their power is inexplicable.
A typical madwand's magic latches onto the paradigm of whatever mage he's currently in battle against, and their magical powers translate exactly, so it quickly become a test of power over skill, since the mage has skill, and the madwand is just learning how the current form of magic he is using works RIGHT NOW.
The most terrifying madwand was the one whose magic didn't follow ANYONE'S paradigm. He merely willed his magic to work, and it did. The madwand youth couldn't get a handle on how the elder's magic worked in the slightest for the longest time...
I really really want to run a superhuman quest where your power is adaptive regeneration (this is just my favourite, i have some other powers ready as well) but i'm very afraid it'll look like a HMQ-clone since i binged the entire HMQ over the past 3 days.
Any tips on how to not look like a total ripoff? I was planning on having the character in need of money and giving the players the choice of living a harder life putting other people in front or going criminal and prioritizing family.
I could enjoy writing a quest where
your only remaining family (a younger sister) is slowly dying because you have a lack of money after a superpower apocalypse and your character place other people above their family.
>because magic in any book is exactly one thing: a plot device
I am not going to completely argue this point, since magic is always something that moves the plot in some direction, but that's honestly a pretty bad representation of all of literature.
The general rule for magic is that if it IS a plot device, something to introduce conflict for the majority of the main cast and move the plot in a direction outside of their control, then it needs to be left mostly undefined and untouchable. It isn't something the MC should ever have reliable control or access too and it should be more often in the hands of others who may help or not help the MC. It still needs to be defined to a certain extent, but only enough to show a reliable way to beat it, such as the ring in LotR needing to be thrown into the lava of Mt. Mordor.
If the magic is, however, a tool that the main cast can use to try to resolve conflict and try to advance the plot in a direction more close to their choosing, then it needs to be defined, codified, and sufficiently explained so the readers/players know what to expect from it when it's used.
Some books have well-explained magic because magic is in the hands of a lot of people, including usually the MC, and if the author doesn't actually have an explanation for how magic works and hasn't built an expectation in the reader's when it's used then he's writing a long series of nonsense asspulls that don't matter. Others don't have much of an explanation of magic's rules and limits because it's closer to the monster in a horror movie, and unknown thing you have to fight.
That's mostly because JQOP can only run once a month because of his new schedule and spends up to ten full posts describing all the shit that happens every update and thus can only put out 3-4 updated per thread. I doubt it'd be that much of an issue in a regular tabletop game.
The reason quality is usually inversely proportional to length is because in those cases the stories are generally artificially lengthened beyond the scope they were originally meant to cover due to popularity or something else. If the story is planned to be long from the start and all the content required to sustain everything in the long run is present from early on, it's not nearly as much of an issue.
No, man. It didn't. I argue that an overpowered protagonist only works when there are a lot of overpowered protagonist at odds. In that situation, each person is basically a nuclear bomb.
Can you imagine the stories set in a world like that? A guy sweating and coming this close to pissing himself, when he has to tell a superhuman:
> "Echo-1 is moving towards Florida. We think he's creating a gravitational singularity. You are the only thing that could possibly stop him."
And this walking nuclear bomb gives you an inscrutable look, stands up, and says "Very well. For God and country, then."
Mahouka's problem is that Tatsuya is the only one with that level of power. If China and all the other countries each had a handful of apocalypse-tier wizards, we're in a perpetual Cold War with civilization-ending human weapons and the intrigues around them. The main questions would be: How do we control these people? How do we make more? Can we breed him with someone? Is there a process that can turn someone into Tatsyua? If he goes off the reservation, how do we stop him?
That'd probably be the case if the players actually new the results via rolling. Since the QM handles all the mechanics in the background, anything can go wrong at any point and players are stuck worrying about whether their plan works or they get buttfucked in the next post.
I still remember laughing at how hyped everyone was at the QMC pulling off a glorious cross-counter, before finding out that the opponent was resilient enough to largely shrug it off and smack the QMC away like a red headed stepchild.
>Honestly, given how things have turned out, it's not likely.
Just because things have turned bad doesn't mean the QM isn't railroading. The fact that he's the one rolling in the background would be the first dead giveaway.
Let's use an example. Do you remember Crusader Quest? Used to be shilled in here quite a bit; thank fuck that's stopped.
Anyway, the players wanted to save some chick from an arranged marriage. Or something like that; it doesn't quite matter.
What does matter, though, is that the QM had the husband-to-be come in with his guards, have all the warriors on our side lose, and then lovingly, floridly described the rape of the chick in question while the player character was forced to watch.
Later in the same thread, he admitted he had wanted to write a rape scene for quite a while now.
There are too many people fighting. Each round has to cycle fully before the PC gets to take another turn. So after the PC goes, everyone else gets to act, and then this has to be translated narratively.
Like, you can tell that what is actually happening is:
NPC 1 attacks NPC 2. 3 attacks 2. 4 attacks 3.
Then ALL the NPCs move again.
I sympathize, really. Quests are not made for these kind of big fights with only one actor and a shitload of NPCs. For some reason JQOP is doing things round by round instead of abstractedly with the NPCs killing each other off-screen, which I would have done instead.
To be fair the players ignored that subplot and could have prevented it.
But also to be fair HF ran like once a month back then and no one could be bothered to remember every little detail or subplot/intrigue of your quest if you run so damn infrequently.
I actually just finished reading this part, and your recollection is a little off.
The greek trap evidently had this whole plot thing going on that the players never saw, which was passed off as 'running in tangent with your story and you could have changed her fate if you had met her sooner, except there was never any way for the players to know they could meet her and it was completely never mentioned until she showed up just now and it was already too late'.
At which point we could have then also potentially escaped the rape if we 'went to see the lord of the city first thing in the morning so he could tell us about the huge fleet of roman gallies parked in the harbor that we had no idea about and also weren't mentioned, that way we could escape with her from the city sooner from the people she told us she had already lost some towns ago'.
HF's explanation for this was "your servant/advisor told your briefly that getting involved with her would be trouble" - Said character also effectively shrugged when you didn't necessarily agree. Which was painfully in character, because the quest has literally been the playerbase screaming "BARD KNIGHT" and sticking their dick into and/or championing every woman they found.
At this point you were written into the scenario described where in you had two options as to whether to use your charisma to try and save the girl, or to let it happen. Both options actually did nothing, because HF confirmed she would have been raped and carried off anyway, and that attempting to fight them would have probably gotten you killed.
So your conclusion about railroading wasn't actually wrong, but I figured I'd expand on the details since I just closed that thread a few minutes ago.
Sub plots cannot be ignored if you never had a chance to realize they existed soon enough to affect them.
She was given asylum in Ramla as soon as the players were leaving town (which was ASAP since business concluded)
>For some reason JQOP is doing things round by round instead of abstractedly with the NPCs killing each other off-screen, which I would have done instead.
Because that would prevent the PC from directly interfering in the fights between the other NPCs and thus saving an ally or scoring a cheap hit on an enemy. It also prevents the enemy NPCs helping jumping between fights to support each other when one of them is confronted with the PC or for them to be then beaten down by one of the ally NPCs.
For example, this was necessary when the PC was immobilized at the start of the fight, so he had to be defended by another NPC and then saved the same NPC from taking a possibly fatal hit the moment he could move again. Later there's the part where the PC was about to kill an enemy NPC and a second enemy NPC got in his way. The next round the PC was having a hard time after killing the first enemy, so an allied NPC dropped in with a surprise attack and saved him.
All of this wouldn't have worked organically if it happened off-screen.
Also, we're really goddamn outgunned. Last episode/session we finally got rid of someone who was basically the Terminator on ultra steroids. We shot him with a black hole and it nearly still didn't work.
Next time, we can FINALLY get started on Alura, who's got a whole shitload of arcane shit going on.
The other problem is that JQOP is resolving EVERY character subplot at once. The good thing is that it shows in the way the people are fighting. The bad news is that this takes FOREVER TO RESOLVE.
The big sign that this is an actual battle is how the characters are fighting. In a tabletop game, characters don't move when it's not their turn. Here, the posts are literally "Now this guy is moving, and people are reacting to him." and the actions on the side stop while focus is on one particular skirmish.
When fudging, all the conflicts would resolve simultaneously. If I Was writing, there would just be a big explosion off to one side and one guy would have killed the other guy. Here, the PC can actually run around and interfere with EVERYONE ELSE.
The absolute worst part is that one of the enemies throws around an RPer's bane, status effects. One ally got hit by a blind(?) spell, and he spent around three turns more-or-less helpless, because he was completely blind. This is shit that actually happens on the tabletop, but tabletop resolves things a lot faster.
Then you have really weird fluke results like the hands-down toughest (Not the strongest, specifically the toughest) allied guy getting blown up by lucky enemy criticals. The scene is strange and kind of anticlimatic because sometimes tabletop games get strange and anticlimatic results.
He is very clearly playing out the actual battle, props to him, but it's really slow.
The QMC seems to be immune to a lot of mental fuckery, which has turned up as a plot point. His direct antagonist has the same ability, so it seems to be a Joker thing.
There is a scene where a large area is engulfed by a bioweapon, and they're the only two people who don't get mutated or dissolved.
Is there a reason in-universe that things happen this way, or are we just seeing the seams of what happens when you try writing fiction that plays by game rules? I kinda agree with you, I'd keep tight narrative focus on whatever the character's fighting up to the moment where he maybe sees an ally in trouble and has to make a choice between pressing an advantage now or giving his opponent a chance to recover in order to keep someone alive. What do I know, I never bothered with a proper stat system for any quest I ever ran and I was never near JQOP's playerbase.
>Next time, we can FINALLY get started on Alura, who's got a whole shitload of arcane shit going on.
Depends. Anima just gobbled down the most lethal chemical weapon to exist in the setting. She's probably fucked at this point.
The MC is resistant to most status effects. Not perfectly, but it's not worth using it on him since there's no guarantee it'll work.
Some of the sexual stuff in Joker is actually kind of fucked up. There's objectification of women, and then there's what Naoya is going to do to Mio. Let's not even get into what's up with the whole Hyades thing.
I can't tell whether it depicts guys are basically being hormone-driven morons looking for women to white-knight, or that women are fundamentally manipulative and evil.
God, anon, why do you keep on bringing up the women thing?
I mean, it's fucked up. Now what? Where's the discussion going from there on out?
We had a good thing going here and you ruined it. Jerk.
Well, yeah. It's supposed to be like a seinen anime, the way Mobile X Destiny was a battle harem, DXQ is a lighter seinen (possibly shonen) series and Card Priestess is a traditional magical girl series.
There are probably more Quests that try to capture that 'original anime' feeling, but none of them come to mind right now. I'm excluding the ones based on licensed properties, but including DXQ because it's just a setting/game system.
I think that one was literally called Attack on Pokemon Hunter. AToW is A Tale of Witches.
Princess Guard is also an anime-ish one, but it gets really boring at times. I personally wish that we had more quests like these, because right now only Joker Quest does the male-oriented seinen manga thing. The problem is that it doesn't make for light reading and there aren't any other quests.
I would run one, but everything falls apart once I think about how to get the players actually involved. I did think Cyberpunk Courier reminded me strangely of Darker Than Black. No, there weren't any superpowers, but each Agent had a unique 'gimmick' (Triggerman, rigger and so on) that was less like Shadowrun and more like their personal area of excellence, if you know what I mean.
Are you the guy who wanted to do GARO in Rome? Because we've seen GARO in Italy and GARO in ancient Japan, so there's precedent at least.
I'm a sucker for waifus. I want to do a dark urban fantasy quest based on Japanese misintepretation of Christianity/Catholicism. Demon-hunters and nuns with guns. I think there's an actual genre for this, but I want it to be low-key instead of vampires vampires vampires.
This. Dear fucking G-d this. I don't know what I was thinking, okay maybe I do know but that doesn't make it any better, and running rounds has proved difficult. In too deep now to sweep it all away, though.
Still having fun with the outcome even if the process is resource consuming on the QMing side though.
>Are you the guy who wanted to do GARO in Rome?
No, that was me. Still not quite gotten around to running that yet. Keep deciding I don't have enough details about culture, pictures, and shit like that stocked up.
>Everything falls apart once I think about how to get players involved.
/tg/ is really pretty shit of an environment for this, I've noticed. You've got 4-6 threads or so to get newcomers before people start getting turned off, and you can't really discuss your quest or content/concept in wqdt without people flipping their shit and complaining about shills.
The few quests (and QMs) who do actually get stuff discussed are things like Joker (has been running forever. and stuck in one place forever.) or AToW which... Doesn't actually get talked about so much as referenced as cool, and then complained about because Hexer never runs.
The only actual discussion about quests in the past few months started when review anon showed up, and that's not even a discussion.
>There's objectification of women, and then there's what Naoya is going to do to Mio. Let's not even get into what's up with the whole Hyades thing.
>I can't tell whether it depicts guys are basically being hormone-driven morons looking for women to white-knight, or that women are fundamentally manipulative and evil.
>waah waah misogyny
Who gives a fuck?
That's a nice argument that has absolutely fucking nothing to do with your criticism of the quest. It triggers you, so you say it's bad writing.
If you want to police JQOPs thoughts or what makes his dick hard at least be open about it.
>waah waah anon doesn't like my waifu QM and my favorite quest
It's really unfortunate when you realize your fanbase doesn't build, but dwindle from your first thread.
Your fanbase only builds if it's awesomely written and appeals to /tg/'s eclectic tastes.