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AWMBI - Discussion


Re: AWMBI - Discussion

Kayi, it's a game. Ergo, not real.

Stop your OOC nonsense before you offend everyone.

I'm already offended that Janna is so desperate to prove Azure is wrong that she's quoting out of context.

But as my last post said, I'm willing to ignore all of this and cough it up to the director needing to pull the stick out of her ass.

Edit: This entire discussion could also be ended by just telling us if the director is evil or not.
 
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Re: AWMBI - Discussion

You are the one that offended Janna with your behavior, and you're beginning to offend me.

Talk to the Director if you wish, but if you refuse to act calmly and maturely out of character, I don't want you to be playing with us.
 
Re: AWMBI - Discussion

Kayi, it's a game. Ergo, not real.

Stop your OOC nonsense before you offend everyone.

Seriously. At first I thought you were just making a clever play to meta other players into falling in line with your character, but now you're starting to sound like you're really offended over something that is just a game. I know that you clearly stated that you're well aware of the line between IC and OOC, but I'm beginning to question that with the way that nearly every single post seems to be made of defensive accusations. XD Chillax!
 
Re: AWMBI - Discussion

From my omniscient (that is, if there's been no real plotline-type developments via PM) seat here, I don't get a true "evil" feeling from Mary. Hiding a lot of stuff? Yeah. Bit dictatorial? Yeah. Only has her goals in mind? Not so sure about that.

I think a lot of Mary's "evil" stems from the shortcuts RJ made early on. The FP system as written, for example, comes off as arbitrarily imposed, despite it intended to be a game mechanic as opposed to an actual plot device. Ending the Slime Breeding Den scenario after just one night, while convenient, also didn't let Azure, Kali, or the "friendly" slime develop fully as characters.

Take a photo negative out of the developing chemicals before it's done, and it won't look right.

And for somebody who manipulates words for a profession, Azure sure isn't working well at it. She's not chatting up other players, and she only talked with the rescued doctor (who'd know less than Azure about Mary, having arrived later). I was expecting Azure to question the doctor about her stay at the hospital, the slime monsters, even about inviting her into the basement to play with the slimegirl. Not this obsession with Mary.

If I had to guess which of the two was the more evil, I'd go with Azure. Mary seems to be trying to build a fort. Azure seems to be trying to destroy that fort.
 
Re: AWMBI - Discussion

Hehehe, can't help it.

I remember DeMatt's work, and personally, i think it's way better than my own. So I kinda look up to him in that regard.
 
Re: AWMBI - Discussion

Ah, yes, another word of wisdom from the GM, shooting a target's weak point, (Most times it's the head) is a difficult thing to perform, but the extra damage you do is immense.

I recommend this tactic should you learn the weak point of a very powerful foe.
 
Re: AWMBI - Discussion

Getting offline now.
Ill be back no more then three hours from now.
 
Re: AWMBI - Discussion

Headshots are magical things! :D

HAY XIVVIX, WANNA HAVE CLAIRE AND CHRISTIE HALP ONE ANOTHER RECOVER ONCE THEY GET BACK TO THE HOTEL?

(Or at least work towards that? *eyebrow waggles* Though we need a tank and/or a good shot for a decent girly menage a trois/quatres if we don't want these two getting taken down in the next few excursions. XD I don't think Claire's going to want to leave the hotel again for a LONG time, so perhaps some slower training without risk is in order.)
 
Re: AWMBI - Discussion

I've failed you again, DeMatt...

*Cuts wrists*
Great, now the game'll never be finished.:p

Seriously, it's more a case of old mistakes coming back to bite people on the butt again.

In the case of the FP system, I can't think of any good way of creating it beyond telling the players "GM fiat - this is the way the system works". Part of the problem is that it makes the shop seem like it has an infinite amount of supplies, instead of a limited amount that must be rationed based on who's assisting the most. Maybe if the characters themselves weren't aware of the actual numbers it would make more sense; the players would have the numbers, but the characters would be getting "um... do you think you could go out and do something for the rest of us?" instead of "you're short 100 FP". Note that bartering skills should affect the results - if applied by dint of actually having a conversation with the shopkeeper. You CAN use your GM powers to declare it like this... not sure what the players would think (comments?).

You could also start keeping track of the shop's inventory, and make characters aware of it ("Can I get 3 more clips of ammo?" "I'm sorry, I've only got 1 left."). The problem is it adds one more layer of complexity to the GM's job; you'd have to add in more supply-gathering missions and the ability to trade supplies in for FP. And players who are on more frequently have more opportunity to get that limited inventory, unbalancing the game slightly.

The sudden end to the Slime Breeding Den isn't so easily fixed. It makes being captured seem easily fixable ("I get captured, and Shiva will rescue me the night after!"), instead of a fate to be avoided at all costs. It interrupted several character developments (Azure getting comfortable with the slimegirl, Azure getting Kali released from the wall if not outright rescued, the slimegirl growing from a simple rapist into a more complex opponent). I thought about complaining when it happened, but then I thought "it's not my game, I'm not even playing, let's see where this goes". I can't think of any way of fixing that right now.
 
Re: AWMBI - Discussion

Hm, that's a good idea, I suppose I should make capture a little more permanent...

And I suppose I could work a limited inventory as well, and allow the players to collect points by looting the town for resources and trading them to the shopkeeper in order to keep stock up.

Why didn't I think of these things? :(
 
Re: AWMBI - Discussion

Foresight my friend, it's an important aspect.
BUT.
You can just plain out ask us for ideas, and YOU PROMISED ME RIN!!!
 
Re: AWMBI - Discussion

Why didn't I think of these things? :(
Because your mind is preoccupied with our Jurassic Salvation, doi.
 
Re: AWMBI - Discussion

YES!
*Insert victory dance somewhere in here*
 
Re: AWMBI - Discussion

Great, now the game'll never be finished.:p

Seriously, it's more a case of old mistakes coming back to bite people on the butt again.

In the case of the FP system, I can't think of any good way of creating it beyond telling the players "GM fiat - this is the way the system works". Part of the problem is that it makes the shop seem like it has an infinite amount of supplies, instead of a limited amount that must be rationed based on who's assisting the most. Maybe if the characters themselves weren't aware of the actual numbers it would make more sense; the players would have the numbers, but the characters would be getting "um... do you think you could go out and do something for the rest of us?" instead of "you're short 100 FP". Note that bartering skills should affect the results - if applied by dint of actually having a conversation with the shopkeeper. You CAN use your GM powers to declare it like this... not sure what the players would think (comments?).

You could also start keeping track of the shop's inventory, and make characters aware of it ("Can I get 3 more clips of ammo?" "I'm sorry, I've only got 1 left."). The problem is it adds one more layer of complexity to the GM's job; you'd have to add in more supply-gathering missions and the ability to trade supplies in for FP. And players who are on more frequently have more opportunity to get that limited inventory, unbalancing the game slightly.

The sudden end to the Slime Breeding Den isn't so easily fixed. It makes being captured seem easily fixable ("I get captured, and Shiva will rescue me the night after!"), instead of a fate to be avoided at all costs. It interrupted several character developments (Azure getting comfortable with the slimegirl, Azure getting Kali released from the wall if not outright rescued, the slimegirl growing from a simple rapist into a more complex opponent). I thought about complaining when it happened, but then I thought "it's not my game, I'm not even playing, let's see where this goes". I can't think of any way of fixing that right now.

I love the idea of taking favor points away in the characters-knowing-specifically-what-they-have sense. I'd be perfectly willing to retcon Claire and pretend things were playing the new way without any change, in fact. Having the shop-keeper telling folks, "you've gotten too much, sorry, we need to save some for the next girl," is simple enough so long as us players know how much we can ask for, out of character.

Limited supplies sounds good because it means more supply-run missions, which makes way more sense to me than women going out to hunt just because there are monsters in the area. I don't think that my character, for example, will ever go on a hunting mission again, unless she is pressed to do so by greater needs! (That may change over time, as she grows more confident... but IC she's taken a huge smash to her ego and mental well-being, so she's going to be pretty useless for a little while... save for anything that can be done from within the hotel!) I like the idea of limited supplies as well, because it adds to the level of horror that you were trying to push for this game.

I was wondering if the 'thread reset' that happened with the slime-girl-den etc. is going to be repeated? I found it jarring, too, and was frustrated that I had thought Claire and Christie would be going out to fight near dusk when suddenly, it's the next morning. I think it threw a lot of people off... could we have some forewarning for when you're going to jump to the next day, and can we maybe have some input so that we can play out a scene from the day before and wrap it up before you jump forward? XD

One last thing... instead of gals losing their clothes entirely with most encounters, would it be possible to have clothing ripped, or one portion of the clothing torn away, or even portions of a piece of clothing torn away? XD It's kind of frustrating from an OOC point of view because we continually need to buy new clothing, or go without, which is really awkward IC around other characters and makes no sense in a combat sense.

Will there be anything that can be done from the hotel that can increase FP, like mending things, or (for example, with Claire being a researcher type) helping Mary-the-Director to decipher her strange notes? I suppose it's silly of me to have made a character who's not so willing to go out and join the fight, but Claire was meant to back-up rather than take to the front lines. X3 It seems like that puts her at a significant disadvantage.
 
Re: AWMBI - Discussion

Heh, welcome to the "disadvantage" club, wallpaper ;). I was thinking that Christie could try repairing some of the weapons that River had brought back, though it seems they are trash now. I certainly think supply runs or even scavenging runs would be a lot mroe interesting than going out hunting. Though this may stem from the fact that Christie and Claire just went out hunting and all they have to show for it is enough FP to replace their clothes, and a centipede baby.
 
Re: AWMBI - Discussion

I suppose I can exchange FP values with inventory values, as well as giving non-combatant characters something to do around the hotel, such as help women who were impregnated, and clean up the place. The only reason I didn't think of doing this was because I thought most people would find such tasks boring and uninteresting. But, by all means, I will implement these ideas.

And more, if your character has an ability, such as Christie's ability to repair, she can choose to earn her keep by helping Jesse the shopkeeper with repairing her weaponry and keeping them in good shape.

And Claire can spend her time either doing chores, or investigating what may be going on in the plot with her skill in that field.

As for making the next day pass, I have to make it pass eventually, and after so many things happen, a lot of women will be tired from missions, tasks at the hotel, the like.

I would love to hear ideas about how to make the passing of a day a little more convenient for everyone, while still maintaining consistency, as everyone should be on the same day, and some effects that occur can only be cured by a good night's rest.
 
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