Quest Idea Thread

I will then. And what quest ideas have you thought of?
Well, there's the obvious ones, with the protagonist going to the school set up by the Dragonets a few years or so after Book 5.

There's also one where the Dragonets are entirely different, though whether it's different canon characters or OCs is a an option.

The one that appeals to me most is the Quest Idea where the Nightwings actually included all the different 'Wings in their bullshit prophecy, so that there's a legitimate RainWing and an IceWing involved too.
 
Well, there's the obvious ones, with the protagonist going to the school set up by the Dragonets a few years or so after Book 5.

There's also one where the Dragonets are entirely different, though whether it's different canon characters or OCs is a an option.

The one that appeals to me most is the Quest Idea where the Nightwings actually included all the different 'Wings in their bullshit prophecy, so that there's a legitimate RainWing and an IceWing involved too.

I'd try joining all three of those or working with someone to set that up. all seven tribes would be good. would that be like where the players control seven different dragons? or we control the actions of the two new ones?

I also thought about how danganronpa and wings of fire would mix together, but that is mostly too silly I think. Mostly, it was young dragons trapped on a system of alien planets with a robo-dragon being the big bad for most of it.

And gong to Jade Mountain would be fun. all those young dragons who used to be soldiers now are expected to be students.

I am on book 11, so there is stuff there that would be a good place also if you know what that is about. I do not want to spoil it for you unless you already know the premise and the title.
 
I'd try joining all three of those or working with someone to set that up. all seven tribes would be good. would that be like where the players control seven different dragons? or we control the actions of the two new ones?

I also thought about how danganronpa and wings of fire would mix together, but that is mostly too silly I think. Mostly, it was young dragons trapped on a system of alien planets with a robo-dragon being the big bad for most of it.

And gong to Jade Mountain would be fun. all those young dragons who used to be soldiers now are expected to be students.

I am on book 11, so there is stuff there that would be a good place also if you know what that is about. I do not want to spoil it for you unless you already know the premise and the title.
TBH, I stopped reading after Book 7, I really need to catch up. I have no idea how mechanics would work, thought if it's for the first 5 books or around, I have them all at my place, I could totally serve as a reference point for stuff like that.

Also, the WoF/DR crossover amuses me.
 
TBH, I stopped reading after Book 7, I really need to catch up. I have no idea how mechanics would work, thought if it's for the first 5 books or around, I have them all at my place, I could totally serve as a reference point for stuff like that.

Also, the WoF/DR crossover amuses me.
I have all 11 books so far, and book 12 will be out in a few months.

Here, I think a of of stuff coudl be narrative/story or character driven. Maybe some mechanic stuff then if needed.


And thank you. I had first tried to write about that years ago. young dragons waking up in a habitation dome on an alien planet, and a new world and spaceship is unlocked after each case.
 
I have all 11 books so far, and book 12 will be out in a few months.

Here, I think a of of stuff coudl be narrative/story or character driven. Maybe some mechanic stuff then if needed.


And thank you. I had first tried to write about that years ago. young dragons waking up in a habitation dome on an alien planet, and a new world and spaceship is unlocked after each case.
Well, shit. I need to catch up soon.

Yeah, I think a narrative-driven quest is the best fit for a WoF quest. I don't think I'll be the one running it, though, my attention span is rather... lacking, sometimes.

It sounds like a really cool concept! The crossover, I mean.
 
Well, shit. I need to catch up soon.

Yeah, I think a narrative-driven quest is the best fit for a WoF quest. I don't think I'll be the one running it, though, my attention span is rather... lacking, sometimes.

It sounds like a really cool concept! The crossover, I mean.

I will talk more after I am back from the dentist.

I am easily distracted myself. Though it is not like I'd give up easily and could build a world for it.

and thank you. I could imagine the mono-dragon trying to encourage the primal savagery of ancient dragons compared to how modern ones are more peaceful.
 
Well, shit. I need to catch up soon.

Yeah, I think a narrative-driven quest is the best fit for a WoF quest. I don't think I'll be the one running it, though, my attention span is rather... lacking, sometimes.

It sounds like a really cool concept! The crossover, I mean.

I am back with more.

the prophecy dragonets could have more success in escaping early I think with seven instead of five. Clay is the big brother/ team dad that brings them all together well. unless this is a bunch of different dragons.
 
Since it's SPORTS SEASON and there's some kind of ball-kicking contest going around, I'd like to introduce a Quest idea/system I've been toying with: THE ELEMENTALIST GAMES. Inspired by various sports (I'm a hockey guy, to be honest, but there's football in there too) and the Pro Bending in Legend of Korra, it's an exciting sports management Quest of magic and glory! Ahem:

Long ago, the wise and mighty dragons gifted Men, the people of the Earth, power over the three Elements, to be used for balance, harmony and good in the world... but that's enough ancient history - it's time for another season of the most exciting, most entertaining, most exceptional mage sport worldwide... THE ELEMENTALIST GAMES!

That's right - starting today, you get to join us for a long and bountiful season of the Games, live and unfiltered on AstralCast! So get your tickets now and put in your bets... there'll be no stopping the action now! We've got a lot of strong teams this year, but only one will go on to claim the Dragon Cup. Who'll it be? We've got our eye on a few teams, from champions of the past to fresh challengers at their first shot at the prize. Only the team with the best players, the best coaching staff, the best management can triumph!

Let's take a look at one of the most promising teams in the running this year. Their new manager has a lot of expectations on their shoulders, whether from the fans, the players or the owners... only time will tell if they can fulfill those expectations and help bring home the Cup!


***​

Your exciting, thrilling, once-in-a-lifetime opportunity to manage a team in a season of a magic sport, where players battle with the powers of Air, Fire and Water to honor the Dragons of old, in a world where magitek takes the place of modern technology. Manage players, fans, shadowy sponsors and rival teams, win matches and make your way into the finals for a chance at the Dragon Cup and immortality!

This would be a management-style Quest. You wouldn't have direct control over players in their matches, but you'll decide on strategies, manage them, decide on pep talks, so forth, plus manage the team outside their games in various ways. The exact mechanics are explained below.

The Elementalist Games, usually just referred to as 'the Games', are the world's biggest sport and the obsession of millions. It's a team sport, where lines of three players face off, attempting to break through to the opponents' end of the field to light one of three lanterns on a rotating pole with elemental magics. Once all three Lanterns are lit, your team wins the game. If time runs out - an hour of playtime divided into two periods – the game goes into overtime, followed by a series of 'shootout' timed attempts on the Lanterns to decide the game.

Each Lantern must be lit with a precise and accurate sigil crafted using a corresponding elemental magic - the Air Lantern with Air, the Water Lantern with Water, the Fire Lantern with Fire. The three elements of the Games correspond to the three Elements given to Man by the Dragons in ages past, though the average man on the street is unlikely to know or care about that. Officially, the Games are held in the Dragons' honor, and those Dragons who still live seem to like them well enough.

Players on the field use their magic against each other as well, though there are some limits on what kind of attacks are acceptable. This has led injuries being common, and the occasional death every year. Physical attacks are strictly forbidden, on the other hand - this is a game of mages and magic skill, not one for commoner ruffians.

General Play

Matches are split into two halves of ten Rounds. Each Round, the Lines cycle between the teams' 4 different ones, unless a Line is directed to stay on for longer than usual.

The game begins with a Duel: the centers of the two opposing Lines facing off in a contest of elemental magic - Fire, Air, or Water, depending on the turn of the die. The winner's Line takes the offensive.

On the offensive, the players of a Line roll d6s, plus (or minus) their Offensive Play modifier. Various strategies or situations may further modify the result. The total is compared to the defenders' Defensive Play rolls.

With 1 Degree of Success (1-4 over the defenders' total), the offensive continues. The attackers pressure the defenders and maneuver themselves into an advantageous situation, receiving a bonus for their next Round's attack.
With 2 Degrees of Success (5-9 over the defenders' total), the offensive breaks through, and the attackers receive 1 Lighting Opportunity.
With 3 Degrees of Success (10-14 over the defenders' total), the attackers receive 2 Lighting Opportunities.
With the rare 4 Degrees of Success (15-19 over the defenders' total), the attackers receive 3 Lighting Opportunities.

Potentially, I might scrap the 1 DoS 'offensive bonus' result and instead have it give 1 Opportunity, with 2 DoS giving 2, 3 DoS 3, 4 DoS 4, etc...

With 1 Degree of Failure (1-4 under the defenders' total), the defense blocks all attacks, but the offensive continues.
With 2 Degrees of Failure (5-9 under the defenders' total), the defense pushes out of their zone and goes on the offensive in turn.
With 3+ Degrees of Failure (10-14 under the defenders' total), the defense rushes out of their zone in a lightning breakaway, gaining a Breakaway Opportunity and going on the offensive.

Opportunities

When a Line gains an Opportunity, a player is chosen at random to try and score by blasting the opponents' Lantern with appropriate magic. In this, they roll a d6 plus (or minus) their appropriate Control modifier (Fire, Air, or Water). With 6 or more, they score, lighting the Lantern. With 12 or more, they have a chance to do a Double Lighting, simultaneously scoring on two of the enemy Lanterns, or simply a particularly spectacular lighting. A natural 1 is always a miss - even the masters can't always get it right!

Injuries and Penalties

Every player on the field tests to inflict Injuries and to evade Penalties for both halves of the game... or every Round of the game. This is something I'm struggling to make both simple and tied to the stats of the players. Currently, the players roll d6s, adding their Aggression modifiers, with a 6 or more being a hit, 10 or more two hits, and possibly 12 or more three hits. Each of these hit is allocated to one of the opposing players on the field at the time, who then roll d6+Physique against the attacker's d6+Aggression. They may either shrug it off, receive a bruise that weakens them slightly for the rest of the game, a Minor Injury which weakens them even further, a Major Injury, or a Severe Injury. Rarely, they may even die (which stops the game). The worse the injury, the longer it'll take to heal from it, and Major and up will remove the player from the match.

The players also test Discipline to avoid penalties. Here, d6+Discipline is rolled, with a result of less than 6 a penalty, and so forth. Inflicted injuries add a penalty to Discipline rolls, as those kinds of hits are more likely to result in penalties being called. These penalties are not necessarily from attacks, but may also represent other rule-breaking (I have a list, but there's no mechanical difference).

Aggressive players are thus useful in clearing out and weakening skilled opponents, but they also bring the risk of penalties. A penalty usually results in the offending player sitting the next Round out, allowing the victims to play 3 against 2 for a while.

There's quite a bit to keep track of here, which is why I'm not happy with it. In any case...

Player Stats

Every player has stats, as below:

Offensive Play: Skill as an offensive player, used when your line is on the offensive.
Defensive Play: Skill as a defensive player, used when your line is on the defensive.
Fire Control: Skill with the elemental magic of Fire, used in Fire Duels and Fire Lantern Opportunities.
Air Control: Skill with the elemental magic of Air, used in Air Duels and Air Lantern Opportunities.
Water Control: Skill with the elemental magic of Water, used in Water Duels and Water Lantern Opportunities.
Aggression: Chance of attacking another player with magic, and the strength of said attack.
Discipline: Chance of playing clean and avoiding penalties.
Physique: Taking hits, endurance, recovering from injuries.
Growth: Learning, growing as a player, and the height of your potential.
Fame: How famous you are. Famous players may expect better pay and draw in bigger crowds and sponsors.

An average player has +2 or +3 in most stats. +4 or +5 represent great skill, with +6 an exceptional talent. Players with multiple +6 stats are world-class stars.

Star Players are particularly exceptional individuals who may have Special Traits, such as always dealing a harsher injury on their victims, being great at shootouts, or being prone to politically insensitive remarks about non-human races that keep landing you in hot water with the media.

So, basically, you can have all kinds of players: skilled snipers who score practically every time but are small and flimsy enough to be mangled by the slightest hit, all-round solid players with no weaknesses but no outstanding strengths either, good attackers who lack in defense or the other way around, aggressive and brutal enforcers, highly-disciplined players who you might wish would deal out more hits, masters of one element but incompetents in the others, eccentric and media-friendly stars who aren't your best but bring in the crowds, and so forth. Each might have their own issues and flaws, which might make them a risky proposition to take on, however great their skills. Some might look weak, but have great Growth and thus great future potential; others might be strong but old and tired, with negative Growth sapping their skill every year.

The idea is to manage your Lines so that you put the best people in the right places - skilled Controllers up centre to win Duels, defensive Lines to hold off the opponent's star offensive ones, aggressive enforcers when you really want someone on the enemy team dead, and so forth. You could further affect the play and rolls with Strategies and Pep Talks before the game and in the intermission.

Team Stats

Team morale is represented by Confidence and Cohesion. Low Confidence (usually the result of long losing streaks, player injuries or deaths, poor management, and the like) results in Play penalties, while high Confidence (winning, good management, and the like) results in bonuses. However, very high Confidence actually turns right back to penalties, as your players get all too cocky and overconfident! Cohesion represents the chemistry and internal happiness of your team - how well the players play together. Interpersonal conflicts, new players, and the like lower Cohesion, while playing together for long periods and getting along well increases it, with corresponding effects on Play.

I could see some further voter involvement elements working here - letting voters be Sponsors, or suggest their own players for the team, or somesuch. Rewards for omakes, in-character posts of 'live' commentary, analysis, news articles, fan noise, etc, could be rewarded with extra XP for players or bonuses in certain places, that sort of thing.

The mechanical side would be just one part of it, obviously. There'd be exciting intrigues and choices, personal issues to take care of, delving deep into the details of managing a magic sports team. I'd probably also do a World Championships intermission, where you'd get to manage the national team of one of the world's realms in an Olympics/World Cup-style contest.

So, interest, thoughts, comments, ideas? I've been tinkering with these kinds of management systems for a while, and this is one I could see myself enjoying running for a while.
Remind me to take a better look at this in the morning when I'm not too tired to try and process mechanics.
I'd be interested simply on the basis of your existing quest however, thats not the sort of feedback I think and qm wants to hear.
Whats the timescale of this quest? The fact that its 'The Games'! seems to imply that its a sort of Olympics-esque event however that doesn't seem like it would lead to good pacing as based on the range of skill you've given I assume we're starting with an average team and working our way up to World Class. That sounds like a ridiculous improvement in ability so I assume its more like working through a league system.
 
Remind me to take a better look at this in the morning when I'm not too tired to try and process mechanics.
I'd be interested simply on the basis of your existing quest however, thats not the sort of feedback I think and qm wants to hear.
Whats the timescale of this quest? The fact that its 'The Games'! seems to imply that its a sort of Olympics-esque event however that doesn't seem like it would lead to good pacing as based on the range of skill you've given I assume we're starting with an average team and working our way up to World Class. That sounds like a ridiculous improvement in ability so I assume its more like working through a league system.

A full season of the top league to start with, yeah, with more following unless the story unfolds as a perfect whole with just the one. Teams from all over the world compete, in the vein of our world's Champions' League. For simplicity's sake, we don't start at amateur level at the very bottom and can discount the lesser leagues, if they exist. We'd definitely start with an average-to-struggling team in the top league, though, and try to rise to the top for the Cup from there.
 
an idle daydream gave me an idea for a quest model:
Kidnapping victim quest. The player is an individual of some importance, who has been kidnapped by parties uncertain. Chargen determines the what and why. You have two goals: Escape by some means, with certain possibilities available from chargen (if youre a world leader being kidnapped, you can find some way to contact your secret service; if youre some kind of superhuman you can attempt to use your powers) and others arising through gameplay (leveraging Stockholm/Helsinki syndrome; just up and running for it)

Your second goal is gaining information. Who are these people and why did they kidnap you? What are their motivations? where were they before they decided Grand Theft Human was a necessary or optimal action?

Would probably be run with no stats or a simple 5 stat system
 
XCOM: Harem Unknown

"Hello commander. Within the past few decades. Various aliens and supernatural races have being observed interacting with Earth. However majority of them seems to center around Japan. Especially their High Schools. Your task is to infiltrate the schools, learned whatever you can, and if necessary intervened. We trust you are...discreet."

Vigilo Confido
 
XCOM: Harem Unknown

"Hello commander. Within the past few decades. Various aliens and supernatural races have being observed interacting with Earth. However majority of them seems to center around Japan. Especially their High Schools. Your task is to infiltrate the schools, learned whatever you can, and if necessary intervened. We trust you are...discreet."

Vigilo Confido
Amazing. Do this. Post the link when you do. :D
 
XCOM: Harem Unknown

"Hello commander. Within the past few decades. Various aliens and supernatural races have being observed interacting with Earth. However majority of them seems to center around Japan. Especially their High Schools. Your task is to infiltrate the schools, learned whatever you can, and if necessary intervened. We trust you are...discreet."

Vigilo Confido

 
A full season of the top league to start with, yeah, with more following unless the story unfolds as a perfect whole with just the one. Teams from all over the world compete, in the vein of our world's Champions' League. For simplicity's sake, we don't start at amateur level at the very bottom and can discount the lesser leagues, if they exist. We'd definitely start with an average-to-struggling team in the top league, though, and try to rise to the top for the Cup from there.
I'm sorry for what I'm about to post but I'm really struggling to find a nice neat logical ordering to my points. This is doubly confusing because I mention players of the quest as well as players of the in universe game. I've tried to refer to the former as questors and the later as characters but I haven't been totally successful.

First please make this clear, what votes will the players have? It strikes me that we're the manager, in which case all of this is only tangentially relevant.
The talk about Fame and stuff shows that getting people to come to the game is important in this however you don't say why. I assume this means ticket sales and budgeting however you don't even touch on what is likely the most important part of building our team after we exit char creation.
Additionally you talk about managing the line but its not clear what exactly that entails. Building chars? Selecting the team? Telling them what to do? Choosing actions? How many do we even have? Getting a team of 5 and being able to make substitutions gives a lot more strategic depth and agency to questor choices as well as some protection against bad RNG on a injury roll compared to a team of 3.
Part of the implicit design for anything is that we can assign them to do things that would better, in what way do you allow this? Can high physique characters act as shields for more fragile ones, to protect them from injuries?
Double lighting just seems thematically weird given the elemental flavoring. And Nat 1 as instant failure is potentially quite severe on a D6 because its nearly four times as likely compared to a d20.

From what you've shown the mechanics are probably broken in favour of teams that run super aggressively and win before theres a chance for them to suffer injuries.
Linear bonuses and absolute checks almost always tend to favour extreme stat distributions and I think your offensive vs defensive system only encourages this. If rather than split our players abilities we would be looking at something like +18(+3d6?) vs just +6(+3d6?) which means they'd expect 2 lighting opportunities a round and gives the defensive side a mere 2% chance to halt the offensive. So a highly offense oriented team will beat any balanced team, they'll flip a coin against other offense oriented teams for the win as neither would be able to regain teritory. And defense oriented teams, hard to say either another coin flip as both teams bonii balance out, or else it would go down to injuries and penalties and which team loses enough members to shift the balance first, or possibly time.

The mechanics are also unclear on when and why a injury check would occur, I assume every person on the field rolls it once a turn? I must admit concerns that that could potentially be very favourable for teams built around winning through fouls. I have complaints that I expand on below about the associated stats.

Aside from mechanical aspects of play I also don't like how you've developed the character stat system:
The Aggression/Discipline could probably be factored out into a character personality or something decides what sort of actions a player is likely to take (assuming that as the manager we can only layout strategies). You present them as opposed but its not clear why I can't have a high aggression high discipline char who brutally removes an opposing team member from the game every turn however only does so within the rules of the game.
Growth is an odd concept to express mechanically is this a cap on how high any stat can be? Is it a cap on total stats? Does it affect how long between getting extra points? Also I would be very afraid offering this to players on SV as we're all about the late game even when we make choices that might mean we don't get there.
Fame is just bizarre that as players we could potentially dump all of our points into fame so that everything else is 0, and have a player so ludicrously incompetent that the only reason they're able to be picked by a team is their fame? It'd certainly explain why the team is struggling but how would that be explained in universe. Also is it capped by growth? It seems that this should largely be a QM stat to act as a reward, and represent the growth of the team.
Is it possible for players to be able to use all three elemental magics? I just ask to gauge the amount that

If I where to suggest an alternate way to do it I would establish actions any player can take, for example:
Maneuver( Not Targeted): The player attempts to advance down the pitch -> This is opposed by any opposing players attempting to maneuver. -> Increase the positioning modifier in favour of the winning team.
Light the Torch(Targeted): The player attempts to light a torch, this can be done at any time. -> This is opposed by a static DC and reduced (or increased) by the teams positioning modifier.
Disrupt(Targeted): The player attempts to prevent an opposing player from doing anything. -> This is unopposed, unless otherwise noted perform the following. Add the result of the check to the DC of the player that has been targeted by the disrupt action. If two players both declare disrupt on each other, nothing happens.
Support(Targeted): The player attempts to help a team mate. -> This is unopposed add the result of this check to the targets check. If the player using this action is disrupted reduce the bonus granted by the disruption value to a minimum of 0.
Defend(Targeted): The character intercepts attempts to interfere with a team mate -> If the target would take an injury check, this character takes it instead at a reduced DC. (Perhaps this should be wrapped into Support)
And so on...
Each character can perform one action per turn and all characters must announce their action on the same turn (I'm drawing from a game called Diplomacy here). The Questors can give strategies, however it is up to the characters if they how best to fulfill those.
You'll notice that I've removed the offensive/defensive stages, similar to how I've allowed lighting to occur at any stage this is to prevent highly specialized players from being an encumbrance to their team outside of their phase, as well as allowing more comeback opportunities. To further this comeback chance I'd recommend increasing the positioning modifier more when it is against the team that successfully maneuvered.
Which brings me into positioning, you can shoot a Hail Mary anytime you like, whenever you like, but if you're at the wrong end of the field its not going to succeed. Positioning is a number shared by both teams with one difference, for the team that is has the advantage it is positive for the team that is losing it is negative.
Now for aggression/disipline, you mentioned that you didn't like how this was done. I suggested abstracting it by turning it into a character description so now to explain that. The characters can on every action choose if they want to 'push the rules' or whatever, doing this grants them a bonus on that action however it also means they must make a penalty roll. Doing this is outside questor choices, characters will choose when to do it based on their aggression, whether they're losing and desperate, if the questor encouraged or discouraged it, and so on.
Finally I'd suggest a reconsideration of what stats you use. They should be applicable to more than one check to prevent a char becoming a one trick pony. I'd probably go with some combination of the classic physical attributes: Strength, Stamina, Agility and Magic. And possibly I'd consider something like Skill or Teamwork however the later appears to be a team stat. If you want to keep stats like Fame and Aggression/Discipline that's fine however they should be hidden from the players and only related to them narratively.
Nothing I can really say about the team mechanics as you've also not said much, seems reasonable however as I said before, linear bonuses on opposed checks can get very out of hand as they get more extreme.

Thats my two cents at least.
 
That's very in-depth analysis, thank you very much! The post suffered from first being just a interest check basic description that I kept adding things to, heh.

First please make this clear, what votes will the players have? It strikes me that we're the manager, in which case all of this is only tangentially relevant.

Outside of games, potentially everything from choosing who plays on what line, who to sell or buy and with what teams, who to promote in the media, what sponsors to lure in, what kind of players to scout, what to spend your money on, etc. I say 'potentially', because I suspect going too deep into the nitty-gritty of managing finances wouldn't be all that interesting. Various events and narrative developments will demand your attention, whether the personal issues of your players or a death on another team forcing you to take a public stance on things). Much of the meat of the game would be here.

Within matches, what Strategy to go with (ranging from offensive Overwhelming to defensive Guarding - as you can imagine, full-on offense brings penalties to defense, and vice versa), what lines to play against which enemy lines (so you can choose to counter high-offense enemy lines with your own defensive ones set to Guard, for example), what pep talks to give (which have different effects depending on what they emphasize, for example increasing your scoring chance a little bit or increasing your players' Aggression a bit), and... well, possibly some minor things, but not much more. You can't control the players of your team during the games directly. You need to have prepared well and made the right tactical choices beforehand, for the most part (though you can adjust tactics in the intermission).

The talk about Fame and stuff shows that getting people to come to the game is important in this however you don't say why. I assume this means ticket sales and budgeting however you don't even touch on what is likely the most important part of building our team after we exit char creation.
Fame is just bizarre that as players we could potentially dump all of our points into fame so that everything else is 0, and have a player so ludicrously incompetent that the only reason they're able to be picked by a team is their fame? It'd certainly explain why the team is struggling but how would that be explained in universe. Also is it capped by growth? It seems that this should largely be a QM stat to act as a reward, and represent the growth of the team.

Fame is a measure of how famous individual players are. Having Famous players brings in more fans, ticket sales, and sponsors - so yeah, it's all about the money there. For the players, the Fame will likely go to their heads, resulting them in demanding bigger paychecks, more generous contracts (for example, a contract stipulating they always play in the prestigious first line or get their faces on the ads), as well as having narrative effects of various stripes. It's also a nice measure of how 'good' they are, at least in the eyes of the public. Fame would grow from scoring Lightings, with especially glorious Lightings (very high result on the scoring roll) netting more Fame as they get replayed over and over in highlight reels, playing on successful teams, being promoted in the media, and various events and things. Just having a particularly entertaining personality can increase the rate of Fame growth.

What you can do to increase this stat is media promotion or even personality coaching, but it mainly works irrelevant of you.

Fame is unaffected by Growth or training. It relies purely on what the audience sees, so a very skilled player who has poor luck is not going to get as much Fame as the amateur who somehow only rolls 6s every time.

Additionally you talk about managing the line but its not clear what exactly that entails. Building chars? Selecting the team? Telling them what to do? Choosing actions? How many do we even have? Getting a team of 5 and being able to make substitutions gives a lot more strategic depth and agency to questor choices as well as some protection against bad RNG on a injury roll compared to a team of 3.

You'd have roughly 20 players (4 lines of 3 players, plus replacements) at any given time. You get to choose a number of Star Players at team creation, but the rest will be fairly unexceptional (though they can grow to be stars in their own right). You get to distribute these players in whatever fashion you like for your lines and within them, trying to find the best man or woman for each job. It's not simply about skill, though, as Fame and interteam relationships will affect where players work best (so two players who hate eachother's guts should not be placed on the same line, and the world-famous star on the team probably won't like sitting on the reserve bench).

You can choose to focus training your players on particular areas, so if you need the young prodigy with exceptional Fire Control to branch out and get a grasp of the other elements too, that's what you'll direct them to train in. Or if you have a high-Aggression player you want to mould into a much less problematic high-Aggression/high-Discipline player, you keep training them to stick to the rules as much as possible and to think more critically about what they're doing.

Within matches, you don't choose specific actions, only the Strategies - the gameplay of the matches is largely abstracted, after all. The narrative will spice up what would otherwise be just a series of rolls.

Part of the implicit design for anything is that we can assign them to do things that would better, in what way do you allow this? Can high physique characters act as shields for more fragile ones, to protect them from injuries?
Double lighting just seems thematically weird given the elemental flavoring. And Nat 1 as instant failure is potentially quite severe on a D6 because its nearly four times as likely compared to a d20.

Some examples:
-You need your Line to win each Duel, as this allows you to take the first attack for a 'free' offensive chance. You place your player with the best individual Control skills here; even if they're not great at Offensive Play otherwise, their high Control skills will have them winning the Duels and starting the team off on the right foot.
-You want a Line to be very good defensively, to be played against skilled enemy attackers. You place your best Defensive Play players on that Line, perhaps setting them on a defensive Strategy as well. Keep in mind, however, that should they instead find themselves in an offensive situation instead, they might not do much.
-You know the opposing enemy Line is full of thuggish enforcers who'll happily break your players. You place high-Physique players on the Line that faces them, using them to soak up the hits that are bound to be coming.
-Alternatively, you face them with expendable nobodies who you can afford to lose anyway, protecting your fragile star players.
-Star Players will have special traits that further allow them to specialize; you have a player who always deals greater injuries on enemies, so you send them against the enemy stars. You have a player who shines in shootouts; you send them in first in the shootout to get an early advantage. You have a player who increases the difficulty of scoring when they're on the field, so you put them in charge of your defensive line.
-And so.

High-Physique players acting as shields for more fragile players on their Lines would be a good addition, though it'd add some complexity. If I went deeper and allowed you to set specific tactics/goals for each player in the match, a Defend tactic would be a natural fit. I'll have to think about it.

Double lighting's meant to be a show of masterful skill - simultaneously wielding two different elements and blasting their respective lanterns at the exact same time, and is a fairly rare result of a high Lighting roll anyway. The rules of the game disallow additional lightings after the gong has sounded, and it sounds when a lantern is lit - thus, only a truly simultaneous lighting will go through. Needless to say, this adds quite a bit of Fame. One of the penalties (which one you get is mainly flavor) is an Illegal Lighting - an attempt at a double that's not simultaneous and thus illegal.

Nat 1s being instant failures is there to prevent superstars with +5 or more Control in the appropriate element from scoring every single time. I think it only makes sense - most scoring attempts in any given sport end in failure, after all. Nobody gets it right every time.

From what you've shown the mechanics are probably broken in favour of teams that run super aggressively and win before theres a chance for them to suffer injuries.
Linear bonuses and absolute checks almost always tend to favour extreme stat distributions and I think your offensive vs defensive system only encourages this. If rather than split our players abilities we would be looking at something like +18(+3d6?) vs just +6(+3d6?) which means they'd expect 2 lighting opportunities a round and gives the defensive side a mere 2% chance to halt the offensive. So a highly offense oriented team will beat any balanced team, they'll flip a coin against other offense oriented teams for the win as neither would be able to regain teritory. And defense oriented teams, hard to say either another coin flip as both teams bonii balance out, or else it would go down to injuries and penalties and which team loses enough members to shift the balance first, or possibly time.

Some work to mix things up and prevent games being foregone conclusions is needed, yes. No team is going to have four perfect Lines, though: nobody can afford to field a squad of purely superstars.

As a note, you can't score twice in one turn unless with a rare result on a very high roll (a Double Lighting), which somewhat curbs offensively rushing to victory in one go. A successful lighting brings the game back to the center for a new Duel.

The mechanics are also unclear on when and why a injury check would occur, I assume every person on the field rolls it once a turn? I must admit concerns that that could potentially be very favourable for teams built around winning through fouls. I have complaints that I expand on below about the associated stats.

This is one of the things that doesn't feel right either way. Either it gets rolled for everyone twice per game, for both halves, or every Round. The former leads to some... issues (what if the game ends before the injury is supposed to take place?), the latter demands a lot of rolls. Keep in mind the most common penalty is losing a player for the next Round and playing with two against three, so high-fouling teams might pay the price for their aggression. Using injury-inflicting enforcers is meant to be a gamble (though if you don't care about that particular game, you might be using them as a strategic weapon to take out enemy players for longer periods at critical junctures). But then, nothing's stopping the opposition from discreetly hiring thugs outside of the game to kneecap those particular players in their leisure time as revenge...

The Aggression/Discipline could probably be factored out into a character personality or something decides what sort of actions a player is likely to take (assuming that as the manager we can only layout strategies). You present them as opposed but its not clear why I can't have a high aggression high discipline char who brutally removes an opposing team member from the game every turn however only does so within the rules of the game.

You absolutely can have a high Aggression/high Discipline who can probably avoid most penalties for their vicious attacks... but how common do you expect those kinds of players to be? They'll be sought after and will expect a higher paycheck for their great skills. Developing your own players into these kinds of superstars will take time and effort.

You can't 'buy' stats for players, if that's the impression I've given. You have to use what you've got, and improve them through training, or by trading in new guys who have the skills you need.

Growth is an odd concept to express mechanically is this a cap on how high any stat can be? Is it a cap on total stats? Does it affect how long between getting extra points? Also I would be very afraid offering this to players on SV as we're all about the late game even when we make choices that might mean we don't get there.

It affects how fast the player's stats grow, yeah - basically increasing their XP gain. It represents both learning ability and maximum potential. Advancing age and injuries can decrease a player's Growth or set it to negative (so they start decreasing, in turn). You could get seemingly poor young players with high Growth, or stick with an aging star who's only going to decline as the seasons get on. The stats cap at +6... possibly with very rare exceptions (for truly world-class players).

Also important to keep in mind, though - you won't necessarily get a perfect and factual idea of a player's stats, especially if they're not on your team but a prospective player you're scouting. The resources you put towards scouting and the skill of your scouts is important here, giving you a closer idea of what you're getting than lower-skilled ones would (imagine an over-enthusiastic scout who hypes up a potential player to you until you buy them... only to then realize the scout has also turned a blind eye to the player's many flaws in their excitement).

Is it possible for players to be able to use all three elemental magics?

Oh, yes - and they have to, if they're going to find real success. Most players only truly master one element (having it in the +4 to +6 range), so those who can consistently shine in all of the elements are very valuable. The starting Duel has a random element; It might be Fire, it might be Air, it might be Water. Are you going to want a phenomenal Firebender Fire elementalist there and hope it turns out Fire, or someone who's above-average in all three so they can do okay with any one of them?

If I where to suggest an alternate way to do it I would establish actions any player can take, for example:
Maneuver( Not Targeted): The player attempts to advance down the pitch -> This is opposed by any opposing players attempting to maneuver. -> Increase the positioning modifier in favour of the winning team.
Light the Torch(Targeted): The player attempts to light a torch, this can be done at any time. -> This is opposed by a static DC and reduced (or increased) by the teams positioning modifier.
Disrupt(Targeted): The player attempts to prevent an opposing player from doing anything. -> This is unopposed, unless otherwise noted perform the following. Add the result of the check to the DC of the player that has been targeted by the disrupt action. If two players both declare disrupt on each other, nothing happens.
Support(Targeted): The player attempts to help a team mate. -> This is unopposed add the result of this check to the targets check. If the player using this action is disrupted reduce the bonus granted by the disruption value to a minimum of 0.
Defend(Targeted): The character intercepts attempts to interfere with a team mate -> If the target would take an injury check, this character takes it instead at a reduced DC. (Perhaps this should be wrapped into Support)
And so on...
Each character can perform one action per turn and all characters must announce their action on the same turn (I'm drawing from a game called Diplomacy here). The Questors can give strategies, however it is up to the characters if they how best to fulfill those.
Now for aggression/disipline, you mentioned that you didn't like how this was done. I suggested abstracting it by turning it into a character description so now to explain that. The characters can on every action choose if they want to 'push the rules' or whatever, doing this grants them a bonus on that action however it also means they must make a penalty roll. Doing this is outside questor choices, characters will choose when to do it based on their aggression, whether they're losing and desperate, if the questor encouraged or discouraged it, and so on.

This would certainly add a lot, but it would also make things much more complex. I'm not... opposed to it, but keeping things abstracted would make things run a lot smoother and allow for a narrative focus. Something to think deep and hard about. Offensive/Defensive Play would then play into what actions the players would choose to take, representing awareness and understanding of the situation (a very low Offensive Play dude might try to score from their own end of the field, with predictable results).

Positioning is a number shared by both teams with one difference, for the team that is has the advantage it is positive for the team that is losing it is negative.

That'd be a nifty way of showing the on-field situation, for sure.

Finally I'd suggest a reconsideration of what stats you use. They should be applicable to more than one check to prevent a char becoming a one trick pony. I'd probably go with some combination of the classic physical attributes: Strength, Stamina, Agility and Magic. And possibly I'd consider something like Skill or Teamwork however the later appears to be a team stat. If you want to keep stats like Fame and Aggression/Discipline that's fine however they should be hidden from the players and only related to them narratively.

I wouldn't want to simplify the elements into just Magic, as having them separate allows for more varied players and interesting ways they might hook up to other stats (characters with low Controls but high Play, representing 'playmakers' who know how to control the field even if they can't score well, or low-Play high-Control players who are snipers who are almost guaranteed to score if they get the chance but depend on teammates to get them there). I see no reason for having Strength, as physical attacks are illegal in any case. Separating Stamina and Agility might be fine, but the game is meant to be focused on magic; imagine players clearing a path forward with blasts of fire or carefully-placed walls of water and slowly marching, rather than necessarily darting about. The game could support both types, though, I imagine.
 
You'd have roughly 20 players (4 lines of 3 players, plus replacements) at any given time. You get to choose a number of Star Players at team creation, but the rest will be fairly unexceptional (though they can grow to be stars in their own right).
That strikes me as way too many if you expect questors to have some sort of relationship with each players.
I'd also be worried about how this allows teams to flesh out all their weaknesses, for questors I'd expect there to be planning and strategy in preparing for upcoming games and its harder to keep those (as well as the opposing teams) distinct, interesting and rewarding if we regularly encounter something like 'After seeing .
As a note, you can't score twice in one turn unless with a rare result on a very high roll (a Double Lighting), which somewhat curbs offensively rushing to victory in one go. A successful lighting brings the game back to the center for a new Duel.
Okay thats fair. I guess I got too hung up with the pro bending inspirations. I think that showed other places didn't it.
What would be an appropriate comparison for your magic system then?
This would certainly add a lot, but it would also make things much more complex. I'm not... opposed to it, but keeping things abstracted would make things run a lot smoother and allow for a narrative focus. Something to think deep and hard about. Offensive/Defensive Play would then play into what actions the players would choose to take, representing awareness and understanding of the situation (a very low Offensive Play dude might try to score from their own end of the field, with predictable results).
Whatever happened I don't think you were planning on giving people updates consisting of three minute sections of the game, this meant the actual mechanics are hidden either with your system or with my altered version, so it won't change the narrative focus. The most important question really is would this be something you can run easily and effectively.

We should probably bring this into a PM however, if we keep posting spaghetti like those last two we're going to kinda forcibly hijack the thread.
 
We should probably bring this into a PM however, if we keep posting spaghetti like those last two we're going to kinda forcibly hijack the thread.

Though it is fascinating to read your dev work. It definitely sounds interesting to me. @Photomajig Depending on how much you have yet to iron out/want to iron out in public, is this all the sort of thing that could/can/should live in its own idea thread or your personal idea thread?
 
Hm, isekai quest where it starts off like a typical reincarnation one but then you find out there are other "yous" incarnated in other bodies, sort of like the Eternal Champion in Moorcock's Elric series

Then you find out that there's someone killing other versions of yourself using your "original" body to do it. Is it another version of you or someone or something else entirely? Why is it happening?

The setting itself could vary like in the Elric series too, spanning across different eras and even dimensions
 
Hm, isekai quest where it starts off like a typical reincarnation one but then you find out there are other "yous" incarnated in other bodies, sort of like the Eternal Champion in Moorcock's Elric series

Then you find out that there's someone killing other versions of yourself using your "original" body to do it. Is it another version of you or someone or something else entirely? Why is it happening?

The setting itself could vary like in the Elric series too, spanning across different eras and even dimensions

An incarnation of pure, unadultered justice to eliminate all that's wrong with the story perhaps?

KORE WA KAMI NO SEIGI DA, NINGEN.
 
Though it is fascinating to read your dev work. It definitely sounds interesting to me. @Photomajig Depending on how much you have yet to iron out/want to iron out in public, is this all the sort of thing that could/can/should live in its own idea thread or your personal idea thread?
You charmer you. There isn't really a public thread for this, however we do get enough questions like: how do I run an X? or What is CKII style? That I had thought in the past it would be worth creating a specific page to hold guides and work out mechanical things. Perhaps that is more useful than I'd concluded.
 
Honestly, I was surprised there wasn't a Quest mechanics discussion thread already. I'd much prefer one to clogging up this thread further. You have my vote for creating one; if not, I'll just move this to a private convo. I have plenty of other Quest ideas with different kinds of mechanics too, so I'd find it useful for sure.
 
So I had an idea for a quest where the players control one of three extradimensional beings which arrive on an Alternate Earth (alternate so I can have it close to modern Earth, but have artistic lisence with some of details). How alternate depends on which world is chosen. The main inspirations is a quest where the player character got their power from a entity by picking a coloured orb, the concept of fantasy deities granting power to clerics and paladins and Cauldron from Worm. (Despite using the same name, the actual entities from Worm haven't factored into my idea as I have little to no knowledge on them. Even the name is only the same because I prefer the term 'Entity' to 'Being'.).

Each entity will have been created by an advanced race that has been involved in an interdimensional war. One was created by the good guys, one was created by the bad guys and one was created by a neutral party. While the exact nature of each entity varies on its origin with one being technology-based, another being data-based and the last one being energy-based. This is mainly to make them more unique. Additionally, each entity will have pre-created abilities and base personalities so it will be less character creation and more character selection as the character vote will be a double vote of picking which entity you want to play and which world they will be in.

As part of having predefined characters, each entity will have a set of goals that the players will attempt to carry out. These goals will also affect voting options as the good guy entity won't just go about murdering babies while the bad guy entity won't be rescuing people or acting like a hero. While the overall game mechanics would remain the same for both, there will be two different paths that the PC Entity (and the NPC Entites) can take. One would be to sit back in your private pocket dimension and grant powers to humans while the other would be for the entity to directly get involved in Earth's affairs via creating an avatar to interact with humanity. The first option is safer and allows the entity to manipulate things unseen from behind the scenes, but allows for less control over the development of their powers. The second options gives direct control over how the entitie's powers develop, but also renders them vulnerable to attacks from fellow entities or their proxies, but also human opponents.

As for the gameplay, the core mechanics revolve around 'powers'. Each entity will have a collection of powers, which in turn have Aspects that grant different abilities to the wielder of the power. A single human or other host may only have a single power while an entity may use three powers at once in their avatar. Powers also have levels where at each level, they can either upgrade an existing Aspect or gain a new one. Furthermore, at each level, a new Power may be created by splitting off the new level from the existing power, creating a new level 1 Power and reverting the old power back to its previous level. Each new level requires more experience than the previous one. For example, going from level 2 to level 3 needs more exp than going from level 1 to level 2.

The story of the quest would be mostly free form. Each world would have its own set of human factions with their own goals and objectives and them attempting to carry out their goals alongside the entities attempting to carry out their goals. These different groups interacting with each other would make up the narrative of the quest.

Thoughts?
 
I like your idea a lot. I'd play that quest. My big complaint is: The morality system. Why not have our actions determine if we are good or evil?
 
I like your idea a lot. I'd play that quest. My big complaint is: The morality system. Why not have our actions determine if we are good or evil?

Because each Entity has its own background at the start and isn't a blank slate. They are continuing the legacy of their creators due to being artifical constructs and therefore already decided which side they are on when it comes to good or evil. As I mentioned, it is character selection rather than character creation. You get to pick your world and character rather than create them.

The reason for this is because as a writer and GM, I am best when it comes to characters of my own creation as I know them and I am actually motivated to write about them. With some random character put together by a bunch of player-picked options, I find it hard to care about them until they have given me reason to, which isn't guaranteed.

As a result, I put together three different characters so the players can pick one rather than me just picking one to be the PC. Due to that the potential player characters have personalities and backgrounds rather than blank slates and therefore already have a sense of morality

Another reason is it gives me as the GM a sense of which direction the quest is going to go. Are you going to be the hero who tries to make the world a better place? Are you going to be the big bad who seeks to destroy it? Or are you the neutral third party who isn't directly involved in the war between good and evil for now? By choosing that at the start of the quest, it lets me know what path the quest is going to take and allows me to keep up consistency.
 
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