<span class="mu-s">ARCHIVE LINK</span>
https://suptg.thisisnotatrueending.com/qstarchive/2024/6035566/<span class="mu-s">RESPONSES</span>
Thank you to everyone who answered my questions! This really helps me try to improve my quests in the future. I fully admit to having the setting in my back pocket this entire time for over a year (which /qtg/ patrons unknowingly chose) so I was a bit too ambitious with this one, at least for a one shot. I wanted more faction play, like the Navy and Merchants, the religious/magic aspect, exploration, ship management, combat, economy management, AND character building all in a single thread. Way too overloaded! I always do this.
Here's the proof.
https://archived.moe/qst/thread/5672100/#5682717>>6069992>>6069994Wow you pretty much perfectly diagnosed and presented as to why it didn't feel super "kenshi like" to me. I thought the main abstract weirdness of having a naval setting with no wood anywhere would be weird enough, but yeah that really sums it up. Very good feedback here, thanks.
>>6070046>>6070052There's that Souv content I love. Yeah, Master & Commander is probably my favorite film, so I'm glad you picked up on it. As for privateers, I wasn't actually sure on how complex to make this, as the intentional "Kenshi-like" nature of the setting was supposed to show humanity in this world as very primitive and almost child-like in organization. People just live places and sometimes join gangs or run away and leave, all local power structures, so the sophistication of economic proxy warfare between nations I felt was too complex, but at the same time, being able to make and break alliances is so pirate coded I feel like it needs to be in there. Certainly something to be explored in the future, if this Quest gets a follow up.