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Monster Reincarnation 3.5

!!+jXXW7JTl0y ID:jfwtsY5F No.6299362 View ViewReplyOriginalReport
This is meant to be a discussion / feedback thread.

About the future of the quest. A couple problems have appeared as I ran it and checked the notes. First, over the past 3 months that I've tried my hand at various oneshots, I have mostly forgotten the plot. The notes are still there, and I remember the general direction, but the details of the scenes I planned are lost to time. I can reinvent them as I go (probably), so this is not a big problem for me, but maybe for you, my players, it will be a greater one. Lesson learned, do not take long breaks between threads without extensive note-taking.

The main problem is the progression and system of Monster Reincarnation. I've started it as a LitRPG type thing, with all the system notifications about health lost, skill usage, levelling up, formal quests - basically the entire videogame turned quest package. The difficulty about this is that it takes up a lot time to balance it against itself, remember all the stats and mechanics I invented, and integrate all the new mechanics I come up with (I did that over the course of the quest) for essentially no gain. Like I've said a couple times in the past, it is mostly fluff for the "number go up" feel with <span class="mu-i">some</span> but not a lot of effect on the plot and battles. Like "you have a freezing spell, so it affects fire monsters more" or "it takes few hits to kill a 300HP monster with 80 damage skills" type stuff without sure numbers behind it.

Over time I lost interest in this type of system. It's a lot of work to write down and update the stats and skills, think of how strong the later monsters will be and which skills it makes sense to give them, invent stats and skills befitting an NPC. Basically a lot of technical note-taking that you'd expect from a videogame database, not a questmaster.

I thought about retconning it completely, so the world doesn't work on skills and videogame mechanics anymore, but they're deeply embedded in the worldbuilding and the previous plot, so that would be a very different type of story. Also, most of the previous events wouldn't make sense without this system, so that would break the plot a lot.

Starting the quest anew, without it? I'm not sure you, my players, would be interested in that type of quest, or really even ready to go at the same premise for the third fucking time holy shit (fourth if you count the og quest by another QM). Also I didn't only work on mechanics, but also the lore of the kingdoms and gods, characters and history, so it'd suck to lose all of that and start fresh.
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