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/tg/ - Traditional Games


In 1963, a nuclear detonation under the Nevada desert blew a hole in the world. The feds put a door over it, and a lock on the door; ninety tons of titanium and steel. They kept what was behind that door secret, too - the place it opened onto was just too weird and lethal for people to handle.

It's called a lot of things. The Basement. Downstairs. Some even call it the Dungeon, though the term is officially off-limits. The people in charge tend to call it the 'Subterrestrial Operations Theater', but nobody uses that name except on official reports. Whatever you call it, though, it's a world of magic and monsters, and people keep on going down in there to see what they can find. Mostly through, prettied up though it may be, greed; they want the magical gear that can be pulled out.

Thing is, that first hole isn't the only one. The Russians had two, the Americans made at least one more. It's suspected the Japanese have several, though they only officially admit one. The French and British have got them too. Most of those are top-secret, official clearance only. But after the Soviet Union collapsed, not only did everything they'd pulled out (or at least a lot of it) spread across the black market, one of their access points got more open. It's run by the Russian mob, of all people, and you do not mess with them if you're wise - though if you've got the cash, you can get in there.

And then there are the ones that are only rumors, at least officially. Treasure hunters head down into them, the ones made by failed states with suitcase nukes, or torn open intermittently by nuclear disasters - Chernobyl, for instance, is known to be a weak point. You're getting in through one of those, because - whether you served or not - you're out of the military and working privately.

>You are Diana Martins, sniper.
>You are Kira Blake, infiltration specialist. (Stealth/scouting and traps.)
>You are David Lee, heavy weaponry.
>You are William Glen, medic.
>>
>>44275097
>You are Diana Martins, sniper.
>>
>You are Diana Martins, sniper.
GL OP
>>
>>44275097
>You are William Glen, medic.
>>
>You are Kira Blake, infiltration specialist. (Stealth/scouting and traps.)
In most dungeons, having some kind of trapfinder is a good idea.
>>
>>44275097
>You are William Glen, medic.
>>
>You are Billy McGinnis, basement dwelling nerd and part time assassin.
>>
>>44275250
THIS.
A THOUSAND TIMES THIS.
>>
>>44275097
>You are Kira Blake, infiltration specialist. (Stealth/scouting and traps.)
>>
Of course I have a three way tie. I was planning to call fast early, but VOTE EXTENDED.
>>
>and traps
lel
>>
Fuck it, changing >>44275188
to >>44275250 because a NEET assassin sounds amusing.
>>
>>44275486
You do realize that I have no intention of actually accepting those votes, yes? Which means we are now either Madam Headshot or Doctor Glen, since if it resolves it faster I will accept you're at least no longer voting Kira.
>>
>Diana Martins, Snoipah
>>
And vote called, writing.
>>
>>44275572
Then could whoever wins be a NEET as well?
>>
Rolled 18, 89, 1 = 108 (3d100)

Aaaand some rolls preliminary to writing up Diana's background, before we move on to the next stage of voting.

>>44275802
Not really. You're all at least semi-competent in your field. How much of a nerd you are, though? That depends on the next round of voting and how you play her.
>>
>>44275847
>18, 89, 1
well then
>>
You are Diana Martins, former US Army Sniper. See, after the Dungeon got opened up, recruiting policies changed a little. It started off with people who were 'touched', though nobody's quite certain if that means 'by the Basement' or 'in the head'. Some people argue it's the same thing. Regardless, there are people who, now that more and more gates have opened, hear weird voices in their head that stop (mostly) when they get down here. People who were that and also useful were pretty rare, but the advantages that came with them were undeniable. And as they had to recruit civilians, the Army needed an excuse for how some of them were women. Fortunately there was a war to provide an excuse for reevaluating matters.

You trained at Fort Benning in 1982, and, quite frankly, you didn't do so well; you were below average in several respects when you graduated, and you suspect that it was only the fact there was a war on just as you got done that led to your getting sent off. Your marksmanship was actually quite good, though, and as such (especially since some of your troubles had been interpersonal conflicts and that led to you working with other people as little as possible, aside from your spotter) you were assigned as a sniper when you got over to Grenada, and again when you were transferred to Lebanon. There, you blossomed; you took to your job exceedingly well, and while you didn't get any commendations, you had the respect of the people in your unit.

Unfortunately that all went to shit after you got back. You didn't have an easy time adapting to life back home - hell, you were twenty, most people didn't have an easy time with that even without what you'd been through - and while you managed to avoid a dishonorable discharge, you didn't have a lot of friends left in the military by the time you got out. Part of why you chose not to reenlist, once your term of service was up.
>>
>>44276131
Now it's January 1993. You're twenty-nine, looking for work with the only skills you have. You've heard, maybe even seen, some weird shit, but hell. The pay is supposed to be damn good, and it might even be legal, technically.

>How long have you been doing Basement-related activities? Just starting, or are you a little experienced, even if that might mean you've gotten messed up by some things down there?

>Where are you? After the collapse of the Soviet Union, one of Russia's gates ended up available. It's in Romania, and it means working with the Russian mob, but it's an option. Alternately, there are gates in South America too, which are more public access. Or you might have gone to work with a private firm that's rumored to have their own portal, Hanler/Kusangi.
>>
>Second trip down. You know a /little/, but you're still basically green.

>Private firm Hanler/Kusangi
>>
Gonna call it in about fifteen minutes, unless I get a fair number of votes prior to that. I'd prefer more than one vote, but hey. If it's what I have, it's what I have.
>>
>>44276261

>Second trip down. You know a /little/, but you're still basically green.

>Private firm Hanler/Kusangi
>>
>>44276261
>
Second trip down, private firm.
>>
Votes called in favor of second trip down and working with Hanler/Kusangi. Interesting. Writing now.
>>
Hanler/Kusangi. They do a lot of things, some of it aboveboard, some less so. Rumor ties them to a lot of different things, including the Japanese delving program. What you know from the briefing is that they pulled a switch while ostensibly making a nuclear power plant and used the material to tear open their own gateway. Unlike most governments, they don't actually have a base in the Dungeon proper. At least not yet. They're working on it, but for now, what they have would be (in the parlance set by the American research effort) a Floor Zero with no Landings.

You've been down once already, since you got out of their testing a month ago. It wasn't all that eventful, but you know better than to expect that to stay the same - the people who have been working here for a while, who you're bunking with just below the surface (in a literal basement, in fact; the irony is not lost on you) told you that the higher-ups tend to stick to the 'safe' areas of their little slice of Downstairs for the first excursion, to let you get used to it and make sure that you're not one of those weird people who just randomly goes batshit as soon as you get down there. Still, you...

>Were issued some gear tailored to you after that. (Choose one of: slightly better body armor, a slightly more accurate rifle, or a better sidearm to use as backup.)
>Found something that might be magic (Choose one of: A talisman that makes you feel curiously safe but is currently untested or a ring that lets you see slightly better in the dark.)
>>
>>44277018
>>Were issued some gear tailored to you after that.
a slightly more accurate rifle.
>>
>>44277018
>Better sidearm
>Ring of Nightvision
>>
>>44277018
>>Found something that might be magic: A talisman that makes you feel curiously safe but is currently untested
MYSTERY BOX
>>
>Found something that might be magic (Choose one of: A talisman that makes you feel curiously safe but is currently untested)
untested magic gear; what could go wrong?
>>
>>44277075
I had intended it to go 'pick a category, then one option for that category'. Sorry if I was unclear.
>>
>>44277132
Ah, I get it. Alrighty, going with the Nightvision Ring then.
>>
>>44277132
>a ring that lets you see slightly better in the dark
>>
>>44277147
Gotcha.

And that is a tie at present for nightvision and magic necklace, so I'm going to extend the vote a few minutes while I get some dinner and such. Expect it to be called in approximately five to ten minutes, depending on when I get a tiebreaker/return from soup acquisition.
>>
>>44277246
>>44277036
I'll swap to the necklace, then.
>>
Necklace, yeah.
>>
And I am back with soup, so votes called in favor of the Necklace of Possible Safety.
>>
You've heard a little about the sort of thing that's tucked under your body armor. Magic amulets. Supposedly, so say your companions, US Presidents wear one that renders them nigh-on immune to anything less potent than, well, the sort of weaponry you carry. Not that your rifle - an M24 Sniper Weapons System, though the name's a mouthful and you don't usually bother with the whole thing - is mystical, but it is pretty good at making sure that the enemy's heads cover considerably more surface area than they were meant to. Of course, you've also heard that there are considerably less powerful ones out there, and even ones that are cursed. You're really hoping this isn't one of the latter. But that was a couple weeks ago, and you haven't noticed any ill-effects from it, so you're cautiously optimistic.

Regardless, it's time to move out again; you were called to a briefing earlier, along with the rest of your squad - a taciturn black woman roughly your age, who introduced herself as Samantha and everyone calls Sam, a short but surprisingly strong man who looks and sounds to be from Japan, though you've not spoken to him enough to be sure, known only as 'Doc', and finally, the most pleasant member of your little band, David O'Brien, who grew up in New York, but is otherwise tight-lipped about his past, though always willing to share a joke.

The parameters were, well. Vague. But you know that you're going into the Dungeon on a mapping expedition, into a potentially hostile zone. At best, you can expect the same natural hazards you'd get in any cave - this is a real job, as you were told flatly by the whole team when asking. Not just another test run. So keep your eyes peeled and watch for anything strange, that's the best advice they can give you. You don't really want to think about what 'strange' might be, for a place that has necklaces that make bullets bounce off you.
>>
>>44277656
You have: An M24 SWS, with eighty rounds for it (including those currently loaded; this allows you to empty it a total of sixteen times), an M1911 pistol with seventy rounds (allowing you to empty it ten times) as a backup, a standard helmet/vest armor package, five days of food and water, a portable communications system, a digital watch, and your dubious necklace.

You also have the following traits:

>Sniper: You get a +3 bonus on rolls made when attacking with your M24, or a comparable weapon.

>Acquire more stuff (reasonable requisitions will be handled without fuss).
>We're ready, let's get going.
>>
Clarification, as someone asked: Sniper is automatically there. No need to vote for it. The remaining options are just if you have anything else you'd like to get.

...On which note I should note you do in fact have headlamps and weapon-mounted flashlights as I completely forgot that in the post. If you want anything else for light, though, you need to requisition it.
>>
>>44277760
>>We're ready, let's get going.
>>
>We're ready, let's get going.
>>
>>44277760
>We're ready.
>>
Rolled 24, 8 = 32 (2d100)

Vote called. Rolling for a couple things, and then... We shall see where that gets us.
>>
>>44278032
Oh dear lord we have shitty luck. WELL THEN. Writing, and those who are about to die salute you.
>>
It started off the same way your first trip down did. Going through the same tunnels, picked clean, though there were odd footprints that didn't seem like they belonged to your team. That put everybody on high alert, at least until you got well away from them and down into the new area. Turned out to be what they called Linear, in the briefings, after a few twists and turns - all cubes and right angles, apparently constructed deliberately. Sometimes there was good treasure in here. And it seemed abandoned.

You were just starting to relax (aided by the sense of security that the amulet provides) when there was a heavy screech, like gears long-abandoned kicking into action, followed a moment later by at least forty feet of the corridor floor behind you dropping out of sight. Shining your lights into the newly formed pit revealed nothing but darkness... And, without rope, the only option left was to press on and hope that there was another way out of this section. You'd just made it into a room with a small chest in the corner, and a few beds, when something flung open a door you hadn't even seen, concealed behind a tapestry to the left, and barreled into the room; the only thing you saw before being knocked flying was a confused impression of size and some kind of horrible bone sword almost the size of you cutting Sam in half just below the waist.

That... Should have hurt more. Not that it doesn't, but you just got flung into a stone wall, /hard/. You should probably have some broken bones, and the worst it feels like is nasty bruises later. Maybe that's what the amulet does? You can't tell where the rest of the team is - you got knocked silly for a few seconds, and while you can hear the sound of automatic weapons and a shotgun over Sam's screaming, you can't see if the thing that just hit you is still in the room or not.
>>
>>44278257
>Try to get back up and pull out your rifle; it's not the greatest weapon up close, but it packs a punch and you need that against this abomination.
>Pull your pistol and try to locate this thing. (Specify if you want to get up.)
>Write-in.
>>
>>44278269
Please provide a D100 roll if you plan to actually shoot at this thing as soon as you see it. over waiting to get a little better sense of what's happening.
>>
>>44278269
>Try to get back up and pull out your rifle; it's not the greatest weapon up close, but it packs a punch and you need that against this abomination.
>>
>Try to get back up and pull out your rifle; it's not the greatest weapon up close, but it packs a punch and you need that against this abomination.
>>
I am going to go do dishes. I will call the vote when I return. Shouldn't be long.
>>
>>44278459
I return. Vote called in favor of returning to your feet and getting your rifle out.
>>
>>44278601

That was me, forgot to retrip.
>>
>>44278609
Goddamnit I did it that time. Writing!
>>
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You struggle to your feet, using the wall to claw your way up. /Ow/. Something may have protected you, but you're still not moving as fast as you would be otherwise. You're already reaching back to draw your rifle off your back as you turn around to face the sounds of battle - but that's momentarily put on hold as you get a good look at just what it is that attacked you. Your first thought is pure shock, followed by a swift rise of nausea; this thing should be dead. Raw muscle, overlayed with clumps of fat, that somehow is vaguely humanoid despite the fact it clearly can't be anything of the sort. Weeping sores the size of your fist cover it, along with greater wounds that show the skeletal structure beneath the hideous amalgam that makes up its body. And to top it all off, the thing is at least ten feet tall.

Then you actually see what's going on. Davey has a shotgun out, and is desperately peppering the /thing's/ 'legs' to distract it, while Doc has stopped shooting, trying to make his way around it to get to Sam, presumably in the hopes of at least stopping the bleeding long enough to figure out if you can get her back at all like this. But it's tough work for them both; it wildly swings the sharpened piece of bone it holds in its right hand at the big redhead, forcing him to dance around it and making most of his shots go astray, while Doc is desperately dodging out of the way to avoid getting stepped on, caught on the backswing, or hit with the shattered bones that jut from its other arm.

You finally shake yourself, pulling your M24 free and aiming at...
>>
>>44278790
>The back of what looks like its 'head'. Gotta be a brain in there somewhere.
>Legs. Go for a disabling shot, you have no idea how this thing works, but taking out the joints is gonna do SOMETHING.
>Center mass. Your best shot, and it'll distract it more, plus there must be organs for it to live, right?
>Switch to your pistol. Try and distract it with volume of fire over actually hurting it, buy time for Doc and give it something to focus on so it's not just going at Davey.
>Nothing. Sam's bleeding out, and you need to get her patched up until Doc can get over here and actually do something.
>Write-in.

[As before, please make a D100 roll for each shot you intend to make. You may fire up to three times with your rifle, leaving you with two round remaining in the internal magazine, or up to four times with your pistol, leaving you with three rounds in it. Your rifle must be reloaded manually, while your pistol allows you to simply exchange magazines. Please specify where each shot will be going.]
>>
Rolled 72, 99 = 171 (2d100)

>>44278812
>The back of what looks like its 'head'. Gotta be a brain in there somewhere.
then
>Center mass. Your best shot, and it'll distract it more, plus there must be organs for it to live, right?
Just start puttin' holes ni it and fingers crossed to hit something important. :3
>>
Will be calling in a couple minutes. As it's kinda been plenty of time. After that, thread will run for probably another hour, roughly, then I'll archive it and see where things go from there.
>>
Vote called. Writing!
>>
>>44278812
>>The back of what looks like its 'head'. Gotta be a brain in there somewhere.

>>Center mass. Your best shot, and it'll distract it more, plus there must be organs for it to live, right?
>>
[PLANNED SHOT: 072/100, 099/100]

[FIRST SHOT]
(72+3) 75%
The first round catches it square in the back of the head, spending a spray of blood out, accompanied by the distinctive sound of splintering bone. Unfortunately, while it immediately rounds on you - leaving Doc free to slip behind it - it doesn't seem slowed by this fact; to judge by the lack of an exit wound, it seems it was literally too thick-headed to die. It's definitely disoriented, though, staggering a bit as it tries to get a good look at you. Which leaves you just enough time to snap off a second round into its chest, aiming for one of the gaps between the exposed 'ribs', though the two you aim in on seem to have been made from vertebrae welded together my thick strands of sinew.

[SECOND SHOT]
(99+3+Matching Number Bonus - SUPERNATURAL EFFECT TRIGGERED) 102%

The second round slams home and turns its bellow of rage into a weak gurgling, and sending the creature to its knees. Despite everything it had to go through, the layers of fat, muscle, and what seem to be bone plates beneath the skin, your second shot left a melon-sized hole in the creature's back, as you can plainly see a few moments later, when it thuds heavily to the ground, blood gushing from its injuries.

You shake your head again, to clear your mind and stop hyperfocusing, looking around. It's then you notice that the screaming has stopped. You look over at Doc questioningly, but he just shakes his head. Sam's dead, not out, and even with the stuff Henler/Kusangi has gotten from down here, there's no fixing that. Though it might be a mercy, compared to having to face the very real prospect of being permanent trapped in the Dungeon, especially with no legs.
>>
>>44279252

>Open the chest. Someone died for this. You're gonna see what's in it.
>Search the monster in the middle of the room, see what it might have on it first. And make sure it's getting back up, no matter how dead it looks.
>Look your rifle over curiously. It shouldn't have been able to do that the second time.
>>
>>44279257
>Search the monster in the middle of the room, see what it might have on it first. And make sure it's getting back up, no matter how dead it looks.
DOUBLE. TAP.

gotta go though
>>
>>44279309
I'm going to assume you'd like to put one round in the hole in the back of its head, and another into its torso, based on 'double tap'?
>>
Vote called. Archiving early to make sure it's still around when I return since I'm gonna have to go in not too terribly long, will write when I finish.
>>
>>44279257
>Search the monster in the middle of the room, see what it might have on it first. And make sure it's not getting back up, no matter how dead it looks.
The other stuff doesn't sound like it'll viciously paint the walls with our entrails if we leave them be for five.
>>
>>44279453
...Given this was literally twenty seconds after my post I would probably have accepted it, for reference, but in this case it kinda doesn't matter. In any case, archived, writing now.
>>
>>44279317
Not that anon, but double tap means just to fire twice instead of once.
So if you doubletap to execute, two bullets in the head.
Usually, that is.
It's an often used term in gaming, for example, where some guns kill with two hits, you double tap the trigger to kill someone(if both shots hit)
>>
>>44279317
>>44279550
https://en.wikipedia.org/wiki/Double_tap
>>
First things first. Check the supposed corpse. This thing looks like it should have been dead long before you shot it, and you have no intention of trusting that two bullets took it down that easily. Which, as it turns out, is entirely justified. Despite the bubbling gurgles that clearly indicated punctured lungs, you can still see its chest rising and falling just a tiny (compared to its size) bit. But once you've put another bullet in its torso - which once again seems to be oddly effective -, and sent your fourth round ricocheting around inside its skull, it finally ceases even that, and the flow of blood slows to a trickle, its heart finally shut down.

/Goddamn/ but that thing was tough to kill. It's not exactly easy to search, either, but you do manage to find what seem to be pouches and clothes that have fused to the skin somehow. It's not quite clear what's up with those until you get a good look at its side, though, the one that was facing away from you, and then you finally do have to turn away and retch, desperately trying to keep from actually throwing up all over the place. There's what looks like a curiously pale (not that blood loss couldn't account for that) human body welded to the it, half-absorbed already.

Doc gives you a surprisingly understanding look as he stands up slowly, waving you off. He's used to dealing with things that make most people sick, at a guess. Most medics are, at least the ones with any experience, and while he's not old, precisely, there's something about him that makes it quite clear he has. After a few moments, you cough a little, to clear your throat, and swallow down the acid burning into it.
>>
>>44279604
"Thanks," you offer, weakly. It's hard to talk right now, between still wanting to throw up and the fact that, now you're not actively in danger, getting hurled into a wall is catching up with you. But he deserves it, for offering to take care of this for you when he'd just seen his friend die. The least you can do is offer him some politeness.

The older man smiles sadly, but nods. "Welcome," he replies quietly, as he always speaks, though his voice is rougher now. Almost like he's holding back tears. You're not sure why that's such a profoundly disconcerting thing for you to hear in it, maybe because you were starting to see him as the rock of the team. The one who was always there and steady, even if talking wasn't exactly where your mind went thinking about them. "Take a minute. This place gets to you, the first few times."

>Take his advice. Sit down, take a breather. Reload your rifle, focus on the mundane. You need to calm down.
>Handle Sam. See to getting what of her gear you can use off her body. It's gonna be rough, but... Not like seeing that fucking body with the legs half melted into some abomination was.
>Open up the chest. You need a minute, but no reason you can't be doing something useful while you're taking it.
>>
>>44279550
>>44279581
I'm familiar with what a double tap is, I just wasn't sure if the term was being used that way given the thing was, y'know. Already on the ground. Figured a more likely explanation was them saying 'shoot it again, like before'.
>>
>>44279641
Eh, it's a kind of cliché advice in zombie scenarios for example to doubletap, to make sure it's dead, even if it's on the ground.
>>
>>44279661
Fair enough. I mean, in this case it was probably good advice - having it recover and come at you with a grudge wearing Sam's body on its chest would be so much worse than this was - but point. Though it's down now either way, so I guess just live and learn.
>>
>>44279631
>Take his advice. Sit down, take a breather. Reload your rifle, focus on the mundane. You need to calm down.
>>
>>44279694
To be honest I just started reading this thread, I don't know if it was good idea or not, I just thought I'd drop by and clarify if you didn't know.
>>
>>44279708
Heh. Alright. Well, you'll have time to catch up - I'm going to be offline until about 10:00 PM EST in a few minutes here, most likely. As I'm pretty sure that attempting to update from a PS3 is an awful, awful, idea and that's the only device I have during the day right now.
>>
Oh, also. As such, VOTING LEFT OPEN UNTIL I RETURN. Thread has been archived, so if nothing else, I'll check there tonight and see what everyone voted for, then start a new thread.
>>
>>44279726
>10:00 PM EST
Isn't that, like 15 hours from now? Thread will probably die by then.
No offense but there doesn't seem to be that much exciting discussion going on.
>>
>>44279764
It's something like that, yes. My schedule is weird. As mentioned, though, it's archived, and I plan to run again tonight even if the thread's dead.

Surprised nobody's trying to figure out what the supernatural stuff going on with the gun is though.
>>
Well, now that I caught up, might as well provide some commentary.
>>44277656
Since I really dislike the fact that the talisman was chosen, I sure hope we can get it tested soon so we don't run around with something that might subtly make us seek out our doom.
I personally would've voted for better sidearm, but if it must be magical then the ring, though that one could've been a "trap" as well and make us see spooky things or something.
>>44278257
Damn, really unlucky.
>>44278790
Can we later on suggest some policy changes to the company?
I think it might be a good idea to get some serious construction/etc vehicles for things like dragging this thing's carcass back to the surface to examine and for having a way to cross the gap and such.
And it seems the amulet was a good choice, if it actually reduced the damage we took as well and isn't just numbing the pain.
Also I'd have voted for the leg, as we are not in a state to dance around its attacks, better to disable ti and go for the place already weakened by Davey.
>>44279252
Can we get an explanation on the mechanics in this? I kind of expected a dice roll for taking the shot.
Also I'd have voted to look over the rifle.
>>44279631
>>Take his advice, reload your rifle, and look over it(that was a very big wound it made, unusual). Look over ourselves, see if we have any broken bones. Also look at our talisman, use this as a breather.
>>Handle Sam. See to getting what of her gear you can use off her body. It's gonna be rough, but... Not like seeing that fucking body with the legs half melted into some abomination was.
Would reloading our rifle mean we waste the remaining bullets inside the clip/magazine?
>>
>Take his advice. Sit down, take a breather. Reload your rifle.
But instead of focusing on the mundane.
>Look your rifle over curiously. It shouldn't have been able to do that the second time.
>>
>>44275097
>fucking retarded trash
Nice job idiot. Seriously, if you wanted to be this fucking retarded on purpose you should have saved it for your fucking stupid youtube channel you dumb motherfucker.
>>
>>44280050
Goddamn anon. Can you show me on the doll where a dungeon crawl quest touched you? Nobody's forcing you to read anything.
>>
>>44280129
Shut the fuck up you stupid piece of shit
>>
>>44279631
>Take his advice. Sit down, take a breather. Reload your rifle, focus on the mundane. You need to calm down.
>>
>>44280180
>Take his big penis. Sit down, be retarded, fucking suck, focus on being fucking stupid. You need to be autistic.
>>
>>44280146
>>44280187
It's okay anon, sometimes bad things happen to us and it's hard to talk about them. Did the bad man pee in your coffee too?
>>
Interesting thread OP. I look forward to more in the future
>>
>>44279631
>Take his advice. Sit down, take a breather. Reload your rifle, focus on the mundane. You need to calm down.
>>
>>44279894
>Your rifle must be reloaded manually,
I think that means we load them one at a time.
>>
>>44280812
>You have: An M24 SWS, with eighty rounds for it (including those currently loaded; this allows you to empty it a total of sixteen times)
Unless it's loaded like some shotguns are, this implies this uses a magazine/clip.
>>
>>44280883
I'm not convinced, but I'll wait for OP.
>>
>>44279631
>Take his advice. Sit down, take a breather. Reload your rifle, focus on the mundane. You need to calm down.
Might as well also do this while we're at it:
>Look your rifle over curiously. It shouldn't have been able to do that the second time.
>>
>>44279631
This >>44281654 but also look at our amulet and injuries too.
And tell everyone not to open the chest yet, only do it once everyone's ready and we have our rifle aimed at it.
>>
bump
>>
>>44279631
>Take his advice. Sit down, take a breather. Reload your rifle, focus on the mundane. You need to calm down.
The real question is are you going to be as nuts as Vox
>>
>>44279777
If I might suggest something regarding how you provide choices?
With a post like >>44277018 for example, instead of doing
>Were issued some gear tailored to you after that. (Choose one of: slightly better body armor, a slightly more accurate rifle, or a better sidearm to use as backup.)
>Found something that might be magic (Choose one of: A talisman that makes you feel curiously safe but is currently untested or a ring that lets you see slightly better in the dark.)

It might be better to list out the options like
Still, you...
...Were issued some gear tailored to you after that.

>Tougher body armor
>Rifle with increased accuracy
>A stronger backup sidearm

>OR

...Found something that might be magic.

>Untested talisman that makes you feel safer.
>Ring that grants better nightvision.
>>
>>44284486
Your options are too bland, it's better for the QM to add that bit of fluff.
And don't need to give alternate endings to the post depending on the chosen option, it's better if it's an ending that works with both. Most big quests do it like that.
Also I'm not sure if it's come up yet or not, but even when voting on dialogue that immediately follows the ending of the last post, I feel it's better to inclode the dialogue in the next post as you would normally instead of starting with reactions to it. It helps with characterisation as well and can be useful for plot relevant reasons.
For example, if "Tell him you ate her remains" wins, start the next post with
>You knew this question was going to come up, but you weren't looking forward to it. You lift your head to look at him and adopt the most neutral expression you can with just a hint of fear. "...I ate her." you say in a small voice. [cue reactions etc.]
Instead of
>As soon as you said it, every pair of eyes in the car seemed to flick to you for a second, though they turned away just as quick. Strange, you had intended to say it quietly enough for only the two of you to hear. [etc.]

Might just be a question of personal taste of course, but I feel the characterization and higher control of the qm is worth the extra post length, even if it makes the update requires more posts than it otherwise would have.
>>
>>44284907
I agree, otherwise it feels like our character isn't really there as much, and more like just something we're controlling.
>>
>>44284907
If we're talking about personal taste I've always been in favor of longer story segments with choices being mostly for major events or actions rather then every little thing.
>>
>>44284426
But anon, I'm not a madman. YOU are the madman.



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