Germ learns how to play pinball, Art fails at using her noodley arms to dig, and we discover the master of the hydroponics wing!
The votes here are important, in the sense that it's hard to think about what TFs to write when there are many possible ways things can go:
Role: The next colonist, and by extension the next direction the colony grows. Do we get good at digging? Building in our space? Hauling to clear out ruins? Or farming to grow things?
Base Style: general votes for where the base should go:
* Magic vs Technology? Do we solve our problems with weird racial abilities? Or do we solve our problems with tech and let the race be more comfortable and casual?
* Do we downsize everyone into Smols to make the resources last longer?
* Do we make our base About transformation, and have a happy cult of change where grand forms are exalted?
* Escape vs Explore? Do we set out for the stars and escape to home? Or explore deep into the asteroid to find strange transformative biomes?
YCH stories continue. I'm on a binge night tonight, going down person by person. Just created a dumb happy beast, because that's what we do around here.
The votes here are important, in the sense that it's hard to think about what TFs to write when there are many possible ways things can go:
Role: The next colonist, and by extension the next direction the colony grows. Do we get good at digging? Building in our space? Hauling to clear out ruins? Or farming to grow things?
Base Style: general votes for where the base should go:
* Magic vs Technology? Do we solve our problems with weird racial abilities? Or do we solve our problems with tech and let the race be more comfortable and casual?
* Do we downsize everyone into Smols to make the resources last longer?
* Do we make our base About transformation, and have a happy cult of change where grand forms are exalted?
* Escape vs Explore? Do we set out for the stars and escape to home? Or explore deep into the asteroid to find strange transformative biomes?
YCH stories continue. I'm on a binge night tonight, going down person by person. Just created a dumb happy beast, because that's what we do around here.
Category Story / Transformation
Species Plant / Fungus
Size 120 x 115px
File Size 82.7 kB
Honestly? Part of why I was trying to get Ssam to be a kobold was so that Art did not, in fact, need to do her own picking by herself. I'm only a little disappointed that he immediately went back on that, but I guess that's what I get for trying to generalize and unfortunately it's a little too in character for me to be mad.
ANYWAY.
Role: Digger/Hauler might be best, since they can help clear a path to more colonists, in theory. We'll need more colonists and fast, so the very NEXT one we rescue can be our farmer.
Base Style: I'm kind of against the idea of smols running the place, if only because that can go incredibly in the direction of making the entire base way too big for us. I think we should absolutely seek to explore this strange alien asteroid, though--let's make this place our own! For the time being let's try our best to stick with the Magic theory of "function over form", but as we're able to sustain ourselves better we'd better start shifting over to Technology, since if we're not really gonna be able to keep ourselves human, we should probably try our best to make sure everyone's happy with who they are.
...anyway I know Ssam's not gonna actually do any of the room clearing again even if we ask nicely, so let's see if maybe he can't do a bit of research on that strange tree for when we eventually get our farmer, as a general aside. Obviously he's probably gonna do whatever it is he wants to, but like. This is sort of up his alley? I'm. Sure he can manage. Probably. Whenever he gets around to it.
ANYWAY.
Role: Digger/Hauler might be best, since they can help clear a path to more colonists, in theory. We'll need more colonists and fast, so the very NEXT one we rescue can be our farmer.
Base Style: I'm kind of against the idea of smols running the place, if only because that can go incredibly in the direction of making the entire base way too big for us. I think we should absolutely seek to explore this strange alien asteroid, though--let's make this place our own! For the time being let's try our best to stick with the Magic theory of "function over form", but as we're able to sustain ourselves better we'd better start shifting over to Technology, since if we're not really gonna be able to keep ourselves human, we should probably try our best to make sure everyone's happy with who they are.
...anyway I know Ssam's not gonna actually do any of the room clearing again even if we ask nicely, so let's see if maybe he can't do a bit of research on that strange tree for when we eventually get our farmer, as a general aside. Obviously he's probably gonna do whatever it is he wants to, but like. This is sort of up his alley? I'm. Sure he can manage. Probably. Whenever he gets around to it.
Dammit, Ssam! Your reasoning is infallible and terribly inconvenient. ... though we should probably get Art a stronger form later, once we've gotten ourselves going a bit more.
Anyway, glad you like the style idea. Everyone else so far has some good points towards that too, so consider those seconded.
Anyway, glad you like the style idea. Everyone else so far has some good points towards that too, so consider those seconded.
Colonist: Digger. Kuei has a point; we should focus on accessing more places so we can acquire more of everything, especially colonists.
Base Style: Anything but Smol or Cultist. Smol only seems practical until you've got a top shelf you need to reach, and Cultist means doing things to people's minds that I don't think is moral.
Base Style: Anything but Smol or Cultist. Smol only seems practical until you've got a top shelf you need to reach, and Cultist means doing things to people's minds that I don't think is moral.
Colonist: I think my preference order is Digger>Builder>Farmer>Hauler. Digger frees up the resources needed for Builder and Farmer, who are at their core maybe the most important roles. Hauler can be helpful but that role can also be filled as a stopgap by others or even eventually automated.
Base style: I like Kuei's idea of starting Magic and aspiring towards Technology. I love a pro-transformation culture but also would probably want to stop short of Cult, although if we were to stick with Magic it would support that idea. I also think we should make Exploring and figuring out what happened a priority, if for no other reason than because knowledge helps prevent a repeat of whatever disaster happened.
Base style: I like Kuei's idea of starting Magic and aspiring towards Technology. I love a pro-transformation culture but also would probably want to stop short of Cult, although if we were to stick with Magic it would support that idea. I also think we should make Exploring and figuring out what happened a priority, if for no other reason than because knowledge helps prevent a repeat of whatever disaster happened.
Digger for the next person, I reckon! A hauler seems too early - what's the point in getting someone to shift your debris if you haven't made any debris yet? And who knows, we might find some Cool Stuff if we uncover some more rooms.
The Mystery thing really calls to me! The presence of forces we can't quite understand makes for some great narrative bites. Did you know Ripples was the first story of yours I ever read? Wouldn't be here if I didn't like the Weird! Plus, I think environment-oriented TFs would be a nice departure from the big focus on combat or healing TFs we saw in Indulgent.
The Mystery thing really calls to me! The presence of forces we can't quite understand makes for some great narrative bites. Did you know Ripples was the first story of yours I ever read? Wouldn't be here if I didn't like the Weird! Plus, I think environment-oriented TFs would be a nice departure from the big focus on combat or healing TFs we saw in Indulgent.
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