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⌞THE AGOGE⌝ MODS ([personal profile] agogemod) wrote in [community profile] agogeooc2017-10-12 11:23 am

OOC PLOTTING POST: HRHW MISSION RESULTS.


oh my goethe;
FOR THE tyrants fear our might


MISSION SUCCESSFUL! Goethe lives to write another day.
If you don't care about the HRHW mission and want to skip all this tl;dr and get straight to the bit of this post that's relevant to you, click here.
the big rundown

The two teams were Morrigan and Eren and Yoshitsugu & Jacob.
Morrigan's skill at stealth was 17, and she rolled an 11. Her total was 28; out of a a minimum of 17, her margin of success was 11. This means she was successful at infiltrating the camp without notice, but not by a completely overwhelming margin. She did average for her skill level. The reasoning for this is up to the player, be it the character's own failings or reasons beyond their control.

Eren's skill at tactics was 11, and he rolled a 7. His total was 18; out of a minimum of 17, his margin of success was 1. This means he was successful at guiding and advising his partner, but only by the skin of his teeth. The reasoning for this is up to the player, be it the character's own failings or reasons beyond their control.

Jacob's skill at stealth was 18, and he rolled a 2. His total was 20; out of a minimum of 17, his margin of success was 9. This means he was successful at infiltrating the camp without notice, but not by an overwhelming margin. He did average for his skill level. The reasoning for this is up to the player, be it the character's own failings or reasons beyond their control.

Yoshitsugu's skill at tactics was 18, and he rolled a 3. His total was a 21; out of a minimum of 17, his margin of success was 3. This means, while he was successful in leading and advising his partner, it was a close one. The reasoning for this is up to the player, be it the character's own failings or reasons beyond their control.
Overall, the success rate was an 87 out of a minimum of 68. The mission was a complete success, though it came close at some points.

consequences

This can-- but does not have to-- mean your selection of the following:
   Goethe was saved, but he was alerted to your presence in some way.

   The Regency spy was apprehended, but it was not possible to bring them in alive.

   You were not able to secure extra supplies from the Prussians.

   Various Prussian soldiers became aware of your presence.

   Prussian soldiers become aware just as you are leaving, as the entire mission takes very long to accomplish and day breaks. You have to make a break for it across the field as the sun rises, and you have no time to rest before the battle starts.
However, not all of these things need to happen. Your success rate was high enough that only one needs to be selected. We only ask that those involved in this mission decide among themselves which consequences they like best, and let us know.

You can inform the mods of your choice of consequences in the comments; please let us know by the 14th.

Please keep in mind, if you come up with consequences not listed above, those are also totally doable; we're just trying to give you some ideas or a place to start.

logging

You can log this out however you like, as a group. You can make separate logs for either team, throw 'em all in one log post together, or put them in a specially marked thread on the Battle of Valmy log (going up Oct 14th). There is no 'due date' for this assignment being completed, as the results have been predetermined.

If you need Goethe for any reason to appear, please alert the mods, and Pel will literally fucking roleplay Johann Wolfgang von Goethe.

In game chronology, this mission is taking place the night before the battle of Valmy. It will still be raining and muddy. The Prussians are marching through the woods. This places this mission after nightfall on September 19, 1792, and possibly onto the next day if y'all stay out late.

failure

Some of you guys were curious about the potential consequences for failure, so here are a few of the things we had planned if you guys really screwed it up.
   Goethe dies, changing the entire face of history as he's, like, kind of a big deal.

   The Commander awakens with missing fingers and new memories of having lost them in a fight. Characters would have also had the chance to awaken with similar 'losses' and memories; some could have been 'fixed' at a later point, depending on the extent of the injury and what the players were interested in doing. Time travel! It's wacky.

   Some or all of the involved characters would have been captured and tortured for interrogation. Other characters would have had to sign up to save them, running past enemy lines on the day of the battle. It would have been up to the players involved how much information, if any, their characters divulged, and how much torture they underwent before they were saved, the extent of their injuries, etc.
planning for the future

HRHW missions and the way they're organized are something completely new that none of the mods have ever done before, and we'll probably be tweaking them for a little while before we're 100% satisfied with the way they work. Every time we do one, we'll learn a lot from how it turned out and possibly change things next time. We really appreciate the playerbase for sticking with us while we figure it out, so we can give you the best RP experience possible within the confines of this game.

In particular, while working on this mission, we realized it's way too easy to get an overwhelming success on the current way RNG is tallied. For the next HRHW mission, we're going to be changing the rules slightly to make complete success a little more difficult. This is not because we are rooting for the failure of our players; it's because this is a war game, and we want to make the losses in war achievable, not just the successes. They are, after all, called High Risk High Reward.

Specifically in the future, we will only be rolling d10s, not d20s. Likewise, the difficulty of missions will from now on be from one to 30. We hope this will make success still achievable, but there will be fewer 'auto-successes' where the outcome is known automatically when you sign up.

An example would be a mission with 22 difficulty; a character with 17 skill would have a better chance of success, but it wouldn't be automatic success. However, missions with skill levels below 20 will still exist.

If you have any questions, comments, or concerns about this change to the rules, as always, please let us know. There will be a special thread for these concerns, but if you'd prefer to do so anonymously, our mod post allows anon commenting. Thank you for your understanding while we tweak the game to improve it.



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