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[IWIW Sailor Moon] Thread 9: Well, you know… we all want to change the world.

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Winged One

Retired User
Re: Episode #116: Sunny Skies After a Storm! A Friendship Dedicated to Hotaru.

The Outer Senshi must be so pissed about failing to realize that "LOVE" is the one stat you shouldn't dump.

Haruka: Oh hey Hotaru, what's up?
Hotaru: I finished making my character sheet and... and I was wondering if you guys could look at it? To make sure I did it right?
(They do)
Michiru: ...Well.
Haruka: Um, it doesn't look like you messed up any of the numbers, but, uh...
Michiru: Hotaru-chan, are you sure this is a character you want to play? It's so weak. Did you look at Setsuna-san's spreadsheet? It's very helpful.
Hotaru: I-I did, but there were so many numbers and boxes and I didn't understand what all the abbreviations stood for, so I just... just kind of... tried to think of what I wanted my character to be like, and picked things based on that...
Michiru: You remember that Usagi-chan said there was going to be lots of fighting in this game, don't you?
Haruka: Seriously, kiddo, you don't want to dump physicals, especially Stamina. You should take some points out of Love and Compassion, they're hardly used and are basically the same thing anyway. And Cuteness? Seriously?
Hotaru: B...but I don't want her to be mean. I want her to be cute, and nice...
Michiru: You can just RP that, sweetie.
Hotaru: That kind of seems like cheating.
Haruka: Whatever, just don't blame us when you get sidelined because you're not contributing to the team.
Heh heh heh.

Spoiler: Show
Hee hee hee BWAHAHAHAH HA HA HAHAHAHAHA!
 

Masterweaver

Registered User
Validated User
Re: Episode #116: Sunny Skies After a Storm! A Friendship Dedicated to Hotaru.

And of course Pluto's the GM. Right?
 

Shadowjack

Cartoon Poet
RPGnet Member
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Re: Episode #116: Sunny Skies After a Storm! A Friendship Dedicated to Hotaru.

/is now imagining Tuxedo Hotaru

damn, that's a funny image...
For some reason, I think of Zatanna, the DC comics character. Hotaru's not as curvy, of course.
 

Taper

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Re: Episode #116: Sunny Skies After a Storm! A Friendship Dedicated to Hotaru.

An idea occurs to me. A friend of mine, back when he was a kid, used to run D&D adventures for just his little brother, since there weren't other kids around. (Rural Arizona will do that for you.)

So, as the framing story -- how about a teenager who has this "great" new game he wants to run, but can't convince anybody except his little sister to play? We thus get the early solo adventures, and some justification for all the frilly princess-iness. Our little Bunny-player then starts dragooning her friends into the game, one at a time; sometimes some of them can't make it to game night (conflicts with ballet practice, or tae kwon do matches), so you can justify the varying character focus.
 

Shadowjack

Cartoon Poet
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Re: Episode #116: Sunny Skies After a Storm! A Friendship Dedicated to Hotaru.

And of course Pluto's the GM. Right?
Sailor Pluto: Always shows up on time with all her notes in order, and as a GM has an uncanny ability to always have stats in her binder for whatever the players get interested in. Very brief descriptions, almost to the point of absurdity ("Why didn't you say there was a spike pit under the table?" "You didn't ask.") but she always insists that she provides all the clues. (One day, Ami and Minako secretly recorded a session and made a transcript for analysis, and discovered that this is technically true.) Blatantly favors Chibi-Usa whenever she's in the game; is scrupulously fair the rest of the time. As a player, usually takes the dull background support roles, nudging gently to let others take the spotlight.

Usagi: Never preps enough. (Rei: "Or at all.") As GM, gets flustered when people depart from her plot, and throws dice when they gank her best NPCs; as a player, never reads the rulebook, and misses descriptions because she wandered away from the table to read comics or get more chips. However, she's an entertainingly inventive player. She'll cheerfully take a shot at any character or campaign type, and encourage others to try. (Rei refused to join Mina's Rifts game until Usagi sold her on playing a pair of Glitter Girls.) And a lot of the best improvisation in their campaigns comes from Usagi's riffs, c.f. the legendary "hamster smuggling ring" from their Spelljammer game. Good host, makes new players feel involved.

Rei: Their usual GM, since it's her house and she's the responsible one. Pretty much by the numbers traditional GM; often gets left in the dust by Usagi and Minako's improvisations, leading to several minutes of frantic cursing as she tries to steer the plot back on course before giving in. Competitive player, but loudly picky about what she'll play or run. Hates house rules. Does a lot of bluebooking for her own characters, but is embarrassed to even mention this. (Usagi knows.) Pretends that she's not really a gamer; mail orders everything, even though Crown Games & Hobbies is right down the road.

Minako: Card-carrying member of the Greg Costikyan Fan Club; every game she runs somehow turns into Star Wars, Toon, or Paranoia. A dangerously eccentric player; she will min-max like mad during chargen or if she gets interested in a tactical encounter, but if she gets bored she starts playing Malkavian fish jokes. But if you keep Mina interested, she'll pull everyone else along. She only backstabbed the party in their sleep and ran off to the town with the loot that one time, and Ami said it was an "evil alignment" game, so stop bringing it up, guys! Occasionally arranges very moving dramatic scenes, surprising everyone, including herself.

Ami: Runs the weird games, and is always pushing the boundaries. The group has agreed that her "Osaka by Night" Vampire Chronicle was the best game they've ever played in, and that they're never letting her run Vampire for them again. Always reads the rules cover-to-cover; the group trusts her to resolve rules conflicts impartially, except when they involve her own player characters. This is because as a player she tends to run cutthroat lesbian stripper ninjas who murder the spirit of the rules while following the letter. Ami will kill everything and take all their stuff. EVERYTHING. ALL OF IT.

Makoto: Always brings snacks. Rarely GMs; when she does, it's bog-standard D&D in a fantasy world of her own devising. She's painting a whole atlas for it, and has done calligraphic pages of native poetry in a conlang that Ami has been tinkering with. She loves the fiddly bits of gaming: She has more dice than the rest of the group combined, which she keeps in an antique clay teapot covered by a hand-sewn dragon cozy. She uses miniatures, and will paint any figure you hand her. Pretty much an average player at the table, who laughs a lot at the trouble the others start.

Mamoru: Always feels a bit uncomfortable GMing for a bunch of teenage girls, but since his college group imploded because of personal drama, he's kind of left with no alternative at the moment. Favors rare-but-dramatic combat, lots of social angles, and as a player tries to think in character and drive the plot forward. His social game gets thrown off when the girls start fights and fires, but he's learning to just sit back and let them roll it out. Experience has taught them that Usagi and Mamoru should not GM for the other (Usagi will cheat or sulk, depending), but they're just fine as players together. Tinkers with house rules endlessly, and is never quite satisfied with any game system he's seen… but usually runs rules-as-written.

Haruka: Doesn't get to GM any more because she house rules without thinking of the implications, and seems to think the point is to kill the PCs without save. (Ami still insists that after three character deaths on the doorstep, she was entirely justified in destroying Haruka's entire dungeon with the Decanter of Endless Water. Haruka insists that item shouldn't work like that.) Always grumbles that the combat rules "aren't realistic", no matter what the game. Only plays if Michiru is coming, too. Good sport as a player, and has a knack for advising other players on how to best use their characters. (She's sparked a few good plans by saying, "Why don't you just…?") Often winds up Michiru by romantically pursuing NPCs instead of her character.

Michiru: Only GMs for Haruka in private one-on-one games; she doesn't game without her, and knows in a group game she'd be tempted to fudge in her favor, and doesn't want to break trust. She's usually deep into the exploration-and-socializing end of gaming, but if her competitive switch gets flipped, she will powergame all over everyone else's fun if she isn't swiftly restrained. Very perceptive; spots clues and remembers names, making her invaluable in mysteries. Likes to select (or occasionally compose) background music. Is intrigued by LARP, but hasn't been able to get anyone else interested yet.

Chibi-Usa: You and your weird big kid hobbies. Card games are where it's at. But she'll play if Puu is involved. Typical small kid player: Not so hot with the advanced rule concepts or the chores of detailed character creation, but in play is loud, weird, and creative. Uses Luna-P's random number generator instead of dice, which kind of creeps out the Inner Senshi, but what can you do?

Hotaru: Owns all of White Wolf's publications to date, but has never been able to run or play. Not once.
 
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Ikselam

may one day be worthy of your grace
Validated User
Re: Episode #116: Sunny Skies After a Storm! A Friendship Dedicated to Hotaru.

I chuckled at the dragon tea cozy, "realistic combat rules," and Rei being in the closet.
 

Winged One

Retired User
Re: Episode #116: Sunny Skies After a Storm! A Friendship Dedicated to Hotaru.

Hotaru's entry just makes me want to hug her and inform Chibi-Usa of the problem. :(
 

Vehrec

Registered User
Validated User
Re: Episode #116: Sunny Skies After a Storm! A Friendship Dedicated to Hotaru.

Sailor Pluto: Always shows up on time with all her notes in order, and as a GM has an uncanny ability to always have stats in her binder for whatever the players get interested in. Very brief descriptions, almost to the point of absurdity ("Why didn't you say there was a spike pit under the table?" "You didn't ask.") but she always insists that she provides all the clues. (One day, Ami and Minako secretly recorded a session and made a transcript for analysis, and discovered that this is technically true.) Blatantly favors Chibi-Usa whenever she's in the game; is scrupulously fair the rest of the time. As a player, usually takes the dull background support roles, nudging gently to let others take the spotlight.
Setsuna-san is very good. Very, very good, and very experienced. Though, it helps if you are young and cute and she's not trying to train you in the art of the sneaky bastard.

Usagi: Never preps enough. (Rei: "Or at all.") As GM, gets flustered when people depart from her plot, and throws dice when they gank her best NPCs; as a player, never reads the rulebook, and misses descriptions because she wandered away from the table to read comics or get more chips. However, she's an entertainingly inventive player. She'll cheerfully take a shot at any character or campaign type, and encourage others to try. (Rei refused to join Mina's Rifts game until Usagi sold her on playing a pair of Glitter Girls.) And a lot of the best improvisation in their campaigns comes from Usagi's riffs, c.f. the legendary "hamster smuggling ring" from their Spelljammer game. Good host, makes new players feel involved.
On the other hand, Usagi might give new players the wrong ideas if she's GM. Let them get used to her as a player first, even if she IS playing hostess.

Rei: Their usual GM, since it's her house and she's the responsible one. Pretty much by the numbers traditional GM; often gets left in the dust by Usagi and Minako's improvisations, leading to several minutes of frantic cursing as she tries to steer the plot back on course before giving in. Competitive player, but loudly picky about what she'll play or run. Hates house rules. Does a lot of bluebooking for her own characters, but is embarrassed to even mention this. (Usagi knows.) Pretends that she's not really a gamer; mail orders everything, even though Crown Games & Hobbies is right down the road.
Sometimes, this is what you want in a GM, she's solid, reliable and can be reasonably predicted. And that attention to detail is probably shared by Setsuna-they represent different points in the life-cycle of their kind.

Minako: Card-carrying member of the Greg Costikyan Fan Club; every game she runs somehow turns into Star Wars, Toon, or Paranoia. A dangerously eccentric player; she will min-max like mad during chargen or if she gets interested in a tactical encounter, but if she gets bored she starts playing Malkavian fish jokes. But if you keep Mina interested, she'll pull everyone else along. She only backstabbed the party in their sleep and ran off to the town with the loot that one time, and Ami said it was an "evil alignment" game, so stop bringing it up, guys! Occasionally arranges very moving dramatic scenes, surprising everyone, including herself.
Great player! Lots of fun! Keep her happy. Don't let her be Storyteller for any of Hotaru's games.

Ami: Runs the weird games, and is always pushing the boundaries. The group has agreed that her "Osaka by Night" Vampire Chronicle was the best game they've ever played in, and that they're never letting her run Vampire for them again. Always reads the rules cover-to-cover; the group trusts her to resolve rules conflicts impartially, except when they involve her own player characters. This is because as a player she tends to run cutthroat lesbian stripper ninjas who murder the spirit of the rules while following the letter. Ami will kill everything and take all their stuff. EVERYTHING. ALL OF IT.
We uh...might want to work more on Socializing Ami. Just so she'll work better as a part of the team and so we won't have to see Usagi cry because of the infamous Goblin Baby Massacre again.

Makoto: Always brings snacks. Rarely GMs; when she does, it's bog-standard D&D in a fantasy world of her own devising. She's painting a whole atlas for it, and has done calligraphic pages of native poetry in a conlang that Ami has been tinkering with. She loves the fiddly bits of gaming: She has more dice than the rest of the group combined, which she keeps in an antique clay teapot covered by a hand-sewn dragon cozy. She uses miniatures, and will paint any figure you hand her. Pretty much an average player at the table, who laughs a lot at the trouble the others start.
Always brings the Cheetos. A good woman. Her fluff is gorgeous, but it won't mature for years.

Mamoru: Always feels a bit uncomfortable GMing for a bunch of teenage girls, but since his college group imploded because of personal drama, he's kind of left with no alternative at the moment. Favors rare-but-dramatic combat, lots of social angles, and as a player tries to think in character and drive the plot forward. His social game gets thrown off when the girls start fights and fires, but he's learning to just sit back and let them roll it out. Experience has taught them that Usagi and Mamoru should not GM for the other (Usagi will cheat or sulk, depending), but they're just fine as players together. Tinkers with house rules endlessly, and is never quite satisfied with any game system he's seen… but usually runs rules-as-written.
Probably happy that this group isn't threatening to repeat his last one's antics, wishing there were a few more guys he could relate to. Haruka doesn't count.

Haruka: Doesn't get to GM any more because she house rules without thinking of the implications, and seems to think the point is to kill the PCs without save. (Ami still insists that after three character deaths on the doorstep, she was entirely justified in destroying Haruka's entire dungeon with the Decanter of Endless Water. Haruka insists that item shouldn't work like that.) Always grumbles that the combat rules "aren't realistic", no matter what the game. Only plays if Michiru is coming, too. Good sport as a player, and has a knack for advising other players on how to best use their characters. (She's sparked a few good plans by saying, "Why don't you just…?") Often winds up Michiru by romantically pursuing NPCs instead of her character.
She learned from Gygax, and she always brings hirelings, mules and other support 'gear' and 'trapfinders' Despite grumbling, loves combat, especially winning.

Michiru: Only GMs for Haruka in private one-on-one games; she doesn't game without her, and knows in a group game she'd be tempted to fudge in her favor, and doesn't want to break trust. She's usually deep into the exploration-and-socializing end of gaming, but if her competitive switch gets flipped, she will powergame all over everyone else's fun if she isn't swiftly restrained. Very perceptive; spots clues and remembers names, making her invaluable in mysteries. Likes to select (or occasionally compose) background music. Is intrigued by LARP, but hasn't been able to get anyone else interested yet.
Keep her calm, and seat her near Mako, so they'll compare notes and keep each other entertained while Usagi and Rei fight.

Chibi-Usa: You and your weird big kid hobbies. Card games are where it's at. But she'll play if Puu is involved. Typical small kid player: Not so hot with the advanced rule concepts or the chores of detailed character creation, but in play is loud, weird, and creative. Uses Luna-P's random number generator instead of dice, which kind of creeps out the Inner Senshi, but what can you do?
Ami insists that this violates the purity of dice, since Luna-P is only pseudo-random and Setsuna probably has memorized the 'random' table that it uses. Setsuna says that isn't true-she just knows the algorithm. Chibi-Usa will regret in a few years that she missed the peak of Pokemon.

Hotaru: Owns all of White Wolf's publications to date, but has never been able to run or play. Not once.
By the turn of the millennium, they will all kiss your black spiky boots Hotaru. And you'll be able to run a hell of an Exalted Game. After all, you know Mercury, Venus, Mars and Jupiter...wait, do you? Screw it, at least you know Luna.
 

JohnBiles

Registered User
Validated User
Re: Episode #116: Sunny Skies After a Storm! A Friendship Dedicated to Hotaru.

In my Sailor Moon Z fanfic, Umino runs a TORG game, which eventually everyone gets involved in. (I actually got an email from one of the creators of TORG over the story, which was cool.)

Setsuna was a Nile Mystery Woman and ALWAYS in character. Usagi was an elven princess/sorceress from Aysle. Rei was a Cybernun from the Cyberpapacy, Haruka and Michiru were cyborg race soldiers, and so on.

It ended up a major subplot.
 
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