Title: >>26447638 Hivoltaj pls you don't /need/ it Okay so first of all bear in min Author: Anonymous Pastebin link: http://pastebin.com/GzhnWXCN First Edit: Saturday 13th of February 2016 02:37:58 PM CDT Last Edit: Saturday 13th of February 2016 02:37:58 PM CDT >>26447638 Hivoltaj pls you don't /need/ it   Okay so first of all bear in mind that I haven't really played a CYOA in two or three months, I only read them nowadays. That's why I'm a sucker for highly narrative rather than >system, although I don't mind one way or the other.   If we're talking about the test itself, I agree that as a comparative test between two systems it failed, in the sense that there's no way you can tell if the difference is due to the system, the setting, the character, or the enemy. It's hard to tell where the improvement is. But at the end of the day, the test was run, there were players, and they said they appreciated it (as far as I remember). There was interest, and it's the only thing that matters (I foresee disagreements, probably about quality, but I'm just having a hard time with my wording, don't look to much into that). Think of it as if you were a brand new QM testing their brand new idea, they have no previous results to compare it to. If anything it makes combat a lot more simple and casual-friendly, as long as your narrative is good enough to make it possible to foresee the enemy's strengths and weaknesses. As in, we can react if something bad is about to happen, and we don't need to randomly try stuff and hope it works because we ran out of ideas. And I think you've done that pretty well.   I see pokemon being brought up when talking about creativity and system rules. And then there's discussions about knowing our limits, "what if"s, etc. First of all, yes, if you're limited to 4 attacks, you're extremely restricted when it comes to creativity. "i liked 'making moves fit' so to speak" well no, it should work the other way around, you don't make a suggestion and try to make it fit in the preset options. That's an illusion of creativity. In Buttquest, you get a higher rank for touching a butt with style, and players rapidly ran out of ideas, because at the end of the day, the entire quest boils down to make "hoof contact with ass". Hey hold on I think I actually managed to make a good point here. Maybe the complaints about the fight with Luna have nothing to do with high narrative of anything, but rather with the bottom (heh) of it. But hold on. Any fight can be simplified to it as well: touch weak point with weapon. Ugh. I don't know anymore.