Page 621 - Escape Velocity

16th Jul 2015, 6:00 AM in Fall Weather Friends
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Escape Velocity
Average Rating: 5 (2 votes)
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Author Notes:

Newbiespud 16th Jul 2015, 6:00 AM edit delete
Many times it's not even a lucky (or unlucky) roll that breaks physics and reality, but a bit of inspired thinking from the players. Sometimes the shared imagined universe we play in would be a lesser one if it didn't happen, and we just gotta let it play out.

After a rough two weeks of having to put it aside, the merch/t-shirts idea is back on the table. I'm a bit more informed via research about the print-on-demand services I intend to use, though this is still very new to me. Any advice at this stage from both customers and users is very much welcome.

And a quick reminder that quest guest comics are still casually open around here until page 630.

Notice: Guest comic submissions are open! Guidelines here. Deadline: January 27th, 2023.



Boris Carlot 16th Jul 2015, 6:07 AM edit delete reply
Bitch please, Applejack. You did it with a tree branch like ten minutes ago!
FireFrenzy 16th Jul 2015, 6:17 AM edit delete reply
I once hacked a Russian forestry satellite and deoribitted it into a dock in Siberia using LITERALLY a cellphone and a bubble gum wrapper... Getting the signal to even reach orbit via Baikonur was a little tricky...

But i am not sure playing a Virtual Adept counts as "impossible"...
Masterweaver 16th Jul 2015, 6:48 AM edit delete reply
One word: "Hydraulics."

You all know what I'm talking about.
Brickman 17th Jul 2015, 4:26 AM edit delete reply
Does it involve chopping off heads over and over to build up pressure?
Digo 16th Jul 2015, 6:49 AM edit delete reply
Quest comics?

One of my earliest inspired moments was in D&D, fighting off a group of Wall Masters. As the party tank, I had the wizard cast Protection from Fire on me, had the rogue then set me on fire, and then I proceeded to get into grappling fights with the Wall Masters. Classic.
Philadelphus 16th Jul 2015, 11:03 AM edit delete reply
I was going to comment on that as well. Quest comics, or guest comics? Or guest quest comics, I guess. But only the best.
Digo 16th Jul 2015, 11:44 AM edit delete reply
The best guest for the quest, or the best quest for the guest?
Winged Cat 16th Jul 2015, 11:09 PM edit delete reply
No, no, obviously NS is on a quest for the best guest comics.
Disloyal Subject 17th Jul 2015, 11:44 PM edit delete reply
Disloyal Subject
Once he's got 'em, he can have a rest.
ANW 16th Jul 2015, 7:03 AM edit delete reply
I've been thinking about coming up with a new type of enemy.
Already got an idea for it's power, but can't come up with anything else.
It takes the memory of a physical pain, and forces you you to remember it.
For example, if you got hurt um down, it can make you feel it again an excusing details.
I still need to come up a name, looks, how to resist it, weaknesses, and how to balance it when my players new or strong enough for it to be an uncommon foe.
You guys helped me the mage. Maybe you can help me again.
Thud 16th Jul 2015, 7:20 AM edit delete reply
Well the reliving pain seems like psychic damage to me.
Anonymous User 1337 16th Jul 2015, 9:27 AM edit delete reply
I could help you name it, if I had an idea what it looks like. Is it mechanical? Biological? Alien? Magical? Undead? Other?
ANW 16th Jul 2015, 9:56 AM edit delete reply
I'm thinking a spiritual body.
Winged Cat 16th Jul 2015, 11:11 PM edit delete reply
If it's spiritual, aka psychic aka a living thing of pure pain/pain memories, how about "repain"?
Dragonflight 16th Jul 2015, 7:14 AM edit delete reply
The only thing that comes to mind with "hydraulics" is the old tv show "Junkyard Wars." Where the moral of the story, if there is one, is *NEVER* use hydraulics to win a challenge. Secondhand junk parts relying on good hoses, reliable pressure and a dependable pressure system *ain't gonna happen!*
Guest 16th Jul 2015, 8:05 AM edit delete reply
And when it does work, it's too slow to keep up with the non-hydraulic equipment.
Guest 16th Jul 2015, 8:05 AM edit delete reply
And when it does work, it's too slow to keep up with the non-hydraulic equipment.
Classic Steve 16th Jul 2015, 7:41 AM edit delete reply
Rainbow Dash channels memetic William Shatner?
Raxon 16th Jul 2015, 8:03 AM edit delete reply
So, Toon rules are in effect?
Digo 16th Jul 2015, 8:47 AM edit delete reply
They tend to be when ponies are involved. Real-world horses and ponies usually can't navigate stairs down, but Equestria ponies can. Only way to explain how The Great & Powerful Trixie could get around human office buildings without taking the elevator.

The other odd thing with Trixie were her hooves. We were using the GURPS system and I modeled her hooves after the disadvantage 'Ham Fisted' instead of the more realistic 'No Fine Manipulators'. So she could use tools and small objects with her hooves, much to the befuddlement of many humans.
j-eagle12212012 16th Jul 2015, 9:07 AM edit delete reply
I get that toon physics can explain most of MLP's physics defying moments... but how do hooves work? Or is that toon logic
FanOfMostEverything 16th Jul 2015, 9:57 AM edit delete reply
Tactile telekinesis. Hooves are made out of the same material as horns. Whether that's keratin is another matter...
Digo 16th Jul 2015, 10:03 AM edit delete reply
Or maybe there is a more scientific explanation for them?
j-eagle12212012 16th Jul 2015, 12:41 PM edit delete reply
Uhm wow the scientific explanation is more disturbing than some fan theories out there
Toric 16th Jul 2015, 9:05 AM edit delete reply
10 seconds left to go, thanks for tellin' me.
zorro362 16th Jul 2015, 8:33 AM edit delete reply
hmmmmm breaking the rules of reality huh.

There was this one time i was playing as a skeleton race, and I had a once a day racial ability to cause things I touched to be consumed by fear and flee for a few turns. well, we were in a futuristic zoo/animalpreserve with rare creatures from all around of universe gathered from across time and space.
well my party and I were ripped from our homes as the newest "exibits".
During the havok we raised fighting the robot staff i played dead being a skeleton while my party retreated. the robots took me for a dead body and were bring me to the incinrator for disposal, well when we got there, I used my touch of fear causing the emotionless robots to sudeenly feel soul crushing fear and in order to escape they jumped right into the incinrator.
Specter 16th Jul 2015, 9:15 AM edit delete reply
I remember a time when cartoon physics kicked in for a murder my brother tried to accomplish, where he tried drop several heavy objects on this really oblivious guy. He missed by a little less then 5 every single time. It wasn't until he dropped his last item, classic potted plant, that he not only hit, but critically hit him with maximum falling damage as well. It was almost as if the deity of Derp was watching him.
Digo 16th Jul 2015, 4:49 PM edit delete reply
I'm surprised at just how oblivious the target was O.o
you know that guy 16th Jul 2015, 9:10 PM edit delete reply
How oblivious, Fish Called Wanda, or Mr Magoo?
Enigma 16th Jul 2015, 12:41 PM edit delete reply
Is that a Kid Icarus Uprising reference? To Pyrrhon?
Truly Mad Moves 16th Jul 2015, 1:06 PM edit delete reply
Truly Mad Moves
*sigh* I so wish I had stories for story time. :( Yesterday I had a huge nervous breakdown about how difficult it is to be a DM. I must be doing it wrong, because it's supposed to be fun. And players are supposed to take their own initiative. My group is full of really smart people who roleplay religiously (not in the gaming sense, just pure storytelling) and no matter what I do, every time I yield the floor to them they're utterly confused as to what they're supposed to do. I'm *definitely* doing something wrong.
Thor 16th Jul 2015, 1:52 PM edit delete reply
That sounds to me like you need to talk to your players about what the theme of your particular game is and what everyone is expecting.

If the game your running is going to be really free form your players need to know that. They need to know that you want them to make stuff up and do a bunch of story telling on their own without prompting.

Some groups don't want to take the kind of initiative that you are expecting because that's not what they come to the game for. Others may not even realize that it's something that a GM wants them to do.

The best way to deal with that is to talk to your players, either one on one or the whole group, about what kind of roll playing everyone wants and expects.
Kira 16th Jul 2015, 3:39 PM edit delete reply
Thor gets a cookie seriously all of the cookies

follow thors advice but ill throw my own in there remember to be flexable in what they want compromise and communicate

Good luck GMing
Truly Mad Moves 16th Jul 2015, 8:23 PM edit delete reply
Truly Mad Moves
Yes, thank you. Extremely. Maybe that's my issue: failure to communicate that what they're "supposed" to do is... whatever they want. I don't know, though, I feel like I've said that so many times.

I've made what I feel is an impassioned, inspiring speech about the infinite possibilities and what roleplaying truly means. I guess tomorrow I'll find out if it was successful.
Belze 17th Jul 2015, 4:14 AM edit delete reply
What i think is the best way to go about it is starting with a quest entirely ruled by you, so the players have time to find the Char's personalities because they might all have long back stories but they haven't really been "alive" yet.
Truly Mad Moves 17th Jul 2015, 6:44 AM edit delete reply
Truly Mad Moves
That's what I did. They don't know what they're supposed to do even then. I feel like I've explained and explained and explained the world and their circumstances, but it's never enough to get them to understand what they can do to make things happen.

And if I tell them flat-out that they should go up the northern road and track the monsters back to their lair, and they just do that, well... then there's no reason for them to even be there, I might as well be writing a book instead of running a game.

In a way, I've been given a gift. The story never deviates from my plan. But that's because the players can never seem to handle having more than one option. I just don't get it, I've seen them roleplay, they're so good at it, what am *I* doing wrong?
Random Person 17th Jul 2015, 8:13 AM edit delete reply
You are not doing anything wrong. If you're having trouble getting them motivated, could always put time constraints on. "The monsters have a kid, and if you don't decide quit, it'll be dinner time."
Euric 17th Jul 2015, 9:24 PM edit delete reply
Have you tried giving them a binary, closed concept choice that would have an effect on the game world? Like, say, having an NPC offer them two quests and making them choose, or having to choose which group to support in a conflict/election/war?

Also, in the off chance that you haven't; large, non-linear dungeons are great for encouraging player initiative (lol, no pun intended) especially if your player are new to this whole RPG thing. Just make sure your players are expecting to have to explore, or they will get frustrated at not being able to find the "end". I learned that one the hard way
Kenny Celican 17th Jul 2015, 3:58 PM Y'cannot scare the laws of physics edit delete reply
Once played a Pathfinder character who got annoyed and told the mud *not* to splash on her. Rolled a Nat 20 on the just-for-goofs intimidate check. Added the improbably high Intimidate skill.

And the splash of mud Mario'd back into the puddle it had splashed from.
Disloyal Subject 17th Jul 2015, 11:49 PM edit delete reply
Disloyal Subject
Speaking of Mario and the improbable, I once rolled to dodge a heavy anti-armor rifle fired by a mechanical battlesuit.
While piloting a ≥320 ton, 14 meter long tank.
And passed my Dodge roll. GM ruled that I made the tank do a short Mario Kart-style hop right over the top of the projectile and stuck the landing.