#cons: like one too many posts about orcs or something and all your followers are gonna recieve live tweets about it
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plumstreet · 3 years ago
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my favorite tumblr feature bar none is how the "check out these blogs" feature shamelessly tattles on everyone you follow............ but obviously I mind my own business and do not look at that haha........ 👀
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angelsndragons · 3 years ago
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*sing* it's been ~a while~
and i have been watching vm vs the nein a lot so let's talk about it. as always with me, this is a very long word vomit.
i said over on my mechanics post that the vm playbook requires urgency while the nein's playbook requires setup. here's what i mean. if the nein can make it to round 3-4 intact, that is if all of them are up, they are going to win. period. the nein simply have too many ways to steal turns from their enemies or to maximize their own effectiveness for things to go any other way.
if you want to see this in action even with a reduced roster, go watch the fire elemental fight in episode 129 and count the rounds. between caduceus' mass cure wounds and spirit guardians, caleb's slow, veth's sneak attacks, and jester's guiding bolts, the nein were able to scrape out a win thanks more to their bag of tricks than the damage output. veth only got sneak attack because of guiding bolt's secondary effects, slow kept veth safe from an opportunity attack and jester from a multi-attack, mass cure wounds gave caleb that round to cast slow, and the spirit guardians passively whittled down the enemies into KO range. the accumulated secondary effects were too much for the enemies to withstand and they fell hard. notice how everything built on one another here. that's what cockroach parties learn to do well. it was sloppier than a normal nein fight but they did it with a reduced roster AND with nearly all of their high level spell slots spent before the fight. yeah, they're fucking scary.
vm, however, is a whole different kind of scary. this team can put you down before you even know what's happening. it's harder to target the group's biggest damage dealers because you have a hulking barbarian and often an elemental up front locking down combatants. the dagger rogue can teleport and fly. oh, and give himself an extra action each round. the ranger and the gunslinger can stand back and just go to town. the freaking bear can maul you. the bard can make your life a living joke in your final moments. the cleric is a wildcard because the group is built to fight without her; if she's around, good luck because that's another round of attacks you have to take and an extra round vm can take. their DCs are ridiculous, as are their overall ACs.
but the thing to know about vm is that they have to put you down fast. they don't have the hit points for longer fights and they definitely don't have the utility for longer fights. their druid is offensively oriented, their cleric is often absent, and their bard is mostly support. he's often the only one running that bag of tricks. he can and will fuck up an opposing team given the chance and bolster his own, the problem is that he has almost no backup here. it's a giant hole that is begging to be exploited. it's an even bigger hole when that bard can only cast one spell per round.
so, going into the battle royale, the vm side had to down one member of the nein as fast as possible preferably in two rounds or fewer. it almost doesn't matter who, because if you down beau or fjord, that forces jester or fjord to spend their action or spell getting the downed member back up. if jester goes down, fjord has to do something about it. well, i say it almost doesn't matter but beau's deflect missiles makes her the worst target of the trio and yes, i'm including fjord's half-orc bounce back in that calculation. that gives you one round where the person healing isn't fucking up your team. vm's secondary objective was to monitor and control beau. her movement is nothing to compared to a hasted vax but her stunning strike is the most lethal weapon the nein brought into this fight. vm overall is not a melee group to begin with and their con saves are all garbage. vm has to find a way to keep her off their tails if they want a chance. we also know that vm's plan was to try to take out jester first so throw that objective into the mix as well.
all the nein have to do is survive the first couple rounds, monitor scanlan and pike, and get into position. that's basically it. the nein can absolutely withstand vax and percy's damage output for the first two rounds. pike and scanlan's damage output can be scary but pike in particular has to decide whether she wants to hold high level slots for healing. and she would need those higher level slots to get close to percy and vax's damage output. the nein know from experience that the support caster is where the real trouble will begin.
but before we kick things off, remember that matt specifically designed this battlefield to take turns away from the teams. the chests are an action to search and are located far out of the way in the field. the gem requires an action to activate, which basically means sacrificing your action for someone else's, and shifts between six designated points on the field. matt, who has a deep understanding of how both teams operate, decided to play on the nein's insecurities that they were at a severe item disadvantage and see if he could get them to bite. high risk, high reward. granted, this is me speculating but it does look like matt saw the fight very differently from the players and readjusted the field accordingly.
so we kick off and immediately scanlan proves why he is the top priority on the nein's list. he gets the gem, gets fjord prone on the ground, and comes within a hair's breadth of turning the fight into a five on two potential slaughter. travis brilliantly responds to these circumstances in the best of ways. see, fjord isn't the nein's utility magician for this fight; fjord's the bait. travis makes a very big spectacle of himself and fjord's predicament. and vm buys it hook, line, and sinker. ashley tries to continue with the original plan of gunning for jester only to discover that jester is who knows where.
vax, percy and scanlan? immediately take their shots at fjord. but fjord's on the ground which puts percy's awful misfire mechanic into reasonable play. so fjord gets lucky and doesn't take anywhere near the amount of damage he could have from percy. scanlan, after percy is removed from the field, decides he's better off trying to finish fjord but only hits a 3rd level thunder wave instead of a higher level one, which sam was probably saving for some counterspells or such. i don't think a higher level would have made that much of a difference but it is important to note.
more importantly, vax gets greedy. he got two good hits on fjord with his two actions, he could have left and hidden for the next turn. yes, vm has to down fjord as fast as possible. however that haste is going to be more effective over the long term if vax can keep it. but fjord's easy prey and he thinks vm can down him before jester can get over there to do anything about it. so he goes for the bonus action attack. pike eventually joins this mad dash scramble and like scanlan, she absolutely needed to throw something huge at fjord to get past his half-orc racial trait to have a prayer at downing him. but she did not because ashley seems to have been saving all her high levels for healing so fjord survives the round in honestly a very good position. vax can't target him from range with the cloud up, scanlan now has bigger problems than fjord with molly right up on him, and pike ran, taking damage and healing fjord in the process.
meanwhile, the nein's ladies are free to run and play the field as they see fit. jester has a big opening round flame strike. beau decides she can hold off on her round 2 blitz run to vm in favor of bringing molly onto the field. remember kids, never let a monk with 55ft of movement have the run of the place, it's bad for business. jester then makes a great play with her dispel magic at vax's haste. hashtag thanks, fjord. remember, kids, cockroach parties excel at taking turns and actions away from their opponents. in round 2 alone, the nein successfully remove percy from the field and remove vax's extra attack. that's both big damage dealers hobbled in one round. they also gave themselves an extra turn, adding molly onto the field. and oh boy, molly.
here we see the utility martial fighter molly could have been. sam's confused by the low damage that molly's doing his first round but the damage isn't really the point of the attacks. that brand of tethering is far more important, as are taliesin keeping an eye on which reactions will support the nein and molly's second attack wasting scanlan's reaction. counterspell is off the table for the back half of round 2-beginning of round 3, which is important if fjord wants to get the heck out of dodge.
in case it wasn't obvious earlier in the match that the nein are absolutely gunning for scanlan, round 3 begins with beau's blitz against scanlan. fjord's luck against the dominate person balances out with scanlan's save against the stun and beau missing one attack. here, vm starts to get distracted. they chose their focus fire target, fjord, but now do not, arguably cannot, follow through on it. we'll never know what could have happened had vm said to hell with beau and molly in our faces, we have to finish fjord.
vax tries to retaliate against beau but here's where the cockroach starts to come into play. molly blood curses vax, which saves beau a full sneak attack+ worth of damage. it also utterly wastes vax's turn. fjord manages to escape (and damage pike while he's at it) and regroup where it's safe. scanlan tries to dimension door but fails due to the brand. literally any other move scanlan could try on the pair of them had a better chance of success. instead, another vm turn is lost. taliesin recognizes the importance of getting beau advantage and supports her at the cost of two of his attacks missing, but not before scanlan is forced to cutting words one of them. another potential counterspell and cutting words lost. neither jester or pike contribute significantly to this round; the nein have done so much damage to pike in three rounds that she is forced to heal herself while jester chooses to dimension door herself to the gem and only a low damage roll lets it evade her.
beau takes molly's setup and gets the critical scanlan stun. he loses his full round. fjord takes the opportunity molly provided him to polymorph into a t-rex, bringing him fully back into the fight. vm is really going to have a time and a half trying to finish him now unless they can put up a big single damage attack. jester builds on beau's setup by casting flame strike, whose dex save scanlan automatically fails. he goes down. if you're the nein, this is exactly where you want pike focused, on her team and not on yours. she has access to most of the same spells that jester has and the more you pressure her to focus on her team, the better. it's not wasting her turn, precisely, but it is controlling what she can reasonably do with it.
now we come to percy versus beau. i don't want to diminish the insane good luck beau had to take only 26 points of damage from six shots because what matters here is that percy absolutely could not down beau. period. her hit points were too high and after she took almost nothing from the first two shots, it should have been clear that she was going to get her turn and she would absolutely attempt to stun and down pike and scanlan. i'm not going to monday morning quarterback this fight but i will point out that the more rolls travis has to make to maintain concentration, the greater the chance he fails and you get to hit fjord's actual hit point pool and trade fjord for scanlan. and if you can get him before he can get back into the fray, even better.
beau stuns the gnomes and drops scanlan again. her inner cockroach rears its head once more as she negates more than half the damage on vax's critical hit sneak attack. fjord-rex downs scanlan and grapples pike. the stun on pike here really helps negate that high AC of hers. after scanlan's death, it's a long slow death spiral. vax abandons the fight in the next critical round in favor of keeping the gem instead of targeting fjord. percy attacks beau once more instead of fjord due to fjord dangling pike over lava. he starts to focus on fjord only to get distracted by jester. pike goes down but vax gets caught by beau before he can get her back up. and so it goes with vm losing turn after turn after turn until finally the nein poof percy out of existence and bring molly back. a fitting end for the team who started their final boss fight with eight and came out nine.
bottom line here, the vm team played like they had way more time than they actually did. they had to commit to a target and see it dead as fast as possible. they had to control the battlefield quickly and keep it. they didn't so they couldn't. aside from building on damage dealt, they couldn't create advantages or opportunities for each other nearly as effectively as nein did. all of these factors meant that the nein did what they always do: grind their enemies under heel.
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microwaveabl · 4 years ago
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Alright fuckers,
I decided to post what I have right now of my story, starting at Comic Con. @septicake​ hasn’t responded all day, but I hope they like it. Flowey, sentient toilets, and gay Obi Wan are here!
9
The next morning, we were both excited. We were finally going to get our answers. Fairly early that morning, we set out. It took us a bit to find the convention center, which Robin remarked upon: “This sounds exactly like the sort of thing we should’ve prepared for earlier this week”. I hate it when he’s right.
When we got there, we were awestruck at the spectacle before us. Hundreds of people, dressed as wizards, elves, orcs, comic book superheroes, video game characters, and soooooooo much more were there. Cosplayers of every kind, colors everywhere, it was incredible! I can’t begin to describe the wonder I felt, or everything I wondered at.
“All the hype was worth it,” Robin whispered to me, and I slowly nodded.
“This is… wow,” I responded, my eyes large. The twos of us, Robin and I, walked into the center, and my jaw dropped. It was even better than the outside! So many people, packed into the place! I knew it was big, but now I was wondering how exactly I was supposed to entertain everybody while Robin looked through them.
“Okay, slight change to the plan. I’m going to go up on that stage and begin my act. I’ll invite some people up, do some cool stuff. I’ll use a spell to broadcast my voice, for I think it’d be difficult to get a connected microphone headpiece thing. You get up there-” I pointed up to some of the pathways near the ceiling, probably so that those large posters on the wall could be hung, or something “- and use this charm of seeing” -I produced a small magnifying glass from my pocket - obviously enchanted, not just a magnifying glass “-and scan the crowd. You know what to look for, and, I don’t know, figure out a way to contact them. Maybe you have a charm, or something, I’m not sure. Improvise, you’re good at that!”
“This is a terrible idea,” Robin told me, “and you’re going to get kicked out. Still, I can’t think of a better idea.”
I grinned. “Good, and besides, if I do well enough, they won’t want me to leave. Now go up, and get ready.”
I waited while he made his way through back ways and such, until he was up on the pathways (I should really figure out what they are called, but we don’t have them where I come from, and I don’t feel like learning it). He tossed something down at me, not sure how it got to me through the crowd, and I looked questioningly at him. He mimed putting it in my ear, and it did look like some kind of earpiece. I gently placed it in my ear, wincing slightly, for I didn’t think it was meant for my pointy elven ears. 
“Hey,” a voice that sounded like Robin’s came into my ear. I jumped, and looked up at him. He was grinning, of course.
“Can we communicate through these?” I hesitantly asked, to which I heard, while noticing it was definitely Robin speaking, “Yeah, I found a couple earpieces and tuned them to each other. Don’t know how I managed, but hey, if it ain't broke, don’t knock it.”
I chuckled, and responded, “Fair. Let’s get this show on the proverbial road and the literal stage.”
I pushed my way through the crowd, passing Captain Americas, Captain Rogers’, Captain Mal Reynolds’, and many others that were not Captains. Finally, I made my way to the stage. Wondering what exactly I would say, I jumped up onto it, where there were luckily no people, and muttered to myself, “I’m an introvert, and yet I’m here at such an extrovert place, about to do something terrifying. It’s a good thing I really want to get home, and I really hope this works.”
I activated my charm as people looked up at me, wondering what an elf was doing up on stage, and began speaking.
“Hello, all of you. You might be wondering what I’m doing up here on stage. To be honest, I am not sure either, but I think I’m supposed to give a demonstration or whatever it’s called for my cosplay, but they didn’t really tell me. Hey, can I get some boxes or something destructible up here?”
A couple confused convention workers brought up some empty boxes, while I sweated, wondering if I should make a run for it. Somehow, though, nobody came up and stopped me. I wasn’t even sure why there was a stage up here in the first place. Was an event or actual demonstration supposed to happen? Whatever the case, this was working, and I could see Robin up there scanning the crowd, though none of them really should be interested yet.
It was time to change that.
I deftly pulled out my sword, keeping it in this dimension. I did some basic fighter’s moves, which seemed to impress the people. 
“This is one of two Vorpal blades of mine. The name is misleading, or rather, does not do my blades justice. A vorpal blade simply is one that has the capacity to decapitate a foe, especially in fantasy games such as Dungeons and Dragons. However, all of my blades are like that.”
A few nervous laughs floated to me. I looked up at Robin for support, and he gave me a thumbs up. He spoke to me, saying, “Now, tell them the special thing and give them a little demonstration.”
“Okay. My blades are special, for they are enchanted. They can change dimensions at my will, and thus pass through objects in this one when I desire, and join back up in this one to cut what I want.”
To demonstrate, I deftly stabbed my sword at the first box, phasing it just before it broke the flimsy cardboard.
“Now, that may not look impressive, as you do not know that my blades do any damage at all, or that these boxes were not staged so I would not appear to do any damage. Furthermore, optical illusions could render it such that I did not stab the cardboard at all, and thus am a fraud. Now, will someone please come up here? I really don’t care who.”
People murmured amongst themselves, until one person stepped forward.
“I will,” they said, and I asked them a little about themselves. They were John, a human male, who came alone, dressed as The Arrow from DC. He loved coming to Comic-Con, and was excited at the opportunity to be a part of what he thought of as a very real and planned demonstration. He came up on stage, and I appraised him.
“I loved your T.V. show,” I said, saying the first thing that popped into my head. I had never seen a single episode, but knew that it was a thing and hoped he wouldn’t question me.
He beamed at me, and said, “Thank you! You are a really good elf!”
“I try. Now,” I directed this at the crowd, “I shall prove, in front of a witness, that these blades are no joke.”
I quickly pulled the handles close to myself, phased them back into reality, and drove them into the boxes. They easily cut through them, for they were designed to cut through things much tougher than some boxes. I then rapidly whirled, phased my blades out of sync, swept the handles just in front of John’s face, and phased them back in sync with the world. I asked a stunned, slightly scared John to touch the blades, and he reported they were very sharp.
“Now, was that an optical illusion? I think not. I am also a great fighter, and master of small charms.” At this, I tossed up a charm I had created haphazardly and quickly earlier, which exploded into a sunburst of light. I had built it to be merely light and not also heat, a better model, I think, than the fireworks of Earth. I pulled another from my cloak, threw it to the ground, and watched as the image of a unicorn burst from it, dazzling the crowd as it dashed between them, an apparition and nothing more. After lapping the center, it returned to the charm, which I picked up. I asked John to return, and I thought about what I would do next.
I heard Robin tell me, “I may have found someone. Here, let me give you some sight.” Before I could protest, I was looking through one of Robin’s eyes and one of my own, which was quite disconcerting. I closed the eye connected to my own vision, and looked through Robin’s. He was looking at a wizard, quite a well done cosplay, perhaps too well done. He was staring attentively at me, but not the same way as the others. He wasn’t awed, or surprised, just kinda wide-eyed, like he couldn’t believe someone else was here. I nodded, prepared for vertigo, and opened my other eye.
After a moment, I noticed the position of the wizard. I noted him in my mind, noted where he was, and whispered to Robin to disconnect us. My vision was yanked back to my own perspective, which was nice, and I prepared my next bit. Everyone was still oohing and aahing at my magic, and so I decided to have a little fun. 
“You there!” my voice boomed, my finger pointed at the wizard. He panicked, and I quickly said, “No, please, come on up. I won’t hurt you, I just want another person for my next part. John was lovely, but you look like you know some real magic!” I laughed, and the audience laughed as well. He was pushed forward, and reluctantly got up on stage. 
“Now, what is your name?” I asked him, which was the polite way to go about things, I believed.
He glared at me, and responded, “I am Thuzhal, a wizard banished to this realm for many heinous acts.”
“Ooh, nice backstory. I like it! What kinds of acts?” I replied enthusiastically.
He sighed, and said, “Well, people don’t really ask me, so I say they’re heinous. I was just kinda messing around and apparently broke something important, and so I was magically exiled. I was trying to figure out how to get back in, looking through probably forbidden texts, when I tried a spell to return me to the place so I could undo my exile, but it instead sent me across dimensions and I ended up on this technology-ridden, climate-changed planet.”
I clapped, and people in the audience followed my example. “I like that! Gives you an objective, something dark, and just enough flare of mystery. Now, my good sir, I am also not from around here. I was transported here when I tried to figure out the true magical nature of my staff, here-” I gestured at the staff I had leaned against a wall, yes, obviously the one topped with the spider, “-and found myself in a cornfield in Illinois! Naturally, I was confused, as corn does not exist in my world, and I did not know that I had changed dimensions. Now, my man, I believe we can help each other! You know magic and magical items, and I have my staff! Now, for my demonstration…” I decided to try a little something. I pulled out my blades, and concentrated on making them visible, but slightly out of sync with Earth. The sword blades usually became invisible when phased, but I did my best to keep that from happening. 
The blades flickered, trying to change dimensions, but I did my best. Eventually, they came into full view, but I passed them gently through my hand to make sure they weren’t physical. I then whirled and, similarly to what I did with John, tried to swing it through the wizard’s neck. However, he was also armed, and so tried to block my attack, which obviously failed. My blade passed straight through him, and he retaliated, swinging a small dagger at me with ferocity and a wild look in his eyes. From the way he handled his blade, I could tell he wasn’t experienced. This was going to end quickly, luckily, I thought, and parried his frenzied swing. 
With a series of quick swipes, jabs, kicks, and punches, I disarmed the wizard and sent him to his knees. “Look, man, I didn’t want this to happen. I’m sorry for swinging at you, but it was part of the demonstration. You can get up and help me, or leave, alone, stuck here, probably never to return to your home. Which would you prefer?”
Thuzhal considered my words, and grudgingly got to his feet. I handed him his dagger, which appeared to be made of mithril, and smiled. 
“Good, now let’s get out of here. I’m not even supposed to be demonstrating anything here, I just got up on stage and nobody stopped me for whatever reason.” I deactivated my microphone-like charm, and told Robin, “Come on, let’s go.”
He ran into a door, and quickly joined me. I surveyed the crowd, which was full of whispers, no doubt about me and what I had just said. I jumped down, followed by Thuzhal and Robin, and we pushed past the crowd, out of the door, and ran a block before slowing to a walk. We returned to our motel, and I was happy we had managed to complete our goal for that day.
10
“I’m afraid we may have a problem,” Thuzhal said, walking into the bedroom.
“What kind of problem?” I asked, a little surprised by his sudden entrance and a little frustrated that he couldn’t immediately solve all of our problems.
He winced at the strength of my words, and responded, “Well, I know what kind of magic it uses, and I can partially control it. However, I cannot control the exact dimension. I can make it so that we don’t end up places we can’t survive, like in the vastness of space, or on a planet where the air is poisonous. We will have to travel many worlds until we either get lucky and end up in the right one, or find someone who can use your energy signatures to lock onto our universe. Will that work?”
I thought about it, looked over at Robin, who was sitting cross-legged on his bed, and looked back at Thuzhal. “Well, I guess we don’t really have a choice, so let’s go with that. Do we have any idea how long this will take?”
Thuzhal grinned, and said loudly, “Nope!”
I sighed, and replied, “Well, pack your bags. Might as well get right on down to it.”
*
We packed the gear we wanted to bring with us, which included some probably illegal items. It has been neglected to mention that these items included two assault rifles, lots of ammo, a couple grenades, a few other guns, including a sniper rifle and a pistol (of course we also had plenty of those ammos as well, and I intended to get a blacksmith or something to break them open and figure out how to make them and potentially augment them/the gun.). There were others, but I shouldn’t really mention them.
We gathered behind the motel, in the parking lot, after checking out and getting our stuff all ready. I readied myself for what was about to happen, planted the staff at arm’s length in front of me, and Robin and Thuzhal both grabbed it. After exchanging grim looks with both of them, I grabbed the spider, and it did the same thing as the previous time we used it, though the eyes seemed to glow brighter and the wind seemed stronger. I closed my eyes, and wondered what would happen on the other side, just before I lost consciousness.
11
When I returned to consciousness, I was confused. The sky was a pastel purple, with red dots swirling through it. It seemed like some kind of strange dream, and its colors were chaos. The ground was some kind of acid green, and there were portable toilets everywhere. They were in every shade, from green to blue to pink to yellow. I closed my eyes, as I felt a migraine coming on. I shaded my eyes and reopened them, looking at the ground for Robin and Thuzhal. I found Thuzhal covering his eyes, peeking through his fingers at the landscape, and Robin was still passed out on the ground. Oh, and, by the way, Thuzhal is a human. 
“This is a strange world you have brought us to, elf,” he told me, and I followed his gaze. I had originally thought that the toilets were just sitting there, but as I really looked at them, I saw that they were moving. There was even a small village, made of what I couldn’t say, as there wasn’t a tree or rock around. Even the ground itself was a deep green, and made of a substance I couldn’t make out. It was smooth, and I could push my hand through it, like a partial liquid. It was strange, as none of us were sinking into it, but it didn’t seem like good building material. The toilets weren’t walking, or splitting apart in any way, but just seemed to glide, all of which seemed very strange and impossible to me. When they came to a step, they seemed like they just jumped, but with no downward movement to create thrust upward, if that makes sense.
“Let’s… explore?” I said hesitantly, and Thuzhal strode toward the settlement. I followed him, after a moment’s consideration, and dragged Robin behind me. When we got closer, we could see that it was made of some kind of wood, and so I guessed that they had just taken down any trees in view. It seemed similar to a Wild West town, minus the dust everywhere, horses, natural colors, or people. I was quite unnerved, and moved close to one of the johns.
“Uh… hello?” I said (asked?) hesitantly. It’s door turned to me, and it seemed to make an annoyed, squishy sound from within it. 
“Do you guys have any wizards or magic folk at all?” I asked it. It moved toward me, making angry sounds from within it, and I backed away. “I don’t think it likes the sound of ‘wizard’.” It moved faster, squishing louder, and other toilets started coming over. I pulled Robin into a fireman’s carry on my back, and readied one of my blades. 
“We should get out of here, Thuzhal,” I told him, and he nodded, his eyes frantic. I turned and ran, but there were toilets everywhere.
“No time! We have to do it here!” I shouted, and he grabbed the staff. I shrugged Robin forward and held his hand around the pole, and grabbed the arachnid on top.
*
When I awoke, I simply lay there. I didn’t really want to open my eyes and find out where we had landed, but I suppose it would have to happen eventually. I slowly opened my eyes, and squinted at the bright light coming from the sun… suns? There were two shining orbs in the sky, one more yellow-y, and one more orange-y. It was very hot, and the ground was grainy. When I looked at the landscape, I saw that we were in a large desert of sand, and there were a couple houses in the distance. It looked like about midday, but I couldn’t be sure how long the day lasted, so it would be best to start moving. I got to my feet, and noticed that both Thuzhal and Robin were still passed out.
“Hey,” I said, shaking Robin. He stirred, and started moving. I moved over to Thuzhal, and patted his shoulder.
“Wakey, wakey, time to get up sleepyhead,” I told Thuzhal, and his eyes snapped open, then quickly shut.
“Where are we, and why is it so bright?” Thuzhal said, and Robin nodded in agreement.
I shrugged. “I’m not sure, but there are some houses over there, we can ask them. I hope it goes better this time than last time.”
Robin looked confused. He held up a finger, and said, “Last time? Do you mean Earth?”
I was also confused for a second, before I remembered that Robin had been asleep the previous dimension.
“Well, we travelled dimensions, and you know how we always fall unconscious when we do that? Well, you were asleep while Thuzhal and I almost died from sentient Porta-Potties.”
This only served to bewilder him even more, and I described the events that had taken place in the strange, colorful dimension.
“Anyway,” I said, finishing up, “we should get moving. We aren’t going to kill ourselves, after all!”
With that lovely remark, we started walking toward the houses. It was extremely hot, hotter than Calimport, even hotter than California in summer. I didn’t know how people handled it, but then I thought, perhaps the people here are different and more adapted to this environment. 
After probably 15 minutes, we got to the houses. They were strange, quite small and kinda dome-like, circular, with person-height walls and a sloped, domed kinda roof. It was similarly colored as the sand, probably so that it could blend in, though the satellite dish looking thing on top of it kinda ruined the effect. It was silvery, and very much did not blend in.
“Sh-should we go in?” I asked tentatively, and Thuzhal marched forward, grinning. “Um, is that a yes?”
“I recognize this place!” he said in response, and knocked on the first door. I rushed toward him, but it was too late.
“HOW, exactly can you recognize this? You’ve never been here! You were directly transported to-” A thought rushed into my mind, causing me to stop in my tracks. “It’s like Faerûn, huh? Someone came from this world, or travelled here, and made a story or whatever based on this place?”
He slowly nodded, and simply replied, “Star Wars.”
*
The door opened, sliding to one side, and a man came out. I hadn’t seen a lot about Star Wars, but there were a lot of cosplayers at Comic-Con that I had recognized as probably being from this universe. The person that opened the door looked like Obi-Wan, except his hair was black. I blinked, for, while it was true I didn’t know much about Star Wars (already mentioned, but it makes this sentence flow better. Shut up, stupid), I knew that: 1. He wasn’t supposed to be on Tatooine until much later, when he looked old with white hair, or something, and 2. His hair was brown, not black. All of this was very confusing, especially once Qui Gon Jinn walked past, asking, “Who is it, honey?”
“U… u-um, I’m Alushtas, and these are Robin and Thuzhal,” I stammered, my eyes searching for answers I doubted I would easily find.
“Ah, hello! What lovely and strange names! What can I do for you?” he asked nicely, and I looked at my companions. 
“Uh, can we come in? I think we need to talk to you,” I said kinda randomly, for I was still very confused and needed to figure out what was happening.
He smiled, and ushered us in. “Honey, come meet our guests!” he said, and Qui Gon walked back in.
I looked back and forth between the two men, and I asked Obi-Wan, “Why does he keep calling you ‘honey’?”
They looked at each other and smiled, and Obi-Wan told me, “Well, we were dating for a while, but then this wonderful man approached me, what, probably almost a year and a half ago, and proposed to me! Of course, I said yes, and we’ve been living here ever since, happier than ever!” Qui Gon came over and hugged Obi-Wan deeply, and the two men sat down on a couch, holding hands. 
Thuzhal looked confused as well, though I had realized that this was not the normal Star Wars universe I knew, and the wizard asked, “Where is Luke? I thought he lived here.”
“Well, yes, he has, but once he married his spouse, they’ve been travelling the galaxy. Would you like some blue milk?”
“Uh, sure,” I said, and Obi-Wan waved his hand. A glass came over to me, as if by magic, and I sipped it warily. It was good, similar to Earth milk, but more coconut-y. 
“Soooo, who has Luke married, anyway?” I asked Qui Gon, taking a longer drink from my glass.
“Oh, he ran off with that hooligan, Han Solo, for a bit, but he came back eventually, and told me they were getting married. I was shocked, for it seemed sudden, but they were happy, and so we gave them our blessing,” he replied, and I, suddenly realizing something, asked another question (we really wanted to ask questions, I guess), “So what happened to Chewbacca?”
“Ah, good old Chew. They are going around the galaxy, exploring, happy by themselves. They liked Han, but they always felt less, you know? They are very introverted, and just like to explore. They find people difficult to understand, and they’ve told me that everyone just goes too quickly for them. Last I heard, they were going to Coruscant, which is nice.”
“Mhm. Anyway, you guys haven’t mastered inter-dimensional travel yet, have you?” I asked, realizing that, while cool, this place wasn’t really gonna help us.
“Unfortunately, that project was shut down because of its possible repercussions and side effects and all that,” he told me, “did you need something like that?”
I shrugged, and said, “Yeah, it would’ve been nice, but I think we might be able to manage. We should be going, though. Thank you, both of you, for everything.”
Qui Gon smiled at us, and asked, “Are you sure you want to leave? We’d be happy for you to stay.”
I sadly smiled back at him, and replied, “Yeah, we need to go.”
We said our goodbyes, and left. When we were out of sight of the house, it was probably about midnight.
“Well guys? Shall we?” I said, holding out the spider-adorned staff.
*
We travelled through many more dimensions, probably more than I could ever describe. As we travelled, and got used to dimension-hopping, we slept for less and less time, and eventually simply got tired, and then slightly dizzy.
Something that I have talked about, but not really explained, was that Earth was a Chaos realm. This means that both magic and technology work there, though there are other realms in which magic works and tech doesn’t, ones where tech works and magic doesn’t, and ones where neither work. However, this is a flawed perspective. It is one described by wizards of old in my world (yes, interdimensional travel isn’t completely unknown back home in Faerun), and their experiences in other realms. 
This is flawed for a couple reasons. It isn’t so simple as just ‘technology and magic, or one, or neither’. Magic can take many forms, and magic that works in one place doesn’t necessarily work in another. In the Star Wars-like world, there were Jedi that could manipulate objects using their mind and what they called the Force, which seems to be a type of magic. Meanwhile, my own magic could have been unstable or unusable, because it is a different world than mine. Similarly, magic could exist on Earth, though its inhabitants didn’t usually have it, leading to unpredictable results. I was lucky that only a couple of my charms failed or had issues, and not more of them. There were many other forms of magic, but to go into detail would take too long.
Technology is also a difficult thing to pin down. It’s basically just the application of knowledge for practical purposes, and so almost anything creature-made could be said to be technology. Again, some technology could function in some places, but not in others. Some steampunk worlds, for instance, couldn’t ‘fathom’ the existence of further innovation, like cars or computers. Other worlds were stuck in the Stone Age, and in some, not even bird’s nests could be made. I am not sure what would happen if one tried to make a bird’s nest in that world, but I had decided not to find out.
As we went along in our journey, I collected items. I wanted mementos of our travels, and hey, they might be useful in the future. Unfortunately, I wasn’t always able to pick things up, whether because of being chased by the inhabitants of the world or something else (and if you’re wondering if I took something from the Star Wars world, yes, I palmed a handle-looking thing with a button from a counter). This led to some fights, some running, and some pain. Still, I wanted certain items, like I think one was called a “Babel fish”, which allowed me to understand others, no matter what language they spoke. 
Something that I realized was that no matter where we went, some items were still able to be used. I eventually figured out that it was because they were dimensional items, which transcended some of the ordinary rules of the realms. We started with two - the staff itself, which is a good thing, because otherwise we would’ve ended up stranded on a random world. The other was my Vorpal blades, which was nice, because I liked them. However, the realm we received the third (and fourth and fifth?) dimensional item(s) was very… strange…
 *
We had come from a world of robots. There wasn’t a single human, elf, dog, orc, sentient species of any kind, or really any organic being that we found. Everything was automated, and seemed as though there had once been people, but then they had left, potentially leaving the robots there to keep things up until they returned. However, we realized that it was unlikely, if not impossible, that a machine could bring us home, rather than magic. Therefore, we left pretty quickly, though not before I got a small bracelet that had nanotech that could form a dagger in my hand in a millisecond, which could be quite useful.
When we arrived in the new realm, we found ourselves in a smallish room. There was a bed of flowers, yellow flowers, illuminated by a fairly dim light coming through a hole in the ceiling of the room. Actually, it seemed more like a cave, though we couldn’t really be completely sure. There was a hallway, or corridor, or whatever to our right. We went through it, and found a doorway.
We went through it, and walked through a system of rooms, some of which had puzzles, and traps, though none of them actually hurt us (well, except for Robin, who got a sprained ankle after falling through some leaves). We saw beings, some might call them monsters or abominations, which had very strange physical makeups. This wasn’t really uncommon for us to see, because of everywhere we had already been, but weird stuff is weird. One had a large eye as most of its body, and another looked similar to a frog. They ran from us, so we didn’t have to worry about fighting them, and when we got to the end of the rooms, we came to a small house.
We tentatively opened the door, and found the house deserted (or at least visibly so, and nobody came to the door to see who was there). There were stairs leading down to what I assumed was a basement right in front of us, a living room looking area to our left, and a hallway to our right. It seemed like an odd way to set up a house, but again, lots of places were quite queer (in both senses of the term). 
Anyway, we entered the living room. There was a table with chairs, bookshelves with books on them - “How to Cook Snails, Snail Basics, Meals with Snails?” -, and an armchair in front of a fireplace, fire included, which seemed like a fire hazard, but whatever. We didn’t find anyone, so we went through the door leading out of the room (not the one we entered).
We were in a kitchen, which seemed normal, except the stove didn’t work, there was white fur in the sink, and a pie on the counter. There was a faint smell of pie crust and cinnamon in the air, and I took a slice for later, in case I might want it (hey, I’m a thief, what would you expect, perfect morals?). We went back to the first room, and entered the hall.
There were three doors, two of which were bedrooms. We decided not to explore them, though one looked more like a child’s bedroom and one like an adult’s. The third was locked, however, and had a sign that read, ‘Room under Renovations’. Because there was no more of the house to explore, we went down the stairs to the basement.
There wasn’t really an actual basement, as far as we could tell. It was a long hallway, which, after walking the entirety of, showed us a doorway, similar to the one at the entrance, which we went through, as we didn’t want to walk back. We found ourselves in some kind of snowy, forest-y area, though, when we looked up to the sky, we could faintly see a cavern roof.
I’ll spare you the details, but basically, we went through this region, a very wet, cave-like region, and a very hot area. In the hot area, we came across a laboratory, which we chose to go into. It had a large video screen, seemingly inactive, though I couldn’t tell its use. As we continued walking through the building, we saw a cluttered desk, a bag of dog food(?), and a dark hole in the wall. When we got to the hole, the door to a bathroom hitherto unseen opened, and a tall lizard woman (?) came out. She looked quite surprised to see us, but hurried over nonetheless. 
“More humans? This is quite unusual… umm… hello? Who are you?” she asked hesitantly.
“I am Alushtas, and I am not a human… which I only tell you because I don’t know why. I am an elf, This is Robin, he’s a human, and Thuzhal, whose race I never actually found out, I think,” I responded.
“And I would prefer to keep it that way,” Thuzhal said, smiling and extending his hand toward the person. “And you are…?”
“Oh!” She blushed furiously. “M-my name is A-alphys, and I’m the-the royal scientist for King Asgore.”
“Oh, that’s cool. Do you guys have any, you know…, magic?” I asked Alphys. We seemed to do a lot of questioning in these worlds, and not much else.
“K-kinda, we have magical a-attacks and the like, and fire magic, and probably other kinds.”
“Oh.” I must’ve looked really sad, because she immediately responded with, “B-but that’s okay! Here, I can improve your phones! You… don’t… have phones? Um, I can get you phones!”
She rushed upstairs up an escalator, then quickly came down another closer to the entrance. She was holding three small objects, which I assumed was a phone, and hoped her word for phone meant the same thing it meant for me, because it could be useful. It seemed that way, so yay.
“Here! I have a phone for each of you! Y-yes, I had them l-laying around… anyway, they can text, access the internet wherever, access special Dimensional Boxes, defuse bombs, and activate a jetpack! Here, t-take them!”
We each took a phone, and I immediately checked out the Dimensional Boxes. They each had space for 8 items, seemingly no matter the size, which didn’t make sense, but whatever. There were 3 boxes, which was nice, so I didn’t have to worry about 24 items taking up space in my Bag of Holding. 
“Sweet, thank you!” I said, and she blushed again. “Oh, don’t worry, I just like helping people! S-speaking of which, there was this human that came through a bit ago. Have y-you seen them? I think Toriel is coming after them, and I’m a b-bit worried.”
Thuzhal and I exchanged looks as Robin looked between us. “No, we haven’t seen anybody except a couple dudes back at that purple place,” I told her, and her eyes widened.
“O-oh! You n-need to go… I’m s-sorry I can’t help more! Now, g-get out of here!”
She pushed us out of a back door, while I protested and tried to ask her about dimensional travelling. She didn’t listen to me, and locked the door after us.
“Well, now what? Do we go after the human? Do we go see the king? Do we leave? What do you dudes think?” I asked, looking at Robin and Thuzhal, whose backs were to the lab. 
“I think I can help!” a cheery voice said from behind. I whirled around, dagger forming in my hand. A little yellow flower had popped up from the ground, and it had a face which was smiling at us.
“I’m sorry, who are you?” Thuzhal asked, suspicious of the small being.
“I’m Flowey! Flowey the flower! You were just talking to that overgrown lizard, huh? Don’t listen to her, she doesn’t know what she’s talking about!” the golden flower told us.
“Um, she seemed nice, while you were insulting her. Not really the way to play the ‘nice guy’ card,” Robin interjected.
Flowey gave a wide smile, and said, “Oh, sorry. We all insult her, ‘cause she’s senile and ignorant of the world. Even nice old King Asgore cracks jokes about her!”
By this point, I was very unsettled, but decided to humor Flowey. “So, you said you can help us. How?”
“Easy! The rules down here are simple. You k i l l, o r   y o u   b e   k i l l e d.” As he spoke, his face grew ugly, into a mixture of a smile and a look of utter hatred. He sent little white bullets at us, which we tried to dodge, but some still hit us. They really hurt, and it felt like my life force itself was being sapped. I swung my dagger at him, but he popped back into the ground and back up a bit further on.
“Hope you guys have fun! See ya later!” he said, smiling, and vanished into the ground.
“That… was horrible,” I said, and both of my companions nodded. 
“We should leave and never return.” Again, they nodded.
I pulled out the staff from my Bag, held it out, and we did our thing. However, as we began to flicker out of the strange, underground world, none of us noticed the edge of a flower root curling around the base of the staff.
wasn’t really sure how to say that Flowey was comin with the gang (obv without them wanting hiim to :P) with the exact wording, so I used ‘flower root’, but I am open to suggestions or changes if you think soething should change. It mgiht not, because I know hwere this is going and you don’t, but you coudl definitely help!
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dmoftheapocalypse · 7 years ago
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Campaign Diary 1; Trouble in Westbridge
@dargon899 and @ominouswalrus you’re more than welcome to read but I have dm noted throughout marked obviously lol so DON’T READ OR YOU WILL HAVE THE WRATH OF GOD DOWN ON YOU lol
After the long and hard battle of Dellmon Ranch the group was successful against the army of Orcs using the disasters and disturbance from the activity of the Cults to sweep the land for their tribes. They headed back to the small village of Beliard where they gained a few horses and headed back on the road. Heading northwest on The Stone Trail towards Westbridge.
They traveled relatively fine, though coming close to Westbridge they had a run in with a mystery group following them for a bit though when they tried to talk and they never seemed to get closer. Naivara thought maybe mirror images and it confused the others and they decided to forget them and head into Westbridge.
Westbridge a decently sized and somewhat rustic looking village on the middle of the main travel road, the Long Road (basically a medieval highway). It’s grown in size as of the last decade or so as it’s been taking over by a Halfling businessman Ghaliver Longstocking.
Getting to Westbridge they head on to the largest building, the three story Harvest Inn. They ended up meeting a talking with the owner of the Inn, a curly haired Halfling man named Hervin Dardragon with a big personality. They chatted for awhile where found out that a noble is coming threw town soon and that a group of black cloaked “bandits” that took over the town a few tendays (Faerun’s versions of a week it’s just 10 days not 7, hence tendays) but a group of a few adventures took them out not long after, as well as some problems within town with supplies going missing. Though a supposed Halfling and large Half-Orc men fellow was trying to figure it out.
Before finding out any more the noble arrived and people headed out to greet him. He was a Dwarven Noble named Lord Fallgal and apparently a good friend of Hervin. It want long as it was late before people began heading home and through group headed to the Inn except Morogash who decided to stay behind everything watching expecting something to happen. And Faldorn. Hervin, Lord Fallgal and Faldorn and quick chat and Morogash over heard something about a talk in the morning. After they headed back in Morogash headed to the back following the old man driver moving the horses and caravan to the back to put the horses in the stables, and finding a back window to the third floor room that the Lord was staying in.
Inside Naivara mentions to the others that she thinks everything went too smoothly and in suspious as well and decides to send in her familiar turned spider over night to watch just in case. Nyx finds out Faldorn was chatting with the Lord and is worried he’s hiding things and when they go to bed (as they always share a room, Nyx in a drawer while Faldorn has the bed) she asks him and because of a very high deception roll from Faldorn she believes him.
In the morning Faldorn sneaks out to meet up with the noble again in the morning where H341 was “sleeping” outside (He’s a Warforged so you know sentry mode lol). Though doing everything everyone says he doesn’t do anything about it after Faldorn tells him not to worry. Naivara checks in with her familiar and sees nothing happened with the noble overnight and then hears Faldorn down and sends her familiar to see what’s happening only to find out that Faldorn has left with the noble.
There’s a panic argument downstairs when she wakes everyone up to tell them. They are told he left a note saying something came up I’ll meet you all in Red Larch. They were interrupted with they’re angry argument by Hervin bring coffee to the “not really morning people” group all while another Halfling man playing a lute comes in.
[DM NOTES] Honestly fully expected them to chase after Faldorn with they’re horses and see what was going on.. but they didn’t which was nice tbh haha [END]
But introducing Frodo Bardgins a Halfling Bard played by Paige (switched out Faldorn for the moment) that’s from another campaign. Mainly because she wanted to play him again just for a small thing.
After some talking which honestly poor Paige was interrupted a LOT when she tried to introduce Frodo and give out information about the thieving problems in town as Frodo was the one on the case mentioned. They decided to leave Faldorn be and distract themselves with what was going. Which was apparently smart rats??
They investigated the Warehouse where Frodo killed on but the body was no longer there. They also met a Dwarf named Bolthenar which they misheard for Brunthenar (similar I know didn’t mean to) and thought he was more than an NPC lol and Mr. Kildark two strong workers though it was soon revealed Mr. Kildark was Ryder, Frodo’s traveling partner who is helping out with the warehouse while Frodo was looking into the rats.
After some running around in and out of the warehouse they found that the rats broke in and stole supplies, mostly food. Morogash eventually found tracks outside though most were covered so it took him some time. Though the tracks seemed to spread in all directions so I rolled for him to go one and he found himself inspecting a small house that was dark inside when the rest of the group found him. Nothing came out of the house but there was a shed close by and he decided (with the encouragement of Frodo and Naivara) he breaks down the door and digs around. All while Reinar man contact with the owner in the house tried to ask questions. He was a short and very old high elf, not very nice either…didn’t help at all.
Morogash eventually found a hole in the back of the shed going into the grown but was only small enough for Nyx, Frodo and Morogash’s boar companion to go in. We’ll Naivara went too but had to crawl as she’s pretty small for a Wood Elf. Inside they fought some Giant Rats and a lot happened at this hole. They tried baiting the rats out running back in and trying to kill more, even fighting with the crotchety old elven man with them breaking into his shed.
[DM NOTES] They were very focused on this hole and didn’t go to like anywhere else to try to find another entrance…honestly that was a little annoying XD this was one of many and like damn I’m shocked they didn’t just go ask around (my players never do anything I except even if I plan WHAT THEY ALWAYS DO…feels bad man lol) [END]
Eventually after many failures to get the rats to come out, Nyx turned into a giant badger and dug a large hole into on of the tunnels underground so the rest of the group could go down…well other than H341 as he’s like 400 lbs and wouldn’t be able to get back out lol
Finally they made some progress and made it into a long room that they could actually all stand in. Where they found 7 Giant Rats and another smaller skinnier rat which as they fought them it had raggedy clothes on and in the end was knocked out and revealed as a Wererat! But it turned back to a small child…DUN DUN DUN!!!
And at that we ended our extra long session as Paige is going to comic con 😭 so we can’t play for two weeks!
[DM NOTES] SO I am really excited about how things happened bc right at the start with the Wererat, Nyx rolled low on her CON save against the Wererat's bite which means she is now inflicted with lycanthropy! Which I'm interested in how that'll go! Tempted to like not make it too obvious to see what happens bc the Remove Curse spell won't be able to fully cure it after her first full moon which is technically in like 5 days! And it's not the last Wererat they need to fight so more might be infected! [END ]
If your wanting to find out with everyone stay tuned for the next Campaign Diary but if your curious to what is happening with Faldorn I’ll be posting a side Diary for that!
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symbianosgames · 7 years ago
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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
This article builds on my previous article about the evolution of IAP monetization. It gives more background information and context on annuities, and then goes through a basic set of considerations for annuity design. By the end of this article, you will have learned enough to design an annuity for an IAP-oriented game.
An annuity is a purchase of currencies or goods that is delivered over time (the “annuity payments”). The actual purchase is a lump sum, paid at the beginning of the annuity.
Here’s now an annuity is defined in http://ift.tt/1TdNyI6
An annuity is just a sequence of payments that a person receives in exchange for an initial investment. Interest payments by a bank into a savings account are a common kind of annuity. Insurance companies usually offer another type of annuity where you pay a large sum now (say $100,000), and then receive a guaranteed amount – say $5,000 a year – for the rest of your life.
Annuities tend to split the population between more impulsive players and those players who value the currency items being sold, but can wait to receive them (in exchange for a discounted price).  In short, annuities appeal to “planners” who are affluent and have good impulse control (these people often become “grinders” otherwise due to their ability to suppress their impulsive buying decisions).
They are, in essence, a form of price discrimination similar to coupons. Customer will put forth time and effort in order to get a lower price.
Customers who are very responsive to price changes — that is, customers with a very elastic demand — are likely to take time to find coupons that effectively lower the good’s price. On the other hand, customers less responsive to price changes because of their less elastic demand aren’t as likely to take the time to find coupons.
When you use coupons, you start by establishing a single price for the good. The price is then lower for customers possessing a coupon. So, customers not using a coupon pay the price P, while customers using the coupon pay the price P – C, where C represents the coupon’s value.
Annuities in games also have a very strong retention component. Much like daily login rewards, the presence of an annuity tends to encourage players to log in on a regular basis. And, of course, once the player is in the habit of playing daily, the player is much more likely to be a long-term player.
The “Gold Pass” in Creative Mobile’s Nitro Nation is an excellent example of an annuity.
Figure 1 The Gold Pass Delivers 30 Gold a Day for 30 Days
It’s a very straightforward design: it simply delivers 30 coins for 30 days. But there are two subtle points to note:
It’s delivering a smaller amount than the cheapest “one-shot” bundle. 30 coins, as opposed to 100 coins. If you need 100 coins, the annuity will deliver them in 4 days.
It’s a fabulous deal. It delivers 900 coins for $2.99. Compare this to the one-shot pricing of $4.99 for 250 coins—it costs less and delivers a lot more.
These two bullet points are interesting, and offer some hints about how to design annuities. Roughly: deliver a small amount of coins each day, but offer a fabulous exchange rate compared to the standard payment wall (so the player is getting a great bargain).
In the remainder of this article, we’ll expand on that and go deep into the design of annuities.
The basic structure of your annuity is driven by game design, gameplay considerations, and stylistic preferences.  
Here are the basic design considerations we usually tell people to think through when they are adding annuities to their game.
Duration. How long will the annuity last? The usual durations are:
Forever. These are high-priced retention-oriented annuities. While it depends how much currency is delivered, these are usually purchased mid-life-cycle by whales.
28 days. This is the duration we usually recommend.
14 days. This is the shortest duration that usually makes sense. Annuities that are shorter than 10 days have a diminished training and retention effect.
Confirmation. Will the player have to click on something to claim their annuity? We strongly recommend this for training effect purposes. Note that some games go so far as to force the player to go to the coin store to “pick up” their annuity. While this practice has some value (as a training effect), it can also add friction and frustration to the experience.
The Not-Logged-In Experience.  The annuity is granting the player something every day. If the player doesn’t log in, what happens?  Does the player still get the reward? Or do they have to play? We recommend that the rewards accumulate. When players are paying for an annuity, there is the potential for consumer backlash if the player doesn’t receive the annuity payments.
Deliverables. Is the annuity just for virtual currency? Or are there items involved as well.  The pros and cons of this are complex: lots of deliverables make it harder to message the contents of the annuity, and make it harder for the player to understand the value the annuity.  In addition, if an item isn’t a generally useful item, including it  might have the unintended outcome of discouraging annuity purchase. We usually recommend keeping things simple at the start—a virtual currency based annuity is the safe and easy choice here.
Delivery Schedules. Does the annuity deliver different payments every day? Is it a progressive payment matrix? We strongly recommend simple payment schedules, with the same amount of currency every day.
Discount Level. The currency in an annuity is substantially discounted from the price that the player would pay in the standard coin store. We recommend that the price of a single unit of currency be between ⅓ and ⅕ of the most discounted price available in a standard coin store.
Stackability. Stackability involves the ability to buy multiple annuities at once, or having multiple annuities valid at a single time. We do not recommend this practice unless players are constantly made aware of which annuities they have and how long they will last before expiring. Otherwise, you increase the likelihood of customer service issues.
Availability. This design consideration involves whether or not the annuity is always available. As stated above, annuities mainly appeal to “planners” who have strong impulse control. One way to make the annuity more compelling is to make it intermittently available, on a randomized schedule. We recommend making the annuity available on a randomized schedule, with frequency of appearance decreasing over time.
In order for an annuity to be effective, it must simultaneously deliver enough value to be a compelling offer without significantly cannibalizing other purchases that might occur.
This means that once you’ve decided on a basic annuity design, you need to tune it using data. Note that because these are mostly data and gameplay questions, and the decisions underlying them were taken prior to adding an annuity, we do not have specific recommendations for them.
That said, here are six very important questions to ask yourself as you decide how many coins to include in an annuity:
What is the Value of a Significant, but not Exorbitant Bonus in the Game? One of the markers of value is a bonus that occurs in the game, which appears to be significant to the player. For example, in a dungeon quest game, there might be a small, almost insignificant bonus for slaying a run-of-the-mill orc, but slaying the “boss” of a level might be a significant bonus. In general, when designing annuities, we want the amount of be visibly significant (but not too big; the point of an annuity is that it differentiates planners by leveraging their ability to wait patiently).  
What is the Daily Login Bonus Size / Schedule? What does the player get as a daily login bonus? Generally speaking, you can’t sell the player an annuity unless it’s significantly bigger than the login bonus.
Average upgrade or purchase cost? In general, how much do people spend on an individual medium-value item. To avoid cannibalization, you should cap the daily value of the annuity below this amount.
Difficulty of Obtaining Currency? Another factor in determining the annuity amount is how much currency people typically earn in a day.  Generally, if the annuity amount is easy to get via “grinding”, you will have a hard time charging for it.
Changes in the Cost of Goods as the Player Progresses? If annuities make payouts in terms of a currency, then the value of that currency must seem to have a consistent (or even increasing) value over time. If instead the value of currency falls as the player progresses through the game (e.g. because the cost of items rise as the player progresses), then the annuity will appear much less attractive.
Does the Game Have Monthly and Lifetime Spending Caps? Typically, games with a strong “durables” focus, or a strong “downloadable content” focus have a cap on how much money you can spend in the game. If there is such a cap, an annuity can give you a short-term revenue boost (when players buy it) but wind up cannibalizing lifetime revenue.
The interesting thing about these questions is that they’re all logical, all fairly basic, and yet, taken as a whole, come very close to determining how much currency you should offer in your annuity.
Game monetization is becoming increasingly sophisticated. It’s no longer enough to offer various coin packs—you need to think about how the game is run, you need to think about different types of players, and you need to have a variety of highly differentiated offers that appeal to different types of players.
Annuities are an emerging best practice in free-to-play gaming. In this article, we gave background context, and how to think about them, and then described how to design an annuity that matches your game. The goal was simple: to take the guesswork out of annuity design (or, at least, to minimize it). 
Think of this article as “Annuity Design 101”. By this point, you should have a very clear idea of how to add an annuity to your game.  In a future article, we’ll cover more advanced aspects and psychological design considerations. But, like almost everything else, annuity design obeys an “80/20” rule – if you get started with the above design considerations, you’ll go far.
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symbianosgames · 7 years ago
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This article builds on my previous article about the evolution of IAP monetization. It gives more background information and context on annuities, and then goes through a basic set of considerations for annuity design. By the end of this article, you will have learned enough to design an annuity for an IAP-oriented game.
An annuity is a purchase of currencies or goods that is delivered over time (the “annuity payments”). The actual purchase is a lump sum, paid at the beginning of the annuity.
Here’s now an annuity is defined in http://ift.tt/1TdNyI6
An annuity is just a sequence of payments that a person receives in exchange for an initial investment. Interest payments by a bank into a savings account are a common kind of annuity. Insurance companies usually offer another type of annuity where you pay a large sum now (say $100,000), and then receive a guaranteed amount – say $5,000 a year – for the rest of your life.
Annuities tend to split the population between more impulsive players and those players who value the currency items being sold, but can wait to receive them (in exchange for a discounted price).  In short, annuities appeal to “planners” who are affluent and have good impulse control (these people often become “grinders” otherwise due to their ability to suppress their impulsive buying decisions).
They are, in essence, a form of price discrimination similar to coupons. Customer will put forth time and effort in order to get a lower price.
Customers who are very responsive to price changes — that is, customers with a very elastic demand — are likely to take time to find coupons that effectively lower the good’s price. On the other hand, customers less responsive to price changes because of their less elastic demand aren’t as likely to take the time to find coupons.
When you use coupons, you start by establishing a single price for the good. The price is then lower for customers possessing a coupon. So, customers not using a coupon pay the price P, while customers using the coupon pay the price P – C, where C represents the coupon’s value.
Annuities in games also have a very strong retention component. Much like daily login rewards, the presence of an annuity tends to encourage players to log in on a regular basis. And, of course, once the player is in the habit of playing daily, the player is much more likely to be a long-term player.
The “Gold Pass” in Creative Mobile’s Nitro Nation is an excellent example of an annuity.
Figure 1 The Gold Pass Delivers 30 Gold a Day for 30 Days
It’s a very straightforward design: it simply delivers 30 coins for 30 days. But there are two subtle points to note:
It’s delivering a smaller amount than the cheapest “one-shot” bundle. 30 coins, as opposed to 100 coins. If you need 100 coins, the annuity will deliver them in 4 days.
It’s a fabulous deal. It delivers 900 coins for $2.99. Compare this to the one-shot pricing of $4.99 for 250 coins—it costs less and delivers a lot more.
These two bullet points are interesting, and offer some hints about how to design annuities. Roughly: deliver a small amount of coins each day, but offer a fabulous exchange rate compared to the standard payment wall (so the player is getting a great bargain).
In the remainder of this article, we’ll expand on that and go deep into the design of annuities.
The basic structure of your annuity is driven by game design, gameplay considerations, and stylistic preferences.  
Here are the basic design considerations we usually tell people to think through when they are adding annuities to their game.
Duration. How long will the annuity last? The usual durations are:
Forever. These are high-priced retention-oriented annuities. While it depends how much currency is delivered, these are usually purchased mid-life-cycle by whales.
28 days. This is the duration we usually recommend.
14 days. This is the shortest duration that usually makes sense. Annuities that are shorter than 10 days have a diminished training and retention effect.
Confirmation. Will the player have to click on something to claim their annuity? We strongly recommend this for training effect purposes. Note that some games go so far as to force the player to go to the coin store to “pick up” their annuity. While this practice has some value (as a training effect), it can also add friction and frustration to the experience.
The Not-Logged-In Experience.  The annuity is granting the player something every day. If the player doesn’t log in, what happens?  Does the player still get the reward? Or do they have to play? We recommend that the rewards accumulate. When players are paying for an annuity, there is the potential for consumer backlash if the player doesn’t receive the annuity payments.
Deliverables. Is the annuity just for virtual currency? Or are there items involved as well.  The pros and cons of this are complex: lots of deliverables make it harder to message the contents of the annuity, and make it harder for the player to understand the value the annuity.  In addition, if an item isn’t a generally useful item, including it  might have the unintended outcome of discouraging annuity purchase. We usually recommend keeping things simple at the start—a virtual currency based annuity is the safe and easy choice here.
Delivery Schedules. Does the annuity deliver different payments every day? Is it a progressive payment matrix? We strongly recommend simple payment schedules, with the same amount of currency every day.
Discount Level. The currency in an annuity is substantially discounted from the price that the player would pay in the standard coin store. We recommend that the price of a single unit of currency be between ⅓ and ⅕ of the most discounted price available in a standard coin store.
Stackability. Stackability involves the ability to buy multiple annuities at once, or having multiple annuities valid at a single time. We do not recommend this practice unless players are constantly made aware of which annuities they have and how long they will last before expiring. Otherwise, you increase the likelihood of customer service issues.
Availability. This design consideration involves whether or not the annuity is always available. As stated above, annuities mainly appeal to “planners” who have strong impulse control. One way to make the annuity more compelling is to make it intermittently available, on a randomized schedule. We recommend making the annuity available on a randomized schedule, with frequency of appearance decreasing over time.
In order for an annuity to be effective, it must simultaneously deliver enough value to be a compelling offer without significantly cannibalizing other purchases that might occur.
This means that once you’ve decided on a basic annuity design, you need to tune it using data. Note that because these are mostly data and gameplay questions, and the decisions underlying them were taken prior to adding an annuity, we do not have specific recommendations for them.
That said, here are six very important questions to ask yourself as you decide how many coins to include in an annuity:
What is the Value of a Significant, but not Exorbitant Bonus in the Game? One of the markers of value is a bonus that occurs in the game, which appears to be significant to the player. For example, in a dungeon quest game, there might be a small, almost insignificant bonus for slaying a run-of-the-mill orc, but slaying the “boss” of a level might be a significant bonus. In general, when designing annuities, we want the amount of be visibly significant (but not too big; the point of an annuity is that it differentiates planners by leveraging their ability to wait patiently).  
What is the Daily Login Bonus Size / Schedule? What does the player get as a daily login bonus? Generally speaking, you can’t sell the player an annuity unless it’s significantly bigger than the login bonus.
Average upgrade or purchase cost? In general, how much do people spend on an individual medium-value item. To avoid cannibalization, you should cap the daily value of the annuity below this amount.
Difficulty of Obtaining Currency? Another factor in determining the annuity amount is how much currency people typically earn in a day.  Generally, if the annuity amount is easy to get via “grinding”, you will have a hard time charging for it.
Changes in the Cost of Goods as the Player Progresses? If annuities make payouts in terms of a currency, then the value of that currency must seem to have a consistent (or even increasing) value over time. If instead the value of currency falls as the player progresses through the game (e.g. because the cost of items rise as the player progresses), then the annuity will appear much less attractive.
Does the Game Have Monthly and Lifetime Spending Caps? Typically, games with a strong “durables” focus, or a strong “downloadable content” focus have a cap on how much money you can spend in the game. If there is such a cap, an annuity can give you a short-term revenue boost (when players buy it) but wind up cannibalizing lifetime revenue.
The interesting thing about these questions is that they’re all logical, all fairly basic, and yet, taken as a whole, come very close to determining how much currency you should offer in your annuity.
Game monetization is becoming increasingly sophisticated. It’s no longer enough to offer various coin packs—you need to think about how the game is run, you need to think about different types of players, and you need to have a variety of highly differentiated offers that appeal to different types of players.
Annuities are an emerging best practice in free-to-play gaming. In this article, we gave background context, and how to think about them, and then described how to design an annuity that matches your game. The goal was simple: to take the guesswork out of annuity design (or, at least, to minimize it). 
Think of this article as “Annuity Design 101”. By this point, you should have a very clear idea of how to add an annuity to your game.  In a future article, we’ll cover more advanced aspects and psychological design considerations. But, like almost everything else, annuity design obeys an “80/20” rule – if you get started with the above design considerations, you’ll go far.
0 notes