Re: God Save the Queen, Indeed: Let's Play Long Live the Queen!
Put Her to Work. Executing her for something she didn't succeed at is more than a little harsh. Imprisoning her removes a valuable slave worker from the workforce.
Next Week. Duh, magical girl of course. I agree it's barely worth a vote. The question isn't *if* we go Willful & start training Lumen like mad, but at what priority? Magic isn't the only skill we need to survive.
Spoilering in case it's too early to talk about this.
Spoiler
Follow the lesson of "The Sorceror's Apprentice". Concentrate on Sense Magic first, then Resist Magic, getting Wield just high enough to take the other two over the cap for now. We need to be able to find and resist those forces before we try and weild them.
__________________
Sometimes, the knights are the monsters
The main problem with the world? So many grownups, not enough adults.
Pain is nature's way of saying you're not dead and the other guy is.
Current Project: Sky High, the superheroic High School campaign. The school's name isn't the only thing I borrowed...
Re: God Save the Queen, Indeed: Let's Play Long Live the Queen!
Uh funny, in another let's play I saw, they had the option to ask for her side of the story. Guess you need at least a partial success on that internal affairs check for that.
Well anyway, put her to work, for the 'nice' option, I guess ?
Also while we're still afraid, maybe we should boost dance and felxibility so we may train reflex some more later. i'm willing to bet reflexes have got to be helpfull.
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I'm sig'ing in the rain, just sig'ing in the rain....
Somme old avatars, by me
Spoiler
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Last edited by smuchmuch : 09-29-2012 at 11:09 AM.
Re: God Save the Queen, Indeed: Let's Play Long Live the Queen!
Quote:
We can't check her reasoning because we're not good enough at intrigue
Is a thing I said, explaining the difference there. I think I've seen the LP you mean; it's the only other one I know of, anyway, and they played a really high intrigue 'Lodie. Anyway, we're not afraid. We're willful.
@ TheEmerged: It's not too early to talk about what order we may want to train our magic skills (or to what extent we do); It's too early to talk about specific checks to pass, since that's a spoiler, but it's not too early to go "You know, sensing magical threats in our surroundings may be more useful than blasting fireballs right now."
Re: God Save the Queen, Indeed: Let's Play Long Live the Queen!
I'm not sure we should put her to work, after all she did try and kill her last boss. I also don't think we should execute her. So I guess that leaves imprisonment.
Also, yes totally go Magical Girl; and I agree with TheEmerged about skill priorities.
Re: God Save the Queen, Indeed: Let's Play Long Live the Queen!
Quote:
We can't check her reasoning because we're not good enough at intrigue, and we're a pink adorable princess.
Put her to work: she had reason to kill her last boss, and note that the Noble didn't defend himself.
Also, I'm going to suggest Internal Affairs and Foreign Intelligence: we have high bonuses in both areas, and boosting them definitely seems useful.
__________________
He fears his fate too much, and his reward is small, who will not put it to the touch, to win or lose it all.
-James Graham, 1st Marquess of Montrose
Satomi by Elagune
Re: God Save the Queen, Indeed: Let's Play Long Live the Queen!
Regarding refusing the marriage offer and failing the check (slight spoilers about later game in a path not taken):
Spoiler
It doesn't make overtly much difference in the long run, far as I can tell (that playthrough I had 0 History & 0 Lore so I kinda didn't know anything). Well, I don't know if the chocolate was from him (I would wager not, but I've never done a playthrough accepting it), but that's the only thing I can think of.
The only real consequence I noticed is that in the ending option where Elodie proposed to him, he declines and tries to ridicule me in front of his court and in the end Elodie marries his brother instead kinda removing any power Talarist had.
And the option of hard labor wins by the narrowest of margins!
Magical Princess Bat-Elodie fights for life! Or something.
"If she is kept far away from your sister's court, she will no longer be a threat."
Well, as much as hard labor is forgiveness...
I'll let you guys in on a secret spoiler here: sure, it looks like he's ticked off at us. This isn't a huge deal, since this guy is so naturally pissy that I've yet to have a run where he doesn't hate me.
I'm going to have to work on that.
Heh. Elodie knows what's what. Stand your ground, honey!
(Also, do we really want her to be Julianna's problem? ...Well, I guess Julianna can just blast her to death. And she's with us anyway. Objection withdrawn.)
"She should be made an example of! She should be drawn and quatered in a public square!"
You know, blood for blood was exactly why she tried to kill your sister, man.
"I have spoken!"
You tell 'im, Lodie!
That's 'Miss Your Highness'...But I'll let it slide.
Anyway, it's the weekend, but who cares about a vote? We're going to see Julianna, and becoming a magical girl.
"What do I do now?"
...Couldn't you have saved us a week and told us to do that in advance?
Well gee, guys, what should we... AHAHAHAHAHAHAHA!
I'm sorry, I couldn't get through that with a straight face. Why do they even give you this choice?
"Okay...Here we go...Illuminate!"
I will say it now: This section is uber-hard to screenshot the way I'm doing it. Long Live the Queen does not actually seem to have a detectable screenshot function.
Elodie closes her eyes, and the crystal appears, getting bigger and bigger and taking up the screen.
Then there's magical-girl special effects.
And then we're a lumen now! We don't get a magical girl costume just yet; we still need all Lumen skills about 25.
But we are now a magical girl!...And there are consequences.
For one, we get some mood boosts. Being a magical girl makes us happy! A sign that for all the game's darkness, this isn't Madoka!
Hey, lookit that. It updated her profile to say she's a Lumen now.
"The priestess here is a friend of mine. I will come to your lessons in the faith and train you to use your powers."
The priestess being that lady she was with when we saw her with that lady. She's more of an important character if you locked Julianna up or the like.
We are super-willful. We will be here for quite a while.
Now, the concensus on what to do this week wasn't entirely clear...
Except for Sense Magic.
So I thought about it, and I'll go back and change if there's disagreement...
But I sort of really want to see if we can pass some early sense magic checks I've never passed. We'd have to really power-level it, but...It's something I'm willing to support vaguely-worded votes for (Sense magic as top priority x2, Double Sense Magic once), just to see if it happens and if it changes the game for us.
We can always go back and change this if we die and it doesn't work. I feel kinda guilty.
The magic is inside of us all along, guys.
So...We're trusting Julianna to shoot next to our feet. Joy.
Well, luckily, she's basically as close to pure good as this game gets.
So we know enough to know it's wierd...But not what it's warning us about.
Well, this is a good example of divination at work: we see things, and if we know divination, they give us hints and options for coming events, usually lethal or difficult ones.
"When you return to the castle, your father is waiting for you."
This is another bit like the one with the Printing Press.
We do like our people. They have yet to try and kill us. "I wish to build a hospital where any citizen afflicted with disease can be brought for treatment."
But we don't know jack about medicine, so this decent and kind-spirited idea dies.
"We are not interested."
Play with Toys: +1 Yielding, +1 Lonely, +1 Cheeful.
Visit Dungeons* +1 Willful, +1 Angry
Visit Tomb: +1 Depressed, +1 Afraid
Walk in the Gardens: +1 Lonely, +1 Cheerful.
Sneak Out: +1 Lonely, +2 Willfull
Play Sports*: +1 angry
...Also, about that check I mentioned (if this doesn't qualify as too much of a spoiler)...I've run ahead and checked. If we spend every week from now until then doubling up on some form of magic (ideally, we'd switch to Wield or Resist next week, and then back to Sense Magic when they're all above 25), and it may be worthwhile to do so, it's actually passable with this late a starting point. And it's something, from what I've heard, of a possible game-changer (and checklist item). On the other hand, it'd cost us some time for other things, and I don't want to dictate this playthrough maybe more than I feel like I have. *guilty face*
That, however, is the end of my spoilering and also something I'm leaving *entirely* to you guys.
Also, like, what we should do and study next week.
Re: God Save the Queen, Indeed: Let's Play Long Live the Queen!
Visit the Treasury(more Willful), then power level magic.
__________________
He fears his fate too much, and his reward is small, who will not put it to the touch, to win or lose it all.
-James Graham, 1st Marquess of Montrose
Satomi by Elagune
Re: God Save the Queen, Indeed: Let's Play Long Live the Queen!
I vote Attending the Court. We'll stay Willful, and have an easier time switching to another mood later. For activities, another round of Sense Magic with an Internal Affairs chaser. Bat-lodie needs her detective-ing skills too!
Re: God Save the Queen, Indeed: Let's Play Long Live the Queen!
Ah, though the more extreme the mood, the greater the benefit. If that's not true, then normalizing our mood seems like a better idea, so I switch my vote for Attending the Court.
Also, aren't we a bit too close to the cap for Sense MAgic to just double it? In that case, one lesson of Sense Magic, one of Resist.
__________________
He fears his fate too much, and his reward is small, who will not put it to the touch, to win or lose it all.
-James Graham, 1st Marquess of Montrose
Satomi by Elagune
Re: God Save the Queen, Indeed: Let's Play Long Live the Queen!
Quote:
Originally Posted by Tavar
Also, aren't we a bit too close to the cap for Sense MAgic to just double it? In that case, one lesson of Sense Magic, one of Resist.
We could actually take double Resist, double Wield and then we could go over 50 in Sense and since we have more points in Lumen we'd have a bigger multiplier so we'd get more outta those lessons that way. This only if we want to get as high a Sense Magic as possible, of course.
I'll vote for two lessons of Resist Magic for now.
Re: God Save the Queen, Indeed: Let's Play Long Live the Queen!
Attend Service, because I like arbitrarily balancing scales. Going to Court would be my second choice; my concern there is that we definitely want to remain Willful for the foreseeable future, and the Court modifiers would put us in a position where event mood changes could tip us out of Willful easily- remember that Lonely/Afraid have priority over the inner moods, and they'd both only need one more point to outweigh Willful if we Attend Court.
Re: God Save the Queen, Indeed: Let's Play Long Live the Queen!
Quote:
Originally Posted by Eldariel
I'll vote for two lessons of Resist Magic for now.
Okay, this sounds better, then: at this point, I think the goal is to optimize our Sense Magic.
And, I guess Attend service is a better bet.
__________________
He fears his fate too much, and his reward is small, who will not put it to the touch, to win or lose it all.
-James Graham, 1st Marquess of Montrose
Satomi by Elagune
Re: God Save the Queen, Indeed: Let's Play Long Live the Queen!
Quote:
Originally Posted by Eldariel
We could actually take double Resist, double Wield and then we could go over 50 in Sense and since we have more points in Lumen we'd have a bigger multiplier so we'd get more outta those lessons that way. This only if we want to get as high a Sense Magic as possible, of course.
I'll vote for two lessons of Resist Magic for now.
This is what I'd reccomend for powering up our magic quickly, personally...But mixing up our magic skills works too. Or just forgetting the whole 'powerlevel' thing, but I think that's the losing option.
Mood bonuses are static.
Re: God Save the Queen, Indeed: Let's Play Long Live the Queen!
Quote:
Originally Posted by Sanguine
Let's power level magic.
To be more specific. Double up on Resist, then the week after that double up on Wield, then go back to Sense. As for a weekend activity, Attending Service seems a good enough choice.
Re: God Save the Queen, Indeed: Let's Play Long Live the Queen!
Quote:
Originally Posted by Sanguine
To be more specific. Double up on Resist, then the week after that double up on Wield, then go back to Sense. As for a weekend activity, Attending Service seems a good enough choice.