For quite some time I’ve wanted to write more on the site. I know I currently have running stories but those often require time to get right and to then wait around for votes. What I miss the most from early site days is being able to write something pretty much whenever. I know that it’s impossible to get that level of activity again in a single thread but there’s other ways to get close to that feeling.
To that end I’m posing the following question: What would you be willing to read and vote regularly in?
I’m more than open to reviving my older stories that were left unfinished for one reason or another. What I enjoy the most about writing on THP is the interactivity part and so it’s important that the numbers are there. If there’s no demand then I won’t bother. In that same vein, I’m not really interested in writing shorts or long form non-interactive stories.
I’d also be willing to start something new if someone pitches a good idea. However, I’d prefer it not to be too plot-heavy as I want to focus on something easier to write as I deal with other ongoing stories. Light and fast is ideal but it can be something else that works in rotation with my other stories.
Depending on responses I may put it to a vote here. Might also be worth noting if there’s something you wouldn’t read and vote in that’s been proposed. As THP’s active voter base is small these days, I want to try to have something that keeps most people on board. That way if one or two people go away or don’t vote for a while, it doesn’t become frustrating.
I tried not to gas on too much here but if there’s any questions about my proposal or thinking/whatever, I’ll happily answer them in this thread.
All I can tell you is that I will immediately drop crossovers and any story that brings in PC-98s, and I'm frankly tired of both "romance the 'hus" and "fite the 'hus" stories. Beyond that, big shrug. If I could come up with ideas, I'd probably be writing.
I'd love if CAW came back, but I know that's outside the parameters.
>"I want to write more" THEN DO SO AND FINISH YOUR GODDAMN STORIES
Ahem, I drop by THP pretty regularly and I do read and vote in a lot of the threads here. Not exactly picky about what kind of stories you're writing, but yes, "romance the hus" seems to catch my attention most of the time. I like stories that have a lot of character interactions in general.
I also don't like stories that have like around 5 lines per update and then a vote. I know a lot of people like these compact stories but they're really not my thing.
Alright, enough of my worthless opinions. I'll read whatever story is there and I'll (most likely) drop a vote. So just keep fucking writing, please.
>I’d also be willing to start something new if someone pitches a good idea. However, I’d prefer it not to be too plot-heavy as I want to focus on something easier to write as I deal with other ongoing stories. Light and fast is ideal but it can be something else that works in rotation with my other stories. The year is 20XX. /jp/ is dead. Anon gets Isekai'd into Gensokyo, but completely unironically this time. Honoring fallen /jp/sies and occasionally using banter that no one understands, he has but one goal - beat ALL the game boss touhous. Is anon forgotten by the world completely as /jp/ has disappeared from the world? Or is he an outsider in a desperate struggle not to become youkai food? Would anon survive in a place of his dreams and accomplish his ambition? Find out next time on nobody will ever write this. **May contain traces of background power struggles.**
Yea that one was way too stressful. spending an hour thinking about what choice to make is something more suited to stories with highly dynamic options available to the protagonist like Patchy Quest or AWiY.
In addition to that stress, I felt compelled to argue with people picking the other choice because I didn't want my time investment to go to waste.
>>16024 >I know that's outside the parameters. It's not. But given that the story stalled because there was a tie and no one else voted I don't have high hopes of attracting new people to it.
>>16027 >don't make 'correct' and 'incorrect' options that obvious I don't do that at all. It often takes me as long to decide on choices and their wording as it does to do a short update. It feels a little frustrating sometimes when there's unanimous votes or no discussion of the choices because of that.
>>16030 >highly dynamic options I'm not usually that comfortable with too much choice because, unless you're insanely popular, it makes choices that have like 2 votes have a plurality. And also you get people bandwaggoning for the biggest write-in instead of thinking of stuff for themselves.
Part of the reason that I encourage comments, and was especially the case in CAW, is that I took ideas and weaved them in if they were compatible with the rest of the update. Even if you 'lost' a vote, I could give some weight to your thoughts on Aya's wings or whatever.
But yeah so far the majority seems to be open to most things with romance being a sticking point for someone.
I probably should have listed the stories I have that are unfinished that I could return to if that helps:
Clever, Audacious and Wise An Enchanted Evening Theater of Youth Discovery, Investigation and Manifestation Violet Sky
Everything else I've either completed, don't have my notes for or am otherwise uninterested.
>>16023 >What I miss the most from early site days is being able to write something pretty much whenever. Go with pure chaos and an insane protag like "Do the Right Thing". I'll vote for anything either funny or unreal.
Stagnation. This has been an ever-present problem, and not the easiest to solve considering how sporadically quests tend to be updated. But oftentimes, especially in the more long-running quests, the quest starts to get a Namek aura. Not only physical stagnation (i.e. locations and such) but also plot stagnation. Even in mostly aimless and plot avoiding stories, players want to feel like they're making some kind of progress, whether it's getting stronger, leveling up social links, or finding out pieces of a mystery. Otherwise, it starts to feel like you're trapped on It's A Small World.
Permadeath. I haven't seen it much, but when I have it was baaaaad.
Overuse of dice. Nothing worse than getting fucked over by a bad roll regardless of how good your strategizing was. D&D this is not.
Trap options (in games that don't have trivial undos). Pretty much for the same reasons as above. You're playing with your audience, not against them.
Going full KKHTA. You never go full KKHTA. Drama and the occasional dark spots are good and all, but ultimately this is an offshoot of a "my waifu has a bigger dick than you're waifu" board on a cruder offshoot of a dead gay internet comedy forum, and when you start going 'REIMU'S DEAD MOTHAFUCKA! THERE IS NO PLAUSIBLE WAY LEFT AT THIS POINT TO AVOID A TPK!', a lot of people are going to lose interest.
As for things that are guud...
Romance. I've noticed a trend in the last few years that many more (longform at least) quests avoid romance. It makes some of those stories feel... I dunno? Emptier? IDK, we're weebs, we waifu, it's kind of our thing.
Hints. Sometimes, honestly, we don't get something that seems obvious to the other, and little nudges can help. Personally, I like semi-invisitext since it's noticeable but less intrusive than spoilerbars.
Take this with a grain of salt though, I've only just started writing and this is mostly coming from the perspective of a reader who's been around for a while.
>>16037 I didn't really care for that story for a variety of reasons.
>>16038 I'm open to it but I also want to have a steady audience. Hence why I'm asking how many people would be interested in reading and voting regularly in whatever it is I do.
>>16039 I've been at this on THP for 12 years now (fuck!). I haven't really done any of the stuff you point out as bad and have more than once done the good. I'm more interested in whether or not you would read and vote in something that I'd write and, if so, what your preferences would be. Out of either the older stories listed or something new.
...maybe I should put this to a vote though I think that there's a general trend towards romance with only one person being dead set against it.
>>16041 Well, I was speaking more generally, as sort of general advice for anyone.
I personally liked DoLF take 2, even if it got a bit slow at times. As for what I'd like to see... romance, yes, and something a bit lighter hearted, I guess? Also, innovation, but in a lighter direction, which isn't THAT useful as advice, but like, the Yukkuri and Touhoumon quests really got me interested when they were going on because they were WORLDBUILDAN a world that worked differently than normal 2hu, but not like, in a gritty way.
Really, though, I think the biggest thing is just consistency. Hard to get drawn in when you're worried the game might just get abandoned.
Making a bad choice and living with it is fine and all, but I tend to lose interest when we make avoidable mistakes that are not fixable. I want the optimal result and a happy ending. I don't want a normal end. I don't want the payoff for months of reading to be mediocrity. I get enough of that in my life.
I'd rather not make a hard commitment on voting because, for me, the desire to vote isn't constant. It involves a very fluid dynamic that largely depends on how much the story and choices appeal to me.
>>16041 >I've been at this on THP for 12 years now (fuck!). I haven't really done any of the stuff you point out as bad and have more than once done the good. I'm more interested in whether or not you would read and vote in something that I'd write and, if so, what your preferences would be. Out of either the older stories listed or something new.
I would read and vote for it if it's interesting. This probably goes for most people. As for preference, make something new and enjoyable to write (and read).
>...maybe I should put this to a vote though I think that there's a general trend towards romance with only one person being dead set against it.
I'm against romance too, actually. There are way too many same-y stories there compared to other genres because there often just isn't enough room for making characters really shine - and while you can write romance really well, it just feels like it's gonna be a waste.
>>16043 Yeah, I think that also falls into the category of playing against your audience. I think in more rules-based systems it's called hostile or antagonistic GMing. I feel like a lot of writers here fall into the trap of thinking of quests as video games, when really they're far more like tabletop games. There's a reason quests started in /tg/, after all. It's basically a subcategory of freeform roleplay. And the thing is with tabletop games, and by extension quests, is that it's a give and take.
On one hand, quest makers get directed by the players in which direction to take the story instead of having to decide that themselves and it engenders more investment to the story because of the activity. On the other hand, the quest maker has to cede a good chunk of creative control to the players. There's tricks (when properly executed and only done sparingly) to take control while letting your players feel like they're in control like the Quantum Ogre, but ultimately that's what it comes down to. There's a saying, when GMing, it's far better in most cases to say "yes, but" rather than "no". You want the players to have fun, and you want them to feel like they have real agency. When you knock down the pieces and declare yourself the winner and go "The end! Too bad, losers, if you would have done this or this you would have saved your waifu, but I guess you're just not good enough." or you punish the players for going off the rails or for not solving your INGENIOUS ENIGMA, that's not something that makes anybody happy. Not really.
How can I forget? How can anyone forget? I tolerate you guys because I firmly believe we are all working twords the greater good. I understand that some of us may falter, at times. But seeing the very best of us lose sight of what's truly important at such a critical time was simply inexcusable.
>>16042 >I think the biggest thing is just consistency. Hard to get drawn in when you're worried the game might just get abandoned. For whatever it's worth, I'll probably be here until the very end of THP. As long as a story keeps having a healthy number of readers, I'll likewise keep at it.
>>16043 Bad ends are a waste of time IMO. As is having an attitude that there's mistakes, much less those that can't be fixed. I haven't planned any of my stories in the last decade to have a "normal end". They tell the story that needs to be told.
>>16046 >There's a reason quests started in /tg/ ACKCYUALLY the madness that gave rise to THP started on /jp/. Before quests were a thing on /tg/ and it was only when that sigourney weaver fella kicked us off those 12 years ago that we came here. The irony is that as quests came later they were not chased off the site as well but instead eventually given their own board.
Being told that "I'll vote if it's interesting" isn't that helpful given how vaguely preferences are being expressed, if at all. I'm not exactly a newbie and have written a lot so you ought to have an idea of what I'm capable of. I've even given examples of older stories that I'd be open to bringing back if you can't think of suggestions of your own. I'd appreciate it if you guys gave me something more to go on.
Nonetheless, I'll be thinking about it over the next few days. I'm not in a rush to write right in this very moment. It might be best to just present a couple of concrete options to narrow things down.
I also miss the freeform content, where the story itself changes based on votes and results. A normal vote for a name ends up derailing the story because he is name after a folk hero. Things like that.
On the flipside, the quality increased dramatically by having some forethought so I'm not that broken up about that change.
>>16051 I think there's a balance to be had between freeform and railroad-or-die. Like, yeah, a single name choice should not have that power, and quests should have something of an outline, but just like with D&D, the writer should be willing to go "okay, my players really want to do this thing, how much do I need to alter my planning to accomplish that?"
Nah. Every anon here knows what they want. The problem is that no two anon want the same thing. Tman should ask for each of us to post their ideal story, and then make an all-inclusive supercut story with everyone's ideas.
>>16057 REQUESTING ONE TOME OF "TOUHOUS VERSUS VIDEOGAMES" FOR IMMEDIATE CONSUMPTION
>>16058 >post their ideal story H-here I go. Hope this doesn't sound like a bucket list, ransom demand or a design document.
>plot Most of the faults in quests with plot happen when QM either doesn't give players enough agency (and it turns out like complete fanfiction) or when QM gives a player too much agency, anon fucks around and plot barely goes anywhere. In both cases, QM's skill can still save the quest. I want regular choose-your-own-plot-arc votes, in which anon decides what to do within the quest to progress and/or where to go and QM writes things according to results. Give players more control over direction, give QM more control over everything else.
>characters Give them actual personalities and make them develop. Every QM has their own "flavor" of 2hus, a filter of sorts that makes characters behave in a certain way. It's (probably) nearly impossible to force QMs to stick to canon completely or even out of their chosen comfort zone, so just do your best to have fun with the setting.
>scenes It's alright as long as they're not completely bland. The main fun from quests is watching things unfold and interaction, so whether you make anon the star of the show or have him play second fiddle, he can do something about it either way if he wants to - whether it's stylishly performing Moonlight Sonata or smacking someone really hard with an oar. All that other stuff about limiting anon's options/write-ins to reasonable amounts you already know, there is no need to repeat that here.
>genre DO WHATEVER THE FUCK YOU WANT TO. I'm not you and if you get bored with the quest it will just get abandoned. Be interested in writing it and in watching anon complete it. To do that, have clear direction of what you want to do. Not being constrained with things like "you have to write in genre X" HELPS.
>>16060 >We need DETAILS if you're going to pilot my ridiculous idea and be the savior of THP. What character, specifically, tickles your fancy? SUIKA'S DRUNKEN PUNCH ADVENTURES NEVER SOBER WITH DRAMATIC FINAL STOP AT BIRD MOUNTAIN REIMU GOES BALLISTIC AND EXORCISES EVERYTHING IN SIGHT MARISA STOPS LIMITING HER BEAM WIDTH GOD, I BET YOU COULD PROBABLY WRITE SOMETHING NICE (DESU NE) WITH EVERY BLOODY CHARACTER EVEN THE NEWHUS (GROSS) >What genre do you like. ACTION-PACKED ADVENTURE
Plot: Tower of God-esque scenario where MC and Nue need to challenge and overcome various escalating battles/situations. Time is divided between a civilian life of adding Touhous to the party/harem at school and bringing them to the tower where their true powers manifest, allowing them to fight whatever monsters lurk on that floor. The tower is divided into various strata with different environments/enemies
Basically it's Touhou Persona to appease both the romance/action crowd.
Nitori creates a mechanized lamprey stand days before a big festival and Mystia has to compete by trying to stealth sabotage the stand without being caught in order to hold a monopoly during the festival.
I think I have a good idea of what is more or less feasible now and will present options for people to vote for in this thread within the next day, so watch this space. I just need to sort out a few other things first.
>>16080 >>16079 Dunno if you ever gave it a try, but ToY had a lot of canon elements and storylines adapted to the context. I never know how much the audience picked up on all of that but I spent a lot of time reading the various sources when thinking up scenarios and conflicts. Not to mention personalities and goals. Obviously, I'm biased, but I think it was plenty distant from generic teen stuff and overall clever.
So it's come to this: a ranked choice vote based on what has been said in the thread. Mark with a number, in order of preference, what you would like to read and vote in. If you're not interested at all in a particular entry, omit marking it. I'll make a decision based on this more specific feedback.
 Clever, Audacious and Wise  Theater of Youth  Untitled Alice Story
A brief summary of what sort of story each is supposed to be:
CAW is heavy on the tengu but also has other touhous appear in a kind of coming of age story. Heavy on arrogance, with servings of scheming, romance is not a particular focus but it's also not devoid of it entirely. Status is important to tengu. As is figuring out what sort of relationship there is to be had with the people met.
ToY is a fast and lighthearted story. Nearly every character has a chance to shine as they each have a mini-plotline that's (mostly) independent from other characters. Can be thought of as many different stories and arcs that add up over time. Originally meant to poke fun at people obsessed with routes and some aspects of THP. Inspired by many an old game.
Lastly, I have a premise and an outline for a new story centered on Alice. It's something of a slice of life, not meant to be exceedingly long and most definitely has magician romance. Also meant to be fun and not too serious. Features an expanded cast but mostly as supporting characters during small adventures.
 Clever, Audacious and Wise I very much liked seeing your take on tengu society and your willingness to make us take on an alien perspective. And I'm not averse to a good coming of age story.
 Untitled Alice Story All five cute facts about Alice apply. I can stomach another 2hu romance and slice of life for her. Plus, I guess something that's "easier" to write -- inasmuch as anything is ever "easy" in writing -- isn't unwelcome if it means more activity.
 Clever, Audacious and Wise  Theater of Youth  Untitled Alice Story
It may seem unpopular but I really did enjoy Theater of Youth. It felt very fresh and had a lot of freedom to approach characters and issues. Alice is a fun perspective to write from in my opinion, though.
Thank you for all your input. I took the last month to think over things and, truth be told, I'm still not sure what I want to do most. The results tell me that I could do whatever I wanted, more or less.
There's a lot of work that needs to be done for all the alternatives before I can get to writing and I'll be deciding which to tackle in the coming days after I get to updating my already ongoing stories. I want to do things properly and that requires planning. Even for something fast and not-so-serious.
Let me know if you have any other thoughts or comments but otherwise, else watch this space. I'll get to it """soon""".