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- Hah, I was already following this intermittently. Like I said, too burned out to contribute often (though I have posted in the thread before) so I can knock this one out relatively quickly since I don’t need to read it for a first time.
- 40k Minor Xenos Quest is an EvoQuest, a genre where anons take charge of the evolutionary development of a creature (or several) by adding traits to creature in response to the actions of the QM/other players (if they control multiple lines).
- I will fully admit, the genre overall was difficult for me to get into. Most of the versions I tried had players controlling multiple lines as they wanted and directing evolutions through, with the QM shooting down anything too absurd. A unique style compared to many quests, but not my cup of tea. The original version of this quest is what got me interested in the genre in general, as anons instead controlled only one creature line, choosing traits to evolve to better compete against the environment, other species, and dealing with ever-evolving arms race between them. Dice rolls for the environment and other species injected the usual random chance of success, so it fit what I was comfortable with. In essence, this style of EvoQuest plays like Spore.
- The first chapter was memorable mostly for the sheer hostility of the planet anons chose to grow on, and both how often it nearly killed everyone and how often they personally skirted death. Sadly, it did kill QM. The next “iteration” by DragonfagQM picks up the mantle, rebooting the world again and carrying on the style.
- Given my relative inexperience with the genre, I can’t offer detailed feedback on how it compares with other EvoQuests. Comparing the styles of the first QM and DragonfagQM, the latter is a worthy successor. The biggest differences are meta in nature, with the new version lacking the same level of memes regarding the lethality of the planet (anons tried, but failed early multiple times before picking a somewhat easier environment) and the anon who blessed the original thread with terrifying realistic art hasn’t been replicated. These things will be replaced in time for memes are an inevitability.
- Regarding specifics in the quest, the balance of rolling the environment, several other species, and the player species leaves a lot of scope for wild swings that I’m curious to see how they’ll scale once the game moves past the level of creatures and tribes and instead deals with civilizations. After all, the original mechanics seem tailored mostly towards evolution, and while creating a new poison gland to better fight others feels like a big leap in the small scale, spending a single turn getting better psychic skills or improving tools seems… limited given how much more can be accomplished with a larger population.
- The quest format has been shaken up occasionally as the player creature grew in complexity, something that I feel will occur more in as the scope of the player’s goals change. Locking in the player’s biology seems like the next big hurdle to cross, as when it’s done QM and players will be beyond the mechanics shown in the original version of the quest.
- In terms of criticisms, the only thing that has stood out to me before is that the times when the Under Hunter was nearing death didn’t really feel like it. The poor evolutions occurred that led to it like any other time, and then we’re told that our numbers are dire and/or on a collision course with the ground. It had about as much impact as saying we were doing really well or just mediocre since it was only telling us these things and the individual changes kept the same scope as always.
- I’d suggest giving a second vignette while the player creature is doing exceptionally well or poor to show how the full (or suitably broad) combination of factors behind the player creature and/or the environment and/or the other creatures are leading to that situation, with one more when they transition out of that and back into a business-as-usual mentality. The second look should better sell how many things are at play in setting the course of the creature and let players see beyond the action of just the last turn or two.
- Beyond that, I look forward to seeing how the quest grows past its original conception to stand out from the shadow of the original thread. If that transition is manages well then it can serve as a model for other EvoQuests looking for the more directed style of play than the free-for-all ones I’ve seen elsewhere.
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