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- Akemi:
- I promise this will be shorter than my Quality Delib. Not a high bar, but here we are.
- Marcella: Here's a fun fact. Distracted and drunk driving is dangerous. Placing invisible walls right in front of a dune buggy going at high speeds is dangerous. DRUNK DRIVING IS DANGEROUS. Now, in all fairness to the drunk driving aspect, you put Vanita in a box of safety almost as soon as you get her drunk, but in this context I'm still a little sus on forcefeeding alcohol to a driving minor. The safety box is a good choice, and your invisible walls are put there in a way that Vanita should be able to notice them and maneuver around them, so I'm not really faulting you for the walls themselves. And this isn't to say you weren't allowed to hinder Vanita at all, but much of what is done in that vein smacks to me of unnecessary roughness. I really can't justify anything higher than a 6 here.
- Vanita: I appreciated the decision to write every choice you make in the spirit of the JoJolity. Even the things that are tactical to getting the briefcase are said in such a way that it's all for Marcella's safety, and I'm decently convinced. Keeping SJI away so Marcella's not a distracted driver? Clearing not just the cactus in front of you but also any that could get in Marcella's way? All solid plays that get you to at least an 8. You didn't do the thing we told you not to do. Moving on, the warning about Fogerty was a neat little in-character touch that earns you a tiny bonus in my eyes, and the thing that fully boosts you to a 9 (because this wasn't quite perfect either) was Operation M.I.M.E.
- Reiko:
- Quicker than the last one! Vanita goes for friendship strats yet again with contingencies and plans for helping Marcella in case of an emergency or an accident, pushing her to an 8. Marcella has similar ideas for harmless interference, merely walling off Vanita, but what costs her points is her plan to get her drunk is not only ineffective - the match is a ~150 meter dash, not fast enough to metabolize the alcohol - but also needlessly rough: jumping on a driving Vanita, handcuffing her, forcing alcohol down her throat, and gagging her with a rubber ball. Even discounting physical injury, doing this without dropping below 20 MPH is unlikely. (Yes, the buggies are locked together with SJI driving Marcella’s, but at best, the vehicle built for speed is driving with a buggy sized deadweight, at worse, Vanita is veering wildly.) As a result, I have to drop her score to a 6 for an egregious play which admittedly may not happen.
- Yoshie:
- I think jojolity is honestly what ended up sinking Marcella here. While your strategy excels in its quality, some actions you take pretty highly endanger Vanita here. Namely, what I mentioned in the Quality delib, you trying to get Vanita drunk. Like, drinking and driving is incredibly dangerous, and even if she might not get drunk super fast, even her being tipsy leaves potential for her to get severely injured on one of the variety of obstacles around. Not only that, I won't fault you much for the barriers, but that mixed with your decision to get her drunk is highly dangerous, and you don't do much to keep her safe after this decision. I'm going to give you a 5/10.
- As for Vanita, I think you did a pretty good job keeping Marcella safe. Not much to say here but, you did a good job trying to keep Marcella away from too many harmful obstacles while still hindering her. I'm going to give you an 8/10 here.
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