
multilis wrote:"In Erf, we lack a mechanic that would allow a "level restart""
Do we? If it was restarted, those involved would not know of previous runs.
Possible fate simple rewinds the game to a save point as soon as goals are not met. I do that if playing a game and a key character dies that will be needed later.
El_Chupacabra wrote:Also, that might be workable in a scenario where it's conceivable to "reload the turn". But what about scenarios where your decision that causes a "Fated" to fail occurred dozens of turns ago? Think of early adventure games where you had to have an item from real early on in the game and there was no way to go pick up the item after a dozen turns or so -- Occam's Razor would suggest that it's simply easier to tweak Luckomancy to "Fudge Rolls" rather than roll back a thousand turns.
Real-Erf Scenario: Assume Stanley was fated to get the Arkenhammer, but Saline made some extremely bad tactical decisions as well -- sent Stanley to fight Charlie, for example, and wasted a lot of his forces and treasury in doing so and delaying Stanley from finding the Arkenhammer until much later. Assuming all else went the same, except that Stanley lacked the funds from that earlier bad decision so no Perfect Warlord in time for the Battle for Gobwin Knob, in addition to having less forces for his retreat to Faq. Would it be easier to:
1: Have Luckomancy fudge rolls such that Stanley still escapes Transylvito, possibly barely? Then have Stanley survive until he rebuilds and summons Parson -- or have someone else summon Parson and eventually have Parson captured by Stanley/Wanda?
2. Restart the world about a hundred turns ago, when Saline was still King and could make better decisions?
Glome wrote:El_Chupacabra wrote:Also, that might be workable in a scenario where it's conceivable to "reload the turn". But what about scenarios where your decision that causes a "Fated" to fail occurred dozens of turns ago? Think of early adventure games where you had to have an item from real early on in the game and there was no way to go pick up the item after a dozen turns or so -- Occam's Razor would suggest that it's simply easier to tweak Luckomancy to "Fudge Rolls" rather than roll back a thousand turns.
Real-Erf Scenario: Assume Stanley was fated to get the Arkenhammer, but Saline made some extremely bad tactical decisions as well -- sent Stanley to fight Charlie, for example, and wasted a lot of his forces and treasury in doing so and delaying Stanley from finding the Arkenhammer until much later. Assuming all else went the same, except that Stanley lacked the funds from that earlier bad decision so no Perfect Warlord in time for the Battle for Gobwin Knob, in addition to having less forces for his retreat to Faq. Would it be easier to:
1: Have Luckomancy fudge rolls such that Stanley still escapes Transylvito, possibly barely? Then have Stanley survive until he rebuilds and summons Parson -- or have someone else summon Parson and eventually have Parson captured by Stanley/Wanda?
2. Restart the world about a hundred turns ago, when Saline was still King and could make better decisions?
I know you are just using this as an example against save points, but the real answer to that scenario is that there was a conspiracy of different groups working together to bring Parson (or the perfect warlord) into Erfworld. One of those groups were predictamancers. If Parson's fate is intertwined with Wanda/Stanley, then the predictamancers would have made that prediction come to pass the easiest way they could, even if it meant that the summoned spell ended up being payed for by a "mysterious benefactor". And when Stanley fled to Faq with less forces, Translyvito might have sent less forces to capture figuring Stanley wasn't much of a threat. Anyway, the point is that even before accounting for luckamancy, changes in how people respond to differing events can still lead you to the same fate.
Zeku wrote:Predictamancy is so hokey, it's my least favorite aspect of Erfworld. Once predictamancy has manifested itself, it destroys anyone who strays from it's path, like an iron maiden.
At the same time, it's exactly the kind of uncompromising storytelling I've come to expect and enjoy from Erfworld. Just as we get caught into seemingly unbreakable ruts in life, the same thing happens in Erf, just in a slightly more magical way.
With that having been said, I want Parson to annihilate predictamancy. I want a TPK on predictamancy. I want him to break the back of whatever force believes itself to be inevitable.
Zeku wrote:If only one prediction can be right, then predictamancy fails.
joosy wrote:Mogster2 wrote:Heh, nice Hitchhiker's reference.
Zaphod's just this guy, you know?
elynne wrote:goldenboy wrote:Also, I'm curious what a "cold turkey" would look like in this comic. Can't wait to see one! That also makes me wonder if we'll see another Beatle! It would be so fitting at the moment
Or four of them? And perhaps Wanda appearing in one of Jillian's "dreams" as a starry figure in the sky...
Jinren wrote:Zeku wrote:If only one prediction can be right, then predictamancy fails.
Or it's the higher-level predictamancer that gets to be right.
After all, if a character is (bear with me, I'm not up to date on my casting theory) wearing enchanted armour that resists magic damage, that wouldn't invalidate the entire discipline of Shockamancy. It would merely mean that the caster's not powerful enough to get the job done.
Otherwise predictamancy would have a 0% failure rate, which... I guess is possible? But seems inconsistent. Regular spells have variable quality and can fail (http://www.erfworld.com/2011/12/inner-p ... isode-018/ , probably not the best reference but it's there): since prediction doesn't seem to even involve doing very much it would be grossly overpowered if it also never failed.
ftl wrote:Was Transylvito around before FAQ? I thought that FAQ was the oldest side we know of besides Charlescomm. Maybe TV too then.
Pretty sure not Jestone; I think Jetstone would have to be a post-haffaton side, not pre-haffaton?
multilis wrote:Jinren wrote:Zeku wrote:If only one prediction can be right, then predictamancy fails.
Or it's the higher-level predictamancer that gets to be right.
After all, if a character is (bear with me, I'm not up to date on my casting theory) wearing enchanted armour that resists magic damage, that wouldn't invalidate the entire discipline of Shockamancy. It would merely mean that the caster's not powerful enough to get the job done.
Otherwise predictamancy would have a 0% failure rate, which... I guess is possible? But seems inconsistent. Regular spells have variable quality and can fail (http://www.erfworld.com/2011/12/inner-p ... isode-018/ , probably not the best reference but it's there): since prediction doesn't seem to even involve doing very much it would be grossly overpowered if it also never failed.
It is possible that predictomancy has "variable quality " in usefulness. Example: A low level prediction is so vague that it doesn't help much, such as enemy will fire arrows in direction of your stack. A high level prediction would let you know which way to dodge the arrows.
So far the pliers seem to have a 0% failure rate at decrypting. In games some spells have 100% chance of success for example some buff spells.
I think it is case of not enough data to know yet, and our theories are no better than the casters theories in magic kingdom that aren't based on experimentation but only on what they want to believe.
Jinren wrote:Zeku wrote:If only one prediction can be right, then predictamancy fails.
Or it's the higher-level predictamancer that gets to be right.
After all, if a character is (bear with me, I'm not up to date on my casting theory) wearing enchanted armour that resists magic damage, that wouldn't invalidate the entire discipline of Shockamancy. It would merely mean that the caster's not powerful enough to get the job done.
Otherwise predictamancy would have a 0% failure rate, which... I guess is possible? But seems inconsistent. Regular spells have variable quality and can fail (http://www.erfworld.com/2011/12/inner-p ... isode-018/ , probably not the best reference but it's there): since prediction doesn't seem to even involve doing very much it would be grossly overpowered if it also never failed.
bladestorm wrote:ftl wrote:Was Transylvito around before FAQ? I thought that FAQ was the oldest side we know of besides Charlescomm. Maybe TV too then.
Pretty sure not Jestone; I think Jetstone would have to be a post-haffaton side, not pre-haffaton?
Jillian lied to Olive and said that Faq would have gone south to Transylvito. for Haffaton, that places a frame of reference for where Faq is. For us, the frame is for when TV was.

frei wrote:I don't totally get it. It seems like in a world where predictamancy is a real thing, people would have better adapted by now.
Zeku wrote:The narrative seems to imply that predictamancy is inherently lacking in all specificity.



ftl wrote:Zeku wrote:The narrative seems to imply that predictamancy is inherently lacking in all specificity.
Not always. The obvious counterexample being FAQ's Predictamancy/Lookamancy/Foolamancy successfully keeping them secret - yes, Marie could Predict which city would need to be veiled and when. That's specifics.
Wanda wrote:Trust me. The box was the greater kindness.


The Sky wrote:“You are thirsty,” said the pale sky. “I can see it in your body. I’ll get you some water.”
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