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GM Game: LiliS
[ The door shuts behind you, leaving you in a copy of this room. Upon one of the fancy tables is your card for the round, along with slots for each unit for you to go slide in your choices.
You can come and go as you will, but once you have left the room, you cannot speak of anything that transpires within: not your choices, not your discussion, not your alliances.
Do your best, idol-tachi. ]
You can come and go as you will, but once you have left the room, you cannot speak of anything that transpires within: not your choices, not your discussion, not your alliances.
Do your best, idol-tachi. ]

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We can go on shopping trips for the other guy if we play the 4 points one! I guess.
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[It almost certainly won't be enough to keep them afloat, and there's no telling how bad their hands will be later. But for now...]
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Should we...play the two too? We can play up to three cards...
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[So they hopefully don't end up so low they have no chance of digging themselves back out if they decide they want to struggle later.]
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Do you have any preferences on which unit we pick? I know we're not supposed to touch Bad End.
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Sooo that leaves us with... sensitIV, BARiTONES, Taisho Roman Revolution, future is now, and ☆ZRAEL? Oh, and Dance Macabre, YOU-kai, and sea.Di.
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Mmm......Taisho and Zrael maybe?
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Taisho and ☆ZRAEL are fine with me.
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It does seem like our best option... more of an inconvenience than something horrifying, but the most optimal point value.
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Oh, for the record, apparently we're buddy-buddy with Bad End, so don't target them even if you end up alone, 'kay? [...] Just for future reference and not because I think you're going to end up alone here!
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[Oh. Hm. Bad.
A long, long pause where she just staaaares at him.
And then:]
Fine. I won't. Are there any other unit relations I should know?
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Fine. I'll remember that, though... I don't know that that brings us much closer to deciding on a unit to use this card on.
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We can certainly do better than that, can't we? We're determined to play this game as kindly as possible, and that is fair, but it is still a game. What's the purpose of a game if not to be played tactically?
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Would we rather attempt to pick a unit that is unlikely to receive many cards, to even out the points?
[O...overthinking it, maybe.]
These things do matter in a situation like this.
Not to mention that rule about cards cancelling out, though it would likely be nearly impossible to predict what unit will use a card on us... unless you know of any prior grudges.
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