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« on: February 01, 2013, 07:17:19 pm »
Heh... Thank you, I consider that a high compliment. Fiction-based precognition (Plotcognition?) comes from years of consuming genre media, years of writing, and years as a dungeon master (which is sort of like writing) resulting in having an instinct for how a story goes together. I'm pretty good at picking out twists and turns in most media by now, but not perfect, especially on details rather than broad strokes.
Also, it's sometimes harder to predict bad works than good ones. A bad work might be formulaic, but also probably doesn't set up or foreshadow what twists it does have, leaving me without the tools of my divination.
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Left in the brewstery, we've got Brewster himself, the depressed ex-military dwarfette Norede (Ex military? Means to me she's not on board with the current ruling junta, or she'd be off duty military at worst), the feisty dwarfette Esmar (Assuming we can, as Brewster suggested, catch her on her good side, she's likely to be part of any underground activity if any of the patrons are), Razor (Asleep or nearly so, though) and... Pipe-smoking dwarf? No mention was made of him having left the scene, but we don't have his name so he might not be tracked.
We've got 20 coins and no perceivable way to earn more... but the cheap drinks are only three coins (assuming Brewster will take the foreign money at that value), and we've got more prospects here than back at the room we claimed. The fire we set, then fled, might have alerted the authorities to the fact that the room's been used more recently than our map was made, so going back there may get us caught.
I suggest we have another drink, and maybe buy one for each of the two remaining dwarfettes, which happen to be the remaining sociable, conscious patrons as well, before chatting with them. (If we do that, we'll be down 9 coins instead of 3, but possibly cheer up Norede a little and start out on Esmar's good side). If Pipe-smoking Dwarf is still here, we might want to have our own pipe visible (say, on the table) while we chat with the remaining conscious patrons. We may not have anything to smoke, but we can still send a signal.
Best case scenario, one or both of the Dwarfettes or a present Pipe-smoking Dwarf knows something about opposition to the junta and is willing to help us by giving us a place to hide/sleep and maybe some sort of working arrangement. Worst-case scenario, Pipe-smoking Dwarf is gone because he was an informant for the Warden, and he's ratting us out. In which case we ABSOLUTLEY want the remaining patrons on our side so one or more of them can stick up for us and, as a fortress resident, inform any guards that we're a friend/relative/other known entity.
As a side note, the earring we've got is worth at least 10☼ if it's no-quality junk, or up to 120☼ if it's secretly a masterpiece. Probably safe to assume the former, but no matter the price, getting it converted to local money might be good, as our foreign copper coins would be a dead tell should we need to engage in economic activity somewhere less friendly than the Brewstery. It also means that if Brewster doesn't care for the foreign copper, we have enough (indivisible, I might add) value to barter for three drinks.