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Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
Narf - looking forward to it.
SJ - That game is sooo unrealistic; people don't splatter when they fall long distances onto hard surfaces, they hit terminal velocity long before they reach a speed they'd splatter at. http://forum.shrapnelgames.com/images/icons/icon10.gif [ August 19, 2003, 20:58: Message edited by: Jack Simth ] |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
don't hold your breath. i'm tired. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
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. . . . Dang it, when is that Jack fellow going to post? . . . . Oh wait, I'm Jack. Back in a bit. . . . . Edit 1: Okay, I'm back. As for the tree - I've seen professionals take trees down before; an old maple on my parents' lot. They took it down in three sections, and even with the chunks falling just the distance to the ground, you could feel the ground move under your feet each time. One chunk bounced and brushed the neighbor's truck - just brushed, mind you - and the door handle was pushed flat into the door. Had it actually hit the truck on the way down, it wouldn't have been recoverable. Imagine what an entire tree, dropped from a few hundred feet up, would do to those below. Even if everyone ran out of the way in time, it would have severe psychological impact. 300 feet gives about four or five seconds to notice and get out of the way; 100 yields two or three: Time = sqrt(HeightInFeet/16), roughly in standard Earth gravity, ignoring wind resistance; it would be possible to run out from under, if you were watching the sky. Not that anyone would be - they'd be watching the manor. Well, maybe after the forest incident, they would be. Hm. Edit 2: You know, we really only need to delay the bandit army until the baron arrives with his men. Once that occurs, the bandit army will will be stuck between a larger army and the mannor's defended walls. Not a very safe location to be at. [ August 20, 2003, 09:11: Message edited by: Jack Simth ] |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
Once again, Arthur's alter ego seems to have been irretreivably tangled in Real Life(tm). http://forum.shrapnelgames.com/images/icons/icon7.gif I've been getting ready this week for our school's open house so I can say hi to all the parents who didn't show up to see their kid's teacher. http://forum.shrapnelgames.com/image...s/rolleyes.gif I'll try to get a post in sometime this evening, once I see exactly what Jack's tree is all about. http://forum.shrapnelgames.com/images/icons/icon10.gif
[edit]This teacher used an apostrophe - s instead of a plural. http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif Obviously I have sleep deprivation. [edit 2]I fixed the wrong apostrophe - s. http://forum.shrapnelgames.com/image...s/rolleyes.gif [ August 23, 2003, 02:47: Message edited by: Krsqk ] |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
Ok, I've posted. I didn't do anything with the tree, although now it should make a small tidal wave as well as a thump. http://forum.shrapnelgames.com/images/icons/tongue.gif I figured one of you two could have fun with that. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
well, it's my turn.
how come nobody used the magic items i gave both sides? http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
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1) I had a few things to take care of already (tree and weather suggestion, which made for an average sized post; a good place to stop) 2) I'm inclined to let you do most of the NPC control - you do a very good job of it. Well, okay - three reasons: 3) I didn't have any good ideas for what to have them do. |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
well, it's nice to know i'm good at something. for future reference, if you want to make a magic item, you can always take a normal item an change it. for example: grenades - glass spheres with a fireball inside.
toilet paper - really. long, winding sheets that seek and bind people. cd's - sharp metal disks that cut through things and return to their owner. except for the grenades, those are all objects in the room with me. and there's a squeeze tube of something that could be used as a model for an alchemical flame-thrower. ah. bathtub silicon sealant. |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
Krsqk, i hate to be a bother, but are you sure it would produce a yard of mud?
i really do hate to be a bother. |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
With the castle on a hill, I think it could have a yard of mud if it borrowed some from the hill. I don't remember my post and I need sleep--if it needs editing to conform to that, I'll do it tommorow. http://forum.shrapnelgames.com/images/icons/icon7.gif
Ahhhhh, sleep....................ZZZZZZZZZZZZZZZZZZZZZZZZZ ZZZZZZZZZZZZZZZZZz |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
ok, that's what i was thinking. just wanted to be sure no laws of phsysics are broken.
i mean, more than you have to mess with them to include magic. |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
Krsqk - I believe it is your turn.
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Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
A post is already in the works...
[edit]It's up. Feel free to satisfy my curiosity about the lead. Arthur could always transmute something. http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/tongue.gif [ August 28, 2003, 06:06: Message edited by: Krsqk ] |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
Arther only has three finger's on his right hand?
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Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
He did pretty much say that, didn't he, with "on the three fingers of his right hand".
Krsqk, if you cut the "the" out, that part goes away, and it becomes "on three fingers of his right hand", which does not imply Arthur only has three fingers on his right hand, just that he limited his counting to three fingers. One little word can make a considerable difference. If you meant to say Arthur only has three fingers on his right hand, leave it in; if you didn't, it can be easily fixed. Oh, and narf - it's your turn. |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
your talking to a guy who spent most of today on his feet. consequently, for some reason, his brain is tired.
ok, you can make jokes now. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
Yep, the "the" is supposed to be there. http://forum.shrapnelgames.com/images/icons/icon7.gif Of course, I did leave open the possibility of a thumb.
[ August 28, 2003, 21:11: Message edited by: Krsqk ] |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
did Arther ever carry any evil ring of power? http://forum.shrapnelgames.com/images/icons/icon10.gif
that joke assumes you've read lotr. |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
lead into gold, Jack? i have a feeling i should go 'tsh, tsh', so tsh, tsh. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ August 30, 2003, 08:18: Message edited by: narf poit chez BOOM ] |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
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Besides, it was an alchemist that discovered the process, and that was the touted goal of alchemy way back when it first started. Of course, after the process was discovered on Jack's world, the goal became turning gold into lead, as that was the new currency metal.... [ August 30, 2003, 08:57: Message edited by: Jack Simth ] |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
you do realize now where going to have to do a financial revelution as well as a magical one, don't you? http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
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Besides, it may not affect MOTMA much; if only a few know the technique, it would cause no more impact than a few productive gold mines. The value of gold and lead would change locally, but globally things would stay about the same for a long, long time, unless the technique spreads. |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
a bunch of power-hungry mages won't want to get there hands on a new power source? gonna have to keep it a secret in that case. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ August 31, 2003, 00:58: Message edited by: narf poit chez BOOM ] |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
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Also, there is another catch Jack hasn't mentioned, as it isn't important to him: even if the process is 99.9% efficient, there is still the matter of a waste energy release of the rough equivalent of burning 12,500 gallons of kerosene for every pound of lead converted, or the energy of about 430 pounds of TNT. Jack's immortal - he can just jump in a large body of water, do the conVersion there, and repair the burns that would normally be fatal (the water would absorb much of the energy, but the resultant steam would push away the rest for a bit; anything nearby would still be sorely burned). Those without really good healing skills and the ability to deal with a lack of air or without invulnerability to heat and radiation are going to be at a severe disadvantage when converting lead, as almost nothing could survive the inferno intact. This will sharply limit the energy most could gain by the process. |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
a magical nueclear reaction chamber...but still, most mages wouldn't have the power or ability to make one.
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Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
A magical nuclear reaction, anyway. The spell that does the conVersion includes the energy harvest, but it can't catch all the energy. The energy that escapes rules out most mages as surviving burning the lead, unless Jack's medium or advanced immortality techniques are known by the mage. It also rules out doing it remotely by enchantment, as the medium the spell is on wouldn't survive. The caster must be present, and must remain throughout, so the ability to ghost is pretty much required. To get good use out of the process, one needs to be able to return from ghost form to living form..
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Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
no, i mean an actual magical nuclear reaction chamber, built like a nuclear reacter.
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Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
Ah, you mean to get around being at the center of the bLast? Possibly doable, but modern nuclear reactors don't have internal detonations - they accelerate radioactive decay and use the radiation to heat water in order to drive a steam engine, which is hooked up to an electric generator.
Of course, having the power generation in a building (a fixed location) would be a decidedly limiting factor on how much territory a mage relying on it could control, wouldn't it? Also, it would be a pretty major undertaking, as the physical building needs to be constructed, enchanted to absorb the useable energy, and enchanted to withstand the unuseable energy - likely without a major power source during construction. It would probably end up being a guild installation, not under the control of any one mage. Interesting thought. |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
and if the alchemists and psionic's learn that the mage's guild is going to get more powerfull, they may have problems.
way i've been thinking, mage's are most powerfull in this world, but there's no real reason. on the other hand, two guild's just as powerfull, no real conflict...could be a good solution. both other guild's lean on the mage's to forget the whole thing...at least, until they find out a way to boost there power. unfortuenatly, the only thing i can think of for psionic's is crystal's and my sense of cliche's doesn't like that. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
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And remember, the process started out as alchemy, with the full release of energy (5% of the mass - that's about five times the release of a normal nuke, per pound of active material) - the alchemists could take out a reactor quite easily, as it uses the principals of alchemy. Hang on - Psionicists are immune to alchemical defenses; mages have spells that block psionics, and alchemists make powder that neutralize magic. Skilled/powerful of each can get around the restrictions (mage overloads dust, psi catches mage off gaurd, alchemist uses exploding potions), but still - it's a rock/paper/scissors situation, isn't it? That could lead to a balance quite quickly; psionicists aren't a threat to the mages' guild, but the mages' guild will hire them if need be to get the alchemists off their back. The mage's guild has good reason to keep the psionicists available, and aren't threatend by them. The alchemists' guild isn't threatened by the mages' guild, but will hire them if need by to get the psionicists off their back. The alchemists have good reason to keep the mages available. The psionicists aren't threatened by the alchemists, but will hire them to get the mages' guild off their backs if need be, and so has good reason to keep the alchemists available. Hmm.... Quote:
Hive mind: similar to a circle of mages, but for telepaths. Increses the functional distance of psionic effects and their power (harder to resist mental influence, more mass can be moved via telekenisis, et cetera), as well as pooling abilities, knoweledge, and skill from those involved in the hive mind. Mindswap: A forbidden practice used by some skilled telepaths to prolong life. The psi trades bodies with the victim, keeping all abilities of the target based on physiology, but not their skills, memories, nor abilities based on mental ability. Borrow skill: The psi temporarily borrows a skill from the target. Using the skill requires an active telepathic connection to the target, but it does not inherently alert the target to the psi's presence. Lend skill: The psi temporarily lends a skill to the target. Using the skill requires an acive telepathic connection to the target. Learn skill: The psi learns a skill from a target, without the target's knowledge. Requires telepathic contact with the target, but the learned skill is permanent. The time required to learn a skill depends on the complexity of the skill, the skill level of the target, and the skill level of the psi. Teach skill: The psi teaches a skill to the target. Requires telepathic contact with the target, but the learned skill is permanent. The time required to teach a skill depends on the complexity of the skill and the skill level of the psi. Rider: The psi can hitch a ride inside another's mind. The psi is limited to their own psionic or magical abilities for information, communication, or action, and does not have access to the target's memories, skills, senses, actions, et cetera unless the psi would be able to do so under normal circumstances via psionics or magic. Hitching a ride on another requires that the target be in telepathic contact with the psi when the ride is hitched; after that, the psi is not present in his/her body, and uses the target as the base for any range determination, including getting back into the psi's original body or jumping to another host. Borrow senses: similar to borrow skill; the psi sees what the target sees, feels what the target feels, hears what the target hears, et cetera. This is limited to physical senses only; for psionics, see relay. Lend senses: similar to borrow senses; the target gains access to all the psi's senses that the psi cares to lend. Relay: allows a psi to act as a relay for another psi's abilities, allowing the distant psi to use their abilities as though they were at the relay's location. Multiple relays can be used. The psi whose abilities are being relayed must be within the relay's range. Psionic projection: allows a psi to separate from their body, and travel without it. The body is unoccupied while the psi is away. The psi's skill determines how long the psi can go without a body, and how long the psi's body can go without a mind. The psi can rest as a rider, above, if the psi has that ability. While projecting, the psi can only interact with the normal world via psionic abilities or magic, as per rider, above. Clairvoyance: The ability to see at a distance. Very useful for riders or projectors. Claiaudiance: The ability to hear at a distance. Very useful for riders or projectors. Clair(other): Of course there is one of these to match each base sense, but I don't remember all the names.... Psychometry: The art of learning the past of an object, person, or place available to the psi. Skill determines how far into the past the psi can read, power determines how close the target has to be to qualify as available. Possess: A forbidden practice. The psi takes full control of the target, including the target's senses, skills and abilities (mundane, magic, or psionic). The victim does not remember anything from the moment of possession to the moment of release. Imprint: The psi can imprint a memory or message into a physical object, which is then easily read by any psi with psychometry (similar to reading and writing, but for psi's only and based primarily on memory; any sense impression or thought can be imprinted). Dreamwalk: Allows a psi to use any of their abilities normally under concious control while sleeping or unconcious (but not if killed). [ September 02, 2003, 06:41: Message edited by: Jack Simth ] |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
hmm...
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Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
Much of the stuff you object to on ethical grounds changes as soon as the psi has permission (as you noticed on the rider); If I obtain permission from you beforehand about borrowing your medical skills every now and then so there will be a doctor nearby, perhaps paying you for the priviledge, then borrowing your medical skills hurts nothing. Ditto for learning a skill in such a manner; it then becomes similar to paying an instructor, but less time consuming for both. Further, it allows for multigenerational preservation of knoweledge, much like writing.
As for those that are unethical under virtually any circumstances, well, some things are forbidden, and only criminals do them. That is one of the primary functions of the psionics guild - enforcing such rules for the protection of those who can't defend themselves, much as modern police enforce 'don't shoot people unless in self-defense' for the protection of those who don't carry guns. It might be interesting to be hired by the guild to help track down a psi in violation. Can you imagine how hard it would be to track down a mindswapper, or a rider who routinely uses possesion? You'd need a police rider with you to scan potential victims. As for things that are cliche, well, yes, a lot of things are. It's tricky to come up with something that is both new and widely useful. Sure, you can have a geokenetic, who can controls earthquakes, but that is pretty much just destructive, and wide area. About the only thing you can do with it is destroy things, perhaps prevent earthquakes. Great for blackmailing the local nobility and merchants, but that's about it; you can't really risk being caught in your own earthquake. As for the rock-paper-scissors balance, simply make anything that would be unbalancing as a difficult task limited to the most skilled. For instance, we've already established that enough energy will penetrate damping dust - highly skilled/powerful magic can beat standard alchemy. Jack's mention of the origins of burning lead on his own plane imply that a highly skilled alchemist can indirectly cast spells - perhaps the magical mind block. By psionically projecting, a skilled psi can get past magical mind shielding on an area. Thus, a highly skilled psi can beat a standard mage, a highly skilled mage can beat a standard alchemist, and a highly skilled alchemist can beat a standard psi. The rock/paper/scissors only applies when the skill is about even. A highly skilled alchemist can make a mind block potion, sure, but a highly skilled psi can project in under that defense. However, when a highly skilled psi tries that on a highly skilled mage, the psi discovers that the mage gridded the psi defenses, rather than making it a stationary bubble, so that even after the psi has projected inside, the psi can't do anything as the psi is limited to effects that operate in litttle one inch cubes. A highly skilled mage can overload damping dust, but a highly skilled alchemist can make damping dust that can't be overloaded nearly as easily. At high skill levels, the balance is again restored. Oh, and a psi could always telekenetically throw stuff around at random to mess up an alchemist. Imagine what happens to the poor alchemist who doesn't have defenses against psionics but maintains exploding potions. |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
i'll do a real rundown when i wake up. few hours.
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Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
New post is up. I had company come Fri. before I was able to get on, so I was delayed. Evil minions of Sauron. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon12.gif I don't mind having psis be evil. I don't see it as psis with evil powers, but evil psis with powers. Most would be good (or at least restrained/compelled by the good ones/the guild), a few would be rogues and/or criminals, much like our current society. I would classify the psi we just fought as evil, although she might not label herself as that.
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Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
right, rundown.
hive mind: well, wizard's can pool their power. now, how would alchemists pool there power? i'm tired again, and i don't have a clue Mindswap: given the limitation's on mind-to-mind fight's, possible, very few of the criminal class could manage it with good chances. Borrow Skill: as long as people have some chance of knowing if someone's doing this, to aviod mob panic. Lend Skill: nothing more to say. Learn Skill: see Borrow. Teach Skill: more Psionic's being scholar's? possibility of the learned skill coming with most of the other person's problem's with that skill? no real, instictual famaliarity untill it's been used for a while? Rider: nothing more to say. Borrow Senses: if the person has a chance of detecting it. Lend Senses: nothing more to say. Relay: stealth attack at Alchemists? Psi Proj: nothing more to say. Clair stuff: nothing more to say. Psychometry: sounds ok. mage's could do a limited Version and alchemists could do an analysis? Possess: memories could be recoverable with psi, mage or alchemist help? Imprint: nothing more to say. Dreamwalk: would require guards, so wouldn't be to overpowered. especially if timesense was hard to keep track of and power+skill/2 was how long you could stay awake. and, of course, bodily needs. so, our rock-paper-scisser's looks like alchemists-mage's-psionics. I'll post tommorrow. [ September 03, 2003, 06:20: Message edited by: narf poit chez BOOM ] |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
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Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
ok, the Dreamwalk makes fits right in. ignore my earlier comments, i was thinking they'd actually move from there bodies. perhaps they'd need a bit more sleep? call it Dreamtrance?
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Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
um. sorry, ran into the novelization of the X-2 movie.
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Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
posted. ok, suggested additions to alchemists:
'Although alchemists use the physical properties of elements and molecules, their main use is there psuedo-magical properties, which are generally dirivations of the physical properties. Thus, mercury can be used in a potion to make something change or become more bendable, while sulpher is often an ingrediant in an exploding potion. The flowers of a hardy mountian plant can be used in a potion of endurance.' 'Alchemists can use psyco-reactive and psyco-active potions to detect and block psionic influence, although the result's are as reliable as a mage blocking damping powder. They can also, with a little more success, mimic some psionic abilities.' Alchemists would store potions. proposal: alchemist healing potion's as good as mage potions, since there's no reasen for them not to be. proposal, sort of. my mind is foggy and tired. each class of AMP can mimic the other's abilities, although the imitation's are not as good. not sure how not as good, though. alchemists can use complex potions to imitate complex spells, and use other potions to replicate psionic powers. mage's can cast spells on a container of water to make it act like a potion, or use other spells to imitate psionics. psionics can replicate the effects of spells, but i'm not sure how they would do potions. altering the chemical structure would be to hard. there would also be stuff that would be common to two or three of the classes, like all of them can make someone stronger/faster. as a suggestion for allowing psionic's to store energy, putting kinetic energy in the molecular bonds of something, then drawing it out. i just realized this could create an explosion, to. [ September 05, 2003, 08:07: Message edited by: narf poit chez BOOM ] |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
That stupid Narp. Jack didn't want the gold, anyway. Let him suffer--he probably doesn't even have a use for money. http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon10.gif
Interestingly enough, I originally had Narp ask for the gold, then thought John might be a better fit. D's character is rather hard for me; he was developed so little, and I can't quite get a handle on him. Maybe Jack could attach an enchanted one to him. http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon7.gif Then again, maybe we should enlist the SE4Bot to inject commentary every so often. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
*sticks his tungue out*
D is a wise and mysterious menter. give him wise and mysterious lines. he was David E.G.'s character for a bit. side note to Jack: did you take the flour most of them have into account? [ September 06, 2003, 06:03: Message edited by: narf poit chez BOOM ] |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
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By the way, Krsqk - it's your turn. [ September 06, 2003, 07:00: Message edited by: Jack Simth ] |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
Krsqk - you okay? It's been your turn for about four days....
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Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
there's a 'ping Krsqk' thread at: http://www.shrapnelgames.com/cgi-bin...;f=23;t=009906
has some explanations. [ September 10, 2003, 07:07: Message edited by: narf poit chez BOOM ] |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
Found it. Back on page 4 or 5.
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Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
The board puts the meaningful thread navigation variables in the URL, so you can just bookmark a thread if you don't want to lose it, so if you wanted to remember where a thread was - say, the one where my screen name is discussed - you can just bookmark it like normal and have it saved if you ever need it again. I've done this with this thread, the roleplay thread, and the jokes and riddles thread, to name three, so I don't need to go searching every time I want to read them over.
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Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
well, that explains why looking for 'DO' didn't find it.
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Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
I have the actual RP thread bookmarked, but there hadn't been any need to hunt for this one. At least, not until I got busy. http://forum.shrapnelgames.com/images/icons/icon9.gif
[ October 11, 2003, 01:13: Message edited by: Krsqk ] |
Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
Okay. Well, Looking forward to seeing what you come up with.
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Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
Well, I posted. Two days ago, in fact. Was it really so horrid as to make everyone sick for half a week? http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon12.gif I mean, I'm rusty, but I didn't think I was that rusty. http://forum.shrapnelgames.com/images/icons/icon10.gif
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