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May 31st, 2007, 06:03 PM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
Posts: 1,767
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Thanked 165 Times in 22 Posts
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Re: LA Hoburgs Intro (short story)
nice story
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June 6th, 2007, 11:48 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: LA Hoburgs Intro (short story)
I'd meant to release this with the second half of the story but I'll just post it.
It still needs some work, this is version 0.1 though. I may have just broken some of the spells fiddling with them.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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June 7th, 2007, 09:41 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
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Re: LA Hoburgs Intro (short story)
Nice on the artifacts, but somehow zero gold cost disturbs me. Especially if it looks like this. I would suggest adding "does not heal" to the list of attributes, too, because it does makes sense and would balance out these constructs.
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June 7th, 2007, 09:53 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: LA Hoburgs Intro (short story)
Well, as magic beings they would still heal in labs.
Should I add "does not heal" to the basic clockwork horror or only to the ones that you recruit?
Is their magic too powerful?
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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June 7th, 2007, 10:15 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Re: LA Hoburgs Intro (short story)
Yes, I meant the "does not heal" which requires them to return to a lab. Which really makes sense, I think, even if they're more mechanical than magical. Just a suggestion, you decide.
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