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Since: Aug 12, 2003 Posts: 15
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(Msg. 1) Posted: Wed Aug 13, 2003 2:45 am
Post subject: CL: Movable Portals Archived from groups: comp>sys>mac>games>adventure (more info?)
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The Portal issue to me is one of Risk/Reward/Challenge.
Certain areas have "doors" that have to be passed through in order to get to
them. For example, Hatreds' Hollow is the "door" to the Outback, and Dred
Passage is the "door" to the Foothills and Dredwood. Part of the challenge is
to get past the "door". Part of the challenge on KI is how to get your party
to survive and get off successfully when there is no easy exit and fallens
cannot be easily moved off the island. The Cloud also has a "door" the mirror.
The mirror may be acting like the rain cloud once behaved for Dal when it was
first introduced or perhaps it is a puzzle to be solved with the reward of
gaining access either way it is the "door" for that area at this time (In the
past I did not clearly see the Mirror as one of these "doors" however after
seeing the discussion for me it is clear that it is one). Moving the portal
beyond the "doors" of these places upsets the risk/reward/challenge of the
area negatively, and therefore I am opposed to having them moved there. I have
stated very clearly I will do everything in my power to move the Portal from
any place where the portals are drastically impacting the Risk/Reward/Challenge
of an area, and where they are placed to avoid the natural hurdles of the
world.
So now people I'm sure are thinking. "Well if I can't use the portals to alter
the Risk/Rewards of areas to my advantage, what good are they?" I mean after
all, isn't this all about maximizing rank gain? ;)
Well I believe the portals can be used to allow us to interact more with each
other to create challenges for one another on interesting large scale levels.
With the addition of dueling items and this portal we have the ability to set
up some amazing and truly challenging events.
Let me expand on possible challenging events. These are some I thought of so
far. They could be adapted for groups of different circles:
Hide & Seek
Prepare by moving the portal to some location (for example, Dal underground).
First exile to return through the portal to town wins. This could be done with
or without dueling gloves; with or without teams.
Fastest Group
Put the portal in a place that has only one entry. (For example, myrm hive QC,
or Jade Noids 2nd chamber, depending on level of groups.) Group leaves town,
and goes to area. When group returns through the portal to town, the time
stops. Another group would try the same thing after allowing spawn time, and
the times could be compared.
Smallest Group
Same setup as Fastest Group except now measure group size. How many people
would it take to get to the portal and through it?
Challenge
Challenge a group to move the portal some place difficult.
Battle
Move the portal to some interesting place. Have 2 or more teams fight to
return it to a team's location. First team to get it to their location wins.
Recover the Portal (my personal favorite ;) )
Move the purple portal to some safe place beyond a "door." PM will happily
accept the invitation to then move the portal some place appropriately
difficult. So another group can accept the challenge of moving it back to town.
So with the above what might be some reasonable etiquette: Always leave the
green portal around Puddleby. Green seems to imply good so if those that use
the cloud always take green they should be relatively safe. Always return the
purple portal back to Puddleby when not being used in a challenge. >> Stay informed about: CL: Movable Portals |
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Since: Jun 24, 2003 Posts: 74
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(Msg. 2) Posted: Wed Aug 13, 2003 2:45 am
Post subject: Re: CL: Movable Portals [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <slrnbjiv4o.fa3.matthew RemoveThis @red.jenika.com>,
Klur <klur RemoveThis @poguemahone.org> wrote:
> Moving the portal beyond the "doors" of these places upsets the
> risk/reward/challenge of the area negatively, and therefore I am
> opposed to having them moved there. I have stated very clearly I will
> do everything in my power to move the Portal from any place where the
> portals are drastically impacting the Risk/Reward/Challenge of an
> area, and where they are placed to avoid the natural hurdles of the
> world.
I hereby demand that Pogue Mahone stop cheating and never go after an
Orga Teleportation Stone again.
Thanks!
--
HWC for Hidden <hidden RemoveThis @noDASHop.com> <http://www.oralse.cx/>
"Nothing says "Shut the Fuck Up" Like a baseball bat to the head."<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: Movable Portals |
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Since: Jul 06, 2003 Posts: 168
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(Msg. 3) Posted: Wed Aug 13, 2003 2:45 am
Post subject: Re: CL: Movable Portals [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Tue, 12 Aug 2003, Klur wrote:
> The Portal issue to me is one of Risk/Reward/Challenge.
>
> seeing the discussion for me it is clear that it is one). Moving the portal
> beyond the "doors" of these places upsets the risk/reward/challenge of the
> area negatively, and therefore I am opposed to having them moved there. I have
> stated very clearly I will do everything in my power to move the Portal from
> any place where the portals are drastically impacting the Risk/Reward/Challenge
> of an area, and where they are placed to avoid the natural hurdles of the
> world.
There is nothing sacred about risk/reward ratios. Their current state is
merely a reflection of 1-2 GM's estimation of what the risk/reward is and
should be. There is error in both of those estimations, so given enough
areas, we may expect that the GMs best guesses are far enough removed from
our experience that the risk reward is out of balance for a few of them,
meaning nobody goes.
Let us also not forget time. The last time I was at the pitch caves, the
hunt took 7 hours. I don't know about you, but 7 hours of constant game
play is asking a bit much, especially to reach an area required for
further training. If you have a real life, you might never get to go. Is
our intention really to make sure that only the unemployed and idle rich
can ever open a PF over 110?
You know, sometimes you don't have to go to the meadow to buy a sunnystone.
Moving the portals to an area to reduce the risk or time expenditure opens
up certain places to visitation and fun that otherwise people wouldn't get
to go to very often. This is a good thing!
Ian
---------------------------------------------------
Ian Ollmann, Ph.D. iano DeleteThis @cco.caltech.edu
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Since: Jun 24, 2003 Posts: 74
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(Msg. 4) Posted: Wed Aug 13, 2003 2:45 am
Post subject: Re: CL: Movable Portals [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article
<Pine.SGI.4.40.0308121854260.59593-100000.DeleteThis@helix2.caltech.edu>,
Ian Ollmann <iano.DeleteThis@cco.caltech.edu> wrote:
> Moving the portals to an area to reduce the risk or time expenditure opens
> up certain places to visitation and fun that otherwise people wouldn't get
> to go to very often. This is a good thing!
The counter agument is that the fun is in the journey. This is bullshit
after the first few times, but what do I know?
--
HWC for Hidden <hidden.DeleteThis@noDASHop.com> <http://www.oralse.cx/>
"Nothing says "Shut the Fuck Up" Like a baseball bat to the head."<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: Movable Portals |
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Since: Jun 28, 2003 Posts: 19
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(Msg. 5) Posted: Wed Aug 13, 2003 4:20 am
Post subject: Re: CL: Movable Portals [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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> So now people I'm sure are thinking. "Well if I can't use the portals to
> alter
> the Risk/Rewards of areas to my advantage, what good are they?" I mean after
> all, isn't this all about maximizing rank gain? ;)
I don't think it's about rank gain, I think it's about giving older
players a way to bypass some of the more mundane hassles of CL. One
such hassle is HH - it's a hassle to have to get a group together to get
past it when you don't need a group that strong to do some thing beyond
it.
For older players, HH is a boring necessity. The risk/reward is
irrelevant. There's really no thrill anymore, even when we do it with a
very small crew, because we've done it so many times. There's
technically nothing wrong with the idea of a whole generation of
clanners not needing to go through HH to get to OOB. I know you've
based your entire CL existance on that one snell, but it's sometimes
necessary to pay less attention to "the newbie experience" and more
attention to the changing needs of the existing comunity. Yes, the
newbie experience is somewhat lessened, but no more so than being able
to fall anywhere within a few snells of town and be so easily rescued
that there's next to zero risk.
Sure, the risk/reward will change for some places. Is it unfair? No,
because it changes for everyone. Even if you don't choose to use the
portals you are not being excluded. You can argue that it's not fair
that you have had to get an HH group together to get to OOB so many
times, and newer people should have to do the same, but then Gurgi could
argue that it's not fair to have 4th circle fighters around to save 1st
circle fighters that fall in noids, because he didn't have the same
luxury.
Lex<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: Movable Portals |
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Since: Oct 02, 2003 Posts: 27
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(Msg. 6) Posted: Wed Aug 13, 2003 6:20 am
Post subject: Re: CL: Movable Portals [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <slrnbjiv4o.fa3.matthew DeleteThis @red.jenika.com>,
Klur <klur DeleteThis @poguemahone.org> wrote:
> The mirror may be acting like the rain cloud once behaved for Dal when it was
> first introduced or perhaps it is a puzzle to be solved with the reward of
> gaining access either way it is the "door" for that area at this time (In the
> past I did not clearly see the Mirror as one of these "doors" however after
> seeing the discussion for me it is clear that it is one). Moving the portal
> beyond the "doors" of these places upsets the risk/reward/challenge of the
> area negatively, and therefore I am opposed to having them moved there.
Gee, Klur, I know you are super smart and all, but don't you think
the hopper-GM thought about that, discussed it in committee, and then
decided to implement it anyway? Do you immediately discount that they
may have decided that on the whole, it was better for the game to be
able to bypass one door, and let the players "vote" on which one should
be bypassed to make the reward/risk balance better?
Fuck, don't you have some Game Wardening to do or something?
HWC for Phelps
obPhelpses of the World
obBalanceTaxSDB
--
"The notion that a radical is one who hates his country is naive and usually
idiotic. He is, more likely, one who likes his country more than the rest of
us, and is thus more disturbed than the rest of us when he sees it debauched.
He is not a bad citizen turning to crime; he is a good citizen driven to
despair." -- H.L. Mencken<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: Movable Portals |
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Since: Jul 07, 2003 Posts: 25
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(Msg. 7) Posted: Wed Aug 13, 2003 10:54 am
Post subject: Re: CL: Movable Portals [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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To Klur-
Not blabbing everything you know is one thing. That's fine.
Actively being a dick is another. You are becoming tiresome.
I never thought I'd support easier KI access for rank whores, but even
that looks better than your crappy attitude. I will not have anyone
impose their opinion on me by force, not in a game that I pay money
for.
Go fuck yourself,
and die,
- Kojiro >> Stay informed about: CL: Movable Portals |
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Since: Aug 13, 2003 Posts: 1
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(Msg. 8) Posted: Wed Aug 13, 2003 2:57 pm
Post subject: Re: CL: Movable Portals [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <slrnbjiv4o.fa3.matthew.RemoveThis@red.jenika.com>,
Klur <klur.RemoveThis@poguemahone.org> wrote:
> The Portal issue to me is one of Risk/Reward/Challenge.
>
> Certain areas have "doors" that have to be passed through in order to get to
> them. For example, Hatreds' Hollow is the "door" to the Outback, and Dred
> Passage is the "door" to the Foothills and Dredwood. Part of the challenge
> is
> to get past the "door". Part of the challenge on KI is how to get your party
> to survive and get off successfully when there is no easy exit and fallens
> cannot be easily moved off the island. The Cloud also has a "door" the
> mirror.
>
> <portal game ideas>
>
> Recover the Portal (my personal favorite ;) )
> Move the purple portal to some safe place beyond a "door." PM will happily
> accept the invitation to then move the portal some place appropriately
> difficult. So another group can accept the challenge of moving it back to
> town.
>
> So with the above what might be some reasonable etiquette: Always leave the
> green portal around Puddleby. Green seems to imply good so if those that use
> the cloud always take green they should be relatively safe. Always return the
> purple portal back to Puddleby when not being used in a challenge.
Excellent!
--
Lord Opxe - <a style='text-decoration: underline;' href="http://opxe.pucks.org" target="_blank">http://opxe.pucks.org</a>
- opxeNOSPAM.RemoveThis@puddleNOSPAMby.info
- Member of Open Hands<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: Movable Portals |
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Since: Jul 13, 2003 Posts: 15
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(Msg. 9) Posted: Wed Aug 13, 2003 7:01 pm
Post subject: Re: CL: Movable Portals [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <hidden-B66B9F.18513512082003 RemoveThis @news.stanford.edu>,
Hidden <hidden RemoveThis @no-op.com> wrote:
> I hereby demand that Pogue Mahone stop cheating and never go after an
> Orga Teleportation Stone again.
Surely their use of an Orga Teleportation Stone is not cheating. Either
is their use of Ethereal Portal Stones when they use them to bypass
"doors" to get home from Pitch Noids quickly. If THEY are doing it how
could it be cheating???
I, however, am a HUGE cheater. I'm just sorry I've had to draw people
like Zorton and Robin into my nefarious Orga Teleportation Stone and
Ethereal Portal Stone cheating schemes. However, I must point out that
Zorton and Robin are NOT cheaters because I'm one and they are never at
the meetings! <g>
My name is Yor Bokunta and I'm a cheater. I need help!!! <g>
Yor
--
"Yor is a strapping caveman type who runs from adventure to
adventure, battling cool dinosaur puppets, desert zombie hordes,
sex hungry ape men and more." -Internet Movie Database<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: Movable Portals |
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Since: Jul 13, 2003 Posts: 15
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(Msg. 10) Posted: Wed Aug 13, 2003 7:57 pm
Post subject: Re: CL: Movable Portals [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <slrnbjiv4o.fa3.matthew DeleteThis @red.jenika.com>,
Klur <klur DeleteThis @poguemahone.org> wrote:
> Moving the portal
> beyond the "doors" of these places upsets the risk/reward/challenge of the
> area negatively, and therefore I am opposed to having them moved there. I
> have
> stated very clearly I will do everything in my power to move the Portal from
> any place where the portals are drastically impacting the
> Risk/Reward/Challenge
> of an area, and where they are placed to avoid the natural hurdles of the
> world.
If you want to play Portal Sheriff go right ahead. That in itself is
obviously a controversial issue but I think the real problem here is how
you've chosen to go about it.
In each case thus far (the KI and Grotto incidents) you've made it
clear you've acted because those portal locations messed with the
Risk/Reward/Challenge of those areas. The problem is in each case you
didn't need to do what you did to make your point and get what you want.
In the process, your actions primarily screwed the "average Joe",
Mid-Lower level exiles. You didn't strike a blow against any higher
level exiles or those who actually might be "worthy adversaries" to your
"challenge" because as far as I can tell, none of those types, including
me, care that much about the teleporters. So far, none of those types,
me included, have been involved in moving the teleporters anywhere. So
unfortunately the biggest victims of your actions have pretty much been
people, for one reason or another, incapable of dealing with the
consequences of your actions.
IMO, here's what you should have done:
Trainer's Grotto:
Instead of pushing into DP and "breaking" it you could have simply
pushed it back into Bones then somewhere into Snaggy or even the OC.
This wouldn't have taken much more time and effort but it would have
gotten you what you wanted and at the same time not screwed the "average
Joe", Mid-Lower level exiles who actually care about/use the teleporters
most (cloud access). At least there they would have had a reasonable
chance to retrieve it and bring it all the way back.
KI Hut:
This one is simple. You didn't need to do anything. Both teleporters
were already in that hut rendering them essentially worthless and
voiding the easy KI access which is what you want. Pushing one of them
into Umbrion's basement made an already bad situation alot worse.
Getting one or both of them off of KI from that hut requires a major
effort/time commitment as it is, one that is probably way over the
"average Joe", Mid-Lower level exiles' heads. But you unnecessarily
upped the difficulty of solving this problem for basically the wrong
target audience. If those that actually could do something about it
cared about the teleporters then that one still wouldn't be in UK but
alas it is.
You better start re-thinking your policing strategy and just who it is
affecting. I've heard the word "bullying" being tossed around. That's
sounding more and more accurate.
Yor
--
"Yor is a strapping caveman type who runs from adventure to
adventure, battling cool dinosaur puppets, desert zombie hordes,
sex hungry ape men and more." -Internet Movie Database<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: Movable Portals |
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Since: Jun 26, 2003 Posts: 137
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(Msg. 11) Posted: Thu Aug 14, 2003 11:48 am
Post subject: Re: CL: Movable Portals [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Klur <klur RemoveThis @poguemahone.org> wrote:
> So now people I'm sure are thinking. "Well if I can't use the portals to alter
> the Risk/Rewards of areas to my advantage, what good are they?" I mean after
> all, isn't this all about maximizing rank gain? ;)
Doesnt your fucking clan use Mystics and EP portal stones to get off KI?
In fact I know they do because I have seen them do it. Or is that
different somehow? Do these "barries" somehow not apply to you, even
though you think you are the mother fucking portal police?
Your bullshit excuses are so transparent. Its about you not wanting
other people to be able to do something that you can already do almost
at will.
People like you are the worst kind of fuck. There is a big difference
between being an asshole and activly trying to control and ruin other
peoples fun.
And to the rest of PM: This is why people say bad things about you.
Most of you are decent likable people. But not only do you hang out
with an asshole like Klur, he is seen as your leader (I dont give a fuck
if thats true, he is still seen as your leader). I cant belive that
some of you think its ok to try and make people depart.
Michael<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: Movable Portals |
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Since: Aug 12, 2003 Posts: 15
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(Msg. 12) Posted: Thu Aug 14, 2003 7:14 pm
Post subject: Re: CL: Movable Portals [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Risk/Challenge then Reward let me offer a couple models:
Model A
Individual or group goes out and takes some risk to complete a challenge
and as a result that group/individual receives a reward.
Model B
Individual or group goes out and takes some risk to complete a challenge
and as a result all exiles receive a reward.
Both models are perfectly acceptable and both models exist and have been used
in the world on numerous occasions in numerous ways. However I would argue that
Model B is less than desirable because all though the individual/group should
feel good about their achievement the reward has been drastically cheapened
and in effect become not a reward but a given. All exiles that come after the
challenge is done will never know that some effort was made for them to get
the reward. Even those that may have known about the challenge may have
decided to not participate or help since they knew that regardless of their
efforts they would still receive the reward.
The movable portals when used by exiles in a way I'm apposed to fall into
Model B. Now the great thing about the movable portals is they have been
designed in a way that we the exiles can as we choose impact how they get
used with out directly impacting a exile. So it will be interesting to see
what philosophy around them will win out.
Let me also point out both the Strange Stone and The Ethereal Portal Stones
by them self are a Model A however those to can in my view be used in a less
than desirable when advertised and made available in a Model B fashion. >> Stay informed about: CL: Movable Portals |
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Since: Jul 06, 2003 Posts: 168
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(Msg. 13) Posted: Thu Aug 14, 2003 7:14 pm
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On Thu, 14 Aug 2003, Klur wrote:
> Risk/Challenge then Reward let me offer a couple models:
>
> Model A
> Individual or group goes out and takes some risk to complete a challenge
> and as a result that group/individual receives a reward.
>
> Model B
> Individual or group goes out and takes some risk to complete a challenge
> and as a result all exiles receive a reward.
>
> Both models are perfectly acceptable and both models exist and have been used
> in the world on numerous occasions in numerous ways. However I would argue that
> Model B is less than desirable because all though the individual/group should
> feel good about their achievement the reward has been drastically cheapened
> and in effect become not a reward but a given. All exiles that come after the
> challenge is done will never know that some effort was made for them to get
> the reward. Even those that may have known about the challenge may have
> decided to not participate or help since they knew that regardless of their
> efforts they would still receive the reward.
Perhaps you would be in favor of only allowing scientists in
pharmaceutical companies to use prescription drugs? Maybe only people who
work for a living should receive welfare? I know! Lets make all mothers
sole custodians and guardians for their children. After all, what did the
man do? Gosh darnit, children should teach themselves too! At the very
least, we all should have to our own Clanlord before we can play.
Personally, I think this is nuts. I don't insist that everyone invent
their own microwave before they can have their breakfast tea. Nor do I
even think they need to know why it works. It just does and their lives
are better for it. It turns out, Klur, that sharing of this sort is
exactly how progress is made, and why we live such nice, peaceful, long,
enjoyable lives and can afford to stand up and take ridiculous
unsupportable positions without worrying about getting a club to the head.
(...as long as Hidden isn't around.)
Not everyone needs to reinvent the wheel. Just some of us, it seems.
If you want to be a Luddite, go ahead. I think its great. Just don't
foist your religion off on the rest of us.
Ian<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: Movable Portals |
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Since: Jul 06, 2003 Posts: 168
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(Msg. 14) Posted: Thu Aug 14, 2003 8:56 pm
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On Thu, 14 Aug 2003, Helpful GM wrote:
> The B&C bonus is another example: in theory, we try to give the B&C to
> everyone who helped out, erring generously on the side of "ok, close
> enough" and perhaps giving the bonus to a few too many people who didn't
> actually help much. We do NOT give the B&C to everyone on-line at the
> time, saving off the names of those who were on bug logged off, so we
> can give them their bonus later. In that regard, the folks who
> participated get reward, a few who didn't participate very much get
> reward, but we don't just go sprinking the reward all over the place.
I don't think B&C is a good analogy here. B&C is an in game device to
encourage hard rescues and to reward noble behavior. It is outside of
gameplay and in itself doesn't really contribute to fun much. Once you get
that reward, end of story. Nothing more to do with it. That is very
different than say, moving the teleporter portals so that one end is in on
noth. That would let people hunt there even if a mystic wasn't available
or the only mystic was say fallen on Noth. Whole new worlds open up for
some people.
The crux of Klurs argument is that by changing the face of the game
topology in some way that rewards everyone, whether they participated in
the change or not, ruins the reward. I totally disagree. People might
take it for granted, but many more people will reap the award. There is
nothing wrong with taking a reward for granted, especially if it opens
up new possibilities to you. What it does is move a rare privelege into
the area of the mainstream so that everyone can enjoy it. That will
broaden the experience for everyone.
Now how you interpret this is up to the individual. If you are an elitist
then you would see this as a disaster. Yet one more thing that separates
you from the mindless undulating throngs has fallen! If you are a mindless
undulating throng, you'd think it was pretty cool.
Keep in mind that not everyone is an explorer. I think Klur has lost touch
with that fact. If something is not common knowledge many (dare I say
most?) people will *never* go there. The risk of a depart or getting lost
is too great.
Personally, I feel that bringing the layman up to speed with the elite (or
reasonably close) has HUGE rewards. Heck! Universal literacy wasn't always
a fact. However, today we can all read and argue about this online.
Ian
---------------------------------------------------
Ian Ollmann, Ph.D. iano.DeleteThis@cco.caltech.edu
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Since: Jul 07, 2003 Posts: 25
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(Msg. 15) Posted: Thu Aug 14, 2003 9:38 pm
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<snip>
> The movable portals when used by exiles in a way I'm apposed to fall into
> Model B.
Yes, great. Everyone (well, most) understand the whole risk reward
thing. I even agree with you on that philosophy.
What you don't get is that it isn't your decision to make. You decide
things for yourself- nobody else.
Now, kindly crawl back in your hole and resume pulling the wings off
of flies or whatever the hell you do for fun.
- Kojiro<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: Movable Portals |
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| Related Topics: | Re: CL: Movable Portals - In a world of seemingly infinite Challenges/Risks/Rewards the notion of standing on anothers shoulder generally makes since, but be careful do you really want Nuclear Bombs to be commodity items and easy to use. In a world of finite and scarce..
Portals - Callia wrote a while back: <font color=purple> ;> I think it's reasonable to question the intent of the Portals. I think it's a resonable question to ask > what the GM's had in mind. Now... I don't expect an answer, but I don't ...
CL: The Portals and the FH: The Day After - Hello all, As an AO who was directly involved in (and largely responsible for) yesterday's events I thought I'd share my thoughts this day after on the portals, the FH, how useful they were, and my motivations for using them. I don't expect..
Journeyman Project 3 help - Does anyone have a copy of The Journeyman Project 3: Legacy of Time? I just pulled this out after a long time and discovered that my disc 4 is scratched and one file (Disc 4/ST/STwalk.mov) cannot be read. I'm hoping there's someone out there with a....
Clan Lord FAQ v.3.2 - Archive-name: games/roleplay/clanlord-faq Posting-Frequency: every 14 days URL: http://www.clanlord.com/faq/ Clan Lord Fount of Abundant Questions Version 3.2.1, modified 72 Winter 554 (21 July 2004) v3.2.1: updated URLs v3.2: assorted updates,.. |
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