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Fenarisk
Oct 27, 2005

I'm going to mix my old Pariah and new Warlock since I think it can be a pretty good mix of flavors and tropes, and then I'll have a good set of full advanced moves. Probably release the first draft tonight.

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Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME
So tonight I'm going to put up the final version of the B-baller and reveal something neat (I hope?) I've been working on the last days. If anyone can guess by tonight, you get an e-cookie. It involves a fool.

Also, I'd love to play DW as a player sometime. I always end up being GM. If anyone ever wants to GM a Play by post thing, hit me up.

Error 404
Jul 17, 2009


MAGE CURES PLOT

Deltasquid posted:

Also, I'd love to play DW as a player sometime. I always end up being GM. If anyone ever wants to GM a Play by post thing, hit me up.

Madadric is running a pbp game offsite. We have 2 players, but he mentioned originally wanting 3. Hit him up to join us!

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME

Error 404 posted:

Madadric is running a pbp game offsite. We have 2 players, but he mentioned originally wanting 3. Hit him up to join us!

Awesome. I don't actually have Private messaging activated on my profile though so uh... Does he have steam?

EDIT: My B-baller has officially been completed. Can... Can Gnome7 put this monstrosity in the megapost? :ohdear:


In related news, here is a little something I cooked up. I hope this is as inspired as I think it is. Or maybe it's just gimmicky as gently caress.

Deltasquid fucked around with this message at 22:37 on Jun 9, 2014

madadric
May 18, 2008

Such a BK.

Deltasquid posted:

Awesome. I don't actually have Private messaging activated on my profile though so uh... Does he have steam?

EDIT: My B-baller has officially been completed. Can... Can Gnome7 put this monstrosity in the megapost? :ohdear:


In related news, here is a little something I cooked up. I hope this is as inspired as I think it is. Or maybe it's just gimmicky as gently caress.

Email me at madadric (at) gmail dot com and I can send you an invite.

Alumnus Post
Dec 29, 2009

They are weird and troubling. We owe it to our neighbors to kill them.
Pillbug

This is pretty interesting! But it doesn't seem to have a lot of merit on its own, as yet; most of the starting moves seem to be just using the Major Arcana as a lens through which you Discern Realities, or do some Bard- or Mage-like stuff. Blessing and Curse is a really neat take on a generic utility move. What kind of things do you want this playbook to be good at?

Some thoughts: What is Draw a Card supposed to actually do? As far as I can tell it just lets you have a card, which then does nothing. Are you planning on incorporating spreads for any advanced moves? I could see them being useful for some Ritual-like stuff. The little end page of interpretations is absolutely essential, too; I imagine the majority of DW players give zero shits about memorizing a bunch of Tarot symbology, so keep that in mind. Are you planning on using the Minor Arcana for anything?

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME

Alumnus Post posted:

This is pretty interesting! But it doesn't seem to have a lot of merit on its own, as yet; most of the starting moves seem to be just using the Major Arcana as a lens through which you Discern Realities, or do some Bard- or Mage-like stuff. Blessing and Curse is a really neat take on a generic utility move. What kind of things do you want this playbook to be good at?

Some thoughts: What is Draw a Card supposed to actually do? As far as I can tell it just lets you have a card, which then does nothing. Are you planning on incorporating spreads for any advanced moves? I could see them being useful for some Ritual-like stuff. The little end page of interpretations is absolutely essential, too; I imagine the majority of DW players give zero shits about memorizing a bunch of Tarot symbology, so keep that in mind. Are you planning on using the Minor Arcana for anything?

Yeah, it's still a rough sketch. I'm not entirely sure what I want it to be good at yet, I can imagine something bard-ish but more random would work.

Draw card on its own isn't supposed to do anything, just explain how you draw a card. It's supposed to give you a random 0-21 result to see which of the major arcana of the last page you draw. And yeah, that last page is staying there.

I'm not sure how I could fit in the minor arcana, though I'd love to. Maybe something about opening chests? Roll 1d4, and 1 = swords = there's a cool weapon, etcetera...

madadric posted:

Email me at madadric (at) gmail dot com and I can send you an invite.

Did that.

Deltasquid fucked around with this message at 07:06 on Jun 10, 2014

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
Does everyone remember The Redshirt playbook that Elmo Oxygen was working on a while back? No? Well.

He recently asked me if I'd be so kind as to finish it for him, and I basically re-wrote the whole thing. And here it is. There's a preview available as well.

Alumnus Post
Dec 29, 2009

They are weird and troubling. We owe it to our neighbors to kill them.
Pillbug
I'd play the bejeezus out of that. What happens if, by some stroke of luck, you actually survive to get all the advances?

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

Alumnus Post posted:

I'd play the bejeezus out of that. What happens if, by some stroke of luck, you actually survive to get all the advances?

I have no idea! At that point, though, you're level 10, so you should probably graduate into a full-on playbook or something. This isn't intended to survive that long.

Babe Magnet
Jun 2, 2008

A whole party of those bastards sounds like it would be amazing.

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME

Babe Magnet posted:

A whole party of those bastards sounds like it would be amazing.

Hahaha, you'd basically turn that campaign into a war movie.

Alumnus Post
Dec 29, 2009

They are weird and troubling. We owe it to our neighbors to kill them.
Pillbug

Deltasquid posted:

Hahaha, you'd basically turn that campaign into a war movie.

Consider a Warhammer World campaign where the party collaboratively plays an entire regiment of Imperial Guard.

Babe Magnet
Jun 2, 2008

Or Only War, but you're playing as the sidekick characters instead.

Arashiofordo3
Nov 5, 2010

Warning, Internet
may prove lethal.
Screw that, what we have here ladies and gents is the X-Com play book. An infinite number of dudes ready to die and get replaced until the fight is won.

I love it.

Handgun Phonics
Jan 7, 2012
Now comes the real question- could a Noble use the Guest Star as their loyal servant?

Fenarisk
Oct 27, 2005

Oh boy am I fantasy-ed out. I'm gonna put The Husk and The Pariah on hold, and maybe pick up the organizations/steadings/companies once the War supplement comes out (which I noticed now adds background options instead of race :v: ). Might start up work on my Black Stars Rise hack instead or try Eclipse World one more time.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

Handgun Phonics posted:

Now comes the real question- could a Noble use the Guest Star as their loyal servant?

I'm going to say "Yes that sounds fun".

MadScientistWorking
Jun 23, 2010

"I was going through a time period where I was looking up weird stories involving necrophilia..."
I figure I'd post the Firefighter again for review in here as I've expanded the classes moveset a bit more. Ignore the move that does absolutely nothing mechanically distinct as I all ready know that is a problem.
https://docs.google.com/document/d/1eaSt-zAg0yvWWwyAEq1wZB8kDEdG7UP_XYeRTMWUGDI/edit?usp=sharing

Xelkelvos
Dec 19, 2012

MadScientistWorking posted:

I figure I'd post the Firefighter again for review in here as I've expanded the classes moveset a bit more. Ignore the move that does absolutely nothing mechanically distinct as I all ready know that is a problem.
https://docs.google.com/document/d/1eaSt-zAg0yvWWwyAEq1wZB8kDEdG7UP_XYeRTMWUGDI/edit?usp=sharing

I know classes are easy enough to make and all, but what sort of character archetype is this supposed to be? Wouldn't this be better as a Compendium Class?

JohnOfOrdo3
Nov 7, 2011

My other car is an asteroid
:black101:
So I had an idea for my Reptilia (Conquistador Lizardman) playbook and was wondering what the best way to implement it would be.

Adaptive Culture is such a fun and characterful move, I'm hoping to expand it a little. Make the Reptilia sort of... well for lack of a better term, adhd in a way. So when they level up, they gain a temporary move based on their current interests. Say if shortly before the Reptilia gained a level, someone introduced him to potion making, so they'd gain either a bonus or a move to represent their new obsessive interest in alchemy. At least until they gain another level and their interest in something new replaces it. I'd considered making all the advanced move be about these new interests, basically letting a player choose a new one to replace the previous levels. But I then worry that as they level they'll have less utility or power compared to other classes.

Any opinions? Scrap the idea as too complicated? Make it a single advanced move for an additional bonus? Try the all advanced moves are different interests? Or make it a third sheet to represent the various interests?

Teonis
Jul 5, 2007
Is it considered bad form to edit another writer's playbook? I have a player in my game who wants to run a particular class, but I feel it is broken. I made a bunch of edits, but not sure if it is okay to post them without asking the person who made it.

Teonis fucked around with this message at 20:51 on Jun 13, 2014

EscortMission
Mar 4, 2009

Come with me
if you want to live.

Teonis posted:

Is it considered bad form to edit another writer's playbook? I have a player in my game who wants to run a particular class, but I feel it is broken. I made a bunch of edits, but not sure if it is okay to post them without asking the person who made it.

I think as long as its presented as "these are the changes I made for my game" its pretty kosher. There've been instances where classes were tweaked or completely revamped, and it went over pretty well.

Even better would be to post the changes, and then explain why you made them.

Lemon-Lime
Aug 6, 2009
Just don't be a dick who tries to sell other people's playbooks with minimal edits. :v:

Teonis
Jul 5, 2007
So the changed were made to the Charlatan class by Sears Poncho. The front of the playbook was mostly fine, I didn't replace alignment or race with drives/backgrounds simply because my players were okay with races. But I did make a change to Con Artist and Bag of Tricks

quote:

Con Artist
Whenever you attempt to sell a useless item, talk yourself out of trouble with an authority figure, or try to convince someone you are more powerful than you truly are, roll +CHA. If you roll a 10+, you are successful and you gain +1 forward to the next move taken to deceive the same target....
The +1 forward is redundant with an Advanced Move, so I modified them into one move.

Bag of tricks received an overhaul:

quote:

Bag of Tricks
Your bag of tricks contains various props, such as 'magic' wands, powders that change the color of fire and smoke, crystals, and tarot cards. As long as your bag of tricks is in your possession, you also have a supply of the following useful items with 2 Ammo each:
•Flash Cotton creates a quick burst of bright flame. When you use flash cotton to blind a creature temporarily, roll +Dex; on 10+ the target is blinded just long enough to take advantage of the situation. on 7 - 9, they are blinded, but pick one:
  • It does not last as long as you hoped.
  • Someone unintended is also blinded.
  • You supply is momentarily exhausted until you can replenish it.
•Smoke Bombs rapidly fill an area roughly the size of a small room full of thick smoke. When you throw a smoke bomb at your feet, spend 1 Ammo and all creatures in the affected area have limited vision, but are also obscured from others.
•Fireworks come in two basic types.
  • Cherry bombs explode after two or three seconds and cause disorientation. They may be thrown (near) and deal your damage to anyone struck by the cherry bomb.
  • Rockets take a minute to set up (slow) and deal d10 damage to anyone struck by one. All rockets follow an erratic path, take a -1 penalty when you Volley with rockets. This penalty increases to -2 if the target is far.
All fireworks are very, very loud.

Reasons for the change; bag of tricks seems to give you an inexhaustible supply of weapons, some of which didn't require rolls. Flash paper now has a move tied to it, one that is triggered by fiction. Some minor wording changed on smoke bombs so their effect makes more sense. Both fireworks had their damaged reduced to match the damage scale represented in the core book (2d6 on rockets was insane, they have better dice than the Apocalypse Dragon!) and cherry bombs now have an effect that makes them more useful than plain old throwing daggers, which the class may have.

I added an ammo value to the fireworks since both of them requires you to volley, and that may consume your supply on a roll of 9 or less. I was trying to decide between a separate ammo for each item or 5 ammo for the whole bag, since it does so many things.

I also added a move to replenish lost items from back of tricks.

quote:

Powder Monkey
When you have the supplies available and spend one or more hours crafting more tricks, you may replenish up to 2 Ammo (to a Max of 3 Ammo) on one of the items in your Bag of Tricks for each hour spent doing so.

I was also running into a problem with the advanced moves. A large majority of the advanced moves are adding something mathematical, like a +1 to rolls. This was causing a huge change in probability, and several of the options are stacking. (up to a +3 in some cases, not counting +Mod) Several of the advanced moves had to be changed, some of them make it impossible for you to have a failure in the case of defy danger (Dex) and sleight of hand.

quote:

Level 2-5 moves:

Juggler
Take +1 to volley and +1 damage with thrown weapons. This advanced move is problematic, typically classes don't gain a flat +1 to any basic moves. The only alternative I came up with was perhaps something closer to: when you throw a weapon with the thrown tag, you count it as the ammo tag instead, this gives you a replenish-able supply of throwing daggers and anything else thrown you find.

Cowardice
When you defy danger by running away or hiding, add +1 to your roll. This is the same problem that Juggler is having, here's an alternative: you may treat a 7 - 9 as a 10+, but you pass the danger on to another person nearby. This allows the charlatan to bypass having to take a worse outcome by pushing the problem onto an unsuspecting victim, which could turn out bad as well. This also sets up for a new advanced move.

A Little Knowledge is a Dangerous Thing
When you roll a 7-9 on a spout lore attempt, you may ask your GM to give you two pieces of information instead on one moderately useful one. One of these pieces of information will be true, and useful. The other will be completely wrong. This move is counter-intuitive to some Dungeon World principles. As a DM it only makes things difficult, I would never lie to the player on a spout lore or discern realities, even on a miss. It isn't part of playing to the fiction and it is frustrating to players.

Nothing Up My Sleeve
You get +1 on sleight of hand attempts. This one is the same as juggler, but I am tempted to allow it as I am changing the 6 - 10 move that is based on this one.

Level 6-10 moves:

The Long Con
Take +1 ongoing to all moves intended to deceive someone who has fallen victim to your con artist or fortune teller moves until your deception is discovered. This goes hand-in-hand with the change I made with the Starting Moves: Con Artist. "If you roll a 10+, you are successful and you gain +1 forward to the next move taken to deceive the same target." as a result, I removed the +1 on Con Artist and... Your cons are exceptionally believable. When you attempt to use the Con Artist move or Fortune Teller move on someone whom you've successfully fooled before, take +1 forward to the roll.

Pyromancer
You've mastered the theatrical use of fire, and picked up some nasty tricks to use in combat. As long as you have your bag of tricks, you can roll +DEX to throw a burst of fire in an arc (close, 2d6 damage, ignores armor).You also get +1 to volley any flaming objects. I love the idea of adding more tricks to your bag! I wish there was a 2 - 5 move like this one. However, it does not fictionally make sense that you become more accurate with objects just because they are on fire. This move, unfortunately, seems unfinished. There is nothing that tells you what happens when you roll +Dex; what happenes on a 10+, 7 - 9, or even miss? Also, it needs a fictional trigger, like the others. PS: omg, thats a lot of damage, again. So we replace it with: When you use your bag of tricks to produce an arc of flames immediately in front of you, Roll +Dex. On a 10+, deal your damage to any creature caught in the flames, this attack ignores armor. On a 7 - 9, as above, but either someone or something unintended, or even you yourself, is caught in the flames as well. (note, this trick does not use ammo, you're probably using raw ingredients to do this anyway.)

Well Read
Requires: A Little Knowledge is a Dangerous Thing
Take +1 to all spout lore rolls, and get twice as many uses out of books. Same as juggler, but it would be okay if this were conditional. Perhaps, When you Spout Lore on the mysterious or magical, take +1 Forward to the roll and... the books thing

Factotum
You can learn one move from another class, treating your level as one lower. You can't learn real magic. This move may be taken twice. You've already taken it once as a 2 - 5 move, you can't take 3 multiclass moves.

Just a Misunderstanding
Requires: Cowardice
When you are outnumbered, you get +1 armor and +1 defy danger. This is the thief's Underdog move, but with the impossible +1 to all Defy rolls attached. I still need to change the second part to something else.

Master Magician
Replaces: Nothing Up My Sleeve
You get +2 on sleight of hand rolls. Remember, I said I was replacing this back on Nothing Up My Sleeve. When you use Sleight of Hand to remove and object from another creature's possession, you may replace it with another object of your choosing without any further detection; a convincing fake you fashioned just for this occasion, a different item yours or someone else's, or a lit firework.

Desperate Lie
When one of your schemes is discovered, you have one last chance to tell a whopper and convince your mark it was all a misunderstanding. You get one chance to roll a 10+. This roll never gets any kind of bonus. This move is fine, but seems unfinished. I suppose you are trying to make the roll to avoid the reprocussions of your own scheming. It just doesn't seem clear what the results of this roll mean.
Any of the moves left off were okay by me.

Teonis fucked around with this message at 22:16 on Jun 13, 2014

Tollymain
Jul 9, 2010

by Jeffrey of YOSPOS

Lemon Curdistan posted:

Just don't be a dick who tries to sell other people's playbooks with minimal edits. :v:

When did this happen :allears:

GimpInBlack
Sep 27, 2012

That's right, kids, take lots of drugs, leave the universe behind, and pilot Enlightenment Voltron out into the cosmos to meet Alien Jesus.

Tollymain posted:

When did this happen :allears:

Like a month or so ago? A guy who put my Gladiator playbook knto character sheet format back before I bothered to changed the names of the racial moves and equipment and made really minor edits to a couple of moves and started selling it on DTRPG. To his credit, when he was called on it he took it down, refunded the sales, and apologized, but still.

Error 404
Jul 17, 2009


MAGE CURES PLOT

GimpInBlack posted:

Like a month or so ago? A guy who put my Gladiator playbook knto character sheet format back before I bothered to changed the names of the racial moves and equipment and made really minor edits to a couple of moves and started selling it on DTRPG. To his credit, when he was called on it he took it down, refunded the sales, and apologized, but still.

Oh that dude, I saw his apology post on G+ and always wondered what that was about.

GimpInBlack
Sep 27, 2012

That's right, kids, take lots of drugs, leave the universe behind, and pilot Enlightenment Voltron out into the cosmos to meet Alien Jesus.

Error 404 posted:

Oh that dude, I saw his apology post on G+ and always wondered what that was about.

Yeah, that was that. More a miscommunication/not thinking things through than real plagiarism.

Does make me think maybe I should bundle up the Gladiator, Berserk, and Marshall and toss them up for sale, though.

Fenarisk
Oct 27, 2005

I'm waiting for sage and LaTorra to steal my better core classes and just incorporate them into advanced dungeon world with giving me credit :colbert:

EscortMission
Mar 4, 2009

Come with me
if you want to live.
Beat them to the punch with Dungeonfinder. :smaug:

Error 404
Jul 17, 2009


MAGE CURES PLOT

Fenarisk posted:

I'm waiting for sage and LaTorra to steal my better core classes and just incorporate them into advanced dungeon world with giving me credit :colbert:

Actually, a friend is working on a site for DW pbp, as long as we gave credit, would you be cool with him throwing your revised core classes up on the site?

Fenarisk
Oct 27, 2005

Error 404 posted:

Actually, a friend is working on a site for DW pbp, as long as we gave credit, would you be cool with him throwing your revised core classes up on the site?

Absolutely. As I said before there's little things from others here on the forums I incorporated and it's still basically the core classes, so I'd never sell them, they were mostly a personal project for my own games and learning the system better. Feel free! I'd suggest giving props to zarathud too since it's his templates and he helped clean them up.

One thing I might sell is a project involving some new playbooks, compendium classes, and full rules on hexploration and kingdom building in dungeon world, which ironically enough is inspired by the likes of pathfinders kingmaker series.

Evrart Claire
Jan 11, 2008
Gnome I just want to say thank you for making that Mage bundle. My group picked it up last night and they kind of re-ignited my DW interest.

Xelkelvos
Dec 19, 2012
I dunno if this has been answered before, but concerning the Captain from Inverse World, the ship they start with is meant to be setting appropriate, I assume? (So in a subterranean world, the Captain receives some sort of digger or Earth-diver.)

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

Xelkelvos posted:

I dunno if this has been answered before, but concerning the Captain from Inverse World, the ship they start with is meant to be setting appropriate, I assume? (So in a subterranean world, the Captain receives some sort of digger or Earth-diver.)

Yeah, there's a section about that in the IW book:

Inverse World posted:


Using The Captain outside of Inverse World

The Captain has an airship in Inverse World, but this is entirely because it's a sky-based setting. A sailing ship or a massive land rover won't get you anywhere in Inverse World - but in other settings, why not?

If your GM does not want a captain with an airship from level 1, there are other routes you can take. You can be the captain of a traditional sea-faring vessel, or maybe some kind of walking land fortress or giant mobile tank. If you're playing in Dungeon Planet, you could be The Captain of a star-faring space ship!

Your ship should be adjusted to best fit the setting you are playing in, and this should be discussed with the other players and the GM. The nature of your ship, how it moves, and what makes it work is up to you and your group, no matter what kind of ship it may be.

If your Captain isn’t using an Airship, you’ll need to change a couple of things about the class.

First up, the name of the move Sail the Skies. You’ll want to change that to fit the type of terrain your ship covers – Sail the Seas, Sail the Stars, Roam the Lands, Delve the Depths, whichever.

Secondly, the Legendary Ship move adds three different enhancement options to your ship. The ones provided in the default playbook are chosen based on what would probably work best for an airship in Inverse World, but you may want different options than the ones provided, especially if you aren’t even flying an Airship at all.

When you gain the Legendary Ship move, instead of taking the three options provided in the default playbook, choose any three of the Legendary Ship enhancement options found on the next page. The end result will be your own, customized Legendary Ship set of options, and will stick with you when you Renovate your ship in the future.

quote:

Legendary Ship Options

Choose three:

 Air Ship: Your ship can fly through the air, ignoring all the perils of the ground below.
 Drill Nose: Your ship has a giant drill mounted on the front of it, and it can dig through earth and stone.
 Ghost Ship: Your ship has a constant aura of dark fog, which does not hinder your own ability to navigate. Pursuers will always lose track of your ship.
 Invincible: Your ship needs to take 14 damage or more from a single hit to mark a point of stress.
 Opulent Ship: your ship is lavish with silks, jewels, and gold. When you gain Trade, gain twice as much Trade.
 Storm Ship: Your ship runs on electricity and shoots bolts of lightning. Your cannons gain the Elemental (Electric) and Ignores Armor tags.
 Submersible: your ship can dive beneath the waves, bringing all cargo and crew safely underwater.
 Warp Drive: Your ship can teleport to anywhere it’s been before. It takes a while to boot up the engines for this, though.

Xelkelvos
Dec 19, 2012
Thanks! Now I'll just have to reformulate my plans for the next session given the fact that the Noble character and his Impostor Assistant are joining the party, the Wizard is being replaced with a Captain, and the party Gladiator got arrested for beating up a bunch of people in line to apply for an Adventuring gig at the end of the last session.

They have very interesting expectations on what's going to happen next that are not in line with my own. I'm guessing I should follow their lead rather than run headlong into my own.

Bigup DJ
Nov 8, 2012
What's Dungeon Planet?

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

Bigup DJ posted:

What's Dungeon Planet?

It is exactly what it sounds like.

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Sanglorian
Apr 13, 2013

Games, games, games

Fenarisk posted:

Absolutely. As I said before there's little things from others here on the forums I incorporated and it's still basically the core classes, so I'd never sell them, they were mostly a personal project for my own games and learning the system better. Feel free! I'd suggest giving props to zarathud too since it's his templates and he helped clean them up.

Hey Fenarisk, how would you feel about me posting them on the Grim Portents blog? They'd need to be under a Creative Commons Attribution or Attribution-ShareAlike licence, but it seems like you're okay with them being shared and built upon.

For everyone else, the blog's been running almost a month now and we've had some great stuff - new classes, treasure tables, monsters, etc. Please do check it out and make a submission if there's any Dungeon World content you've created that you'd like to see put up there.

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