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Bar Crow posted:What is it with game designers thinking locked doors are at all interesting? Because until recently as thesaurus described with the mini game, locked doors in video games and I presume RPGs were a tedious exercise meant to be "gritty and realistic" but ended up just being boring and lovely. Nobody actually enjoyed looking for the blue key for the blue door. You see a lot of video game grognards talk about how everything is a corridor shooter now and how Doom or Duke Nuke was more exploratory; but in actuality they were also corridor shooters but just had lovely doors you had to run around and find keys for.
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# ? Jul 17, 2015 18:11 |
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# ? Jun 9, 2024 15:47 |
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From a thread asking about people's experience with LFQWquote:What is a "Quadratic Snowflake "?
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# ? Jul 17, 2015 18:32 |
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Chill la Chill posted:Because until recently as thesaurus described with the mini game, locked doors in video games and I presume RPGs were a tedious exercise meant to be "gritty and realistic" but ended up just being boring and lovely. Nobody actually enjoyed looking for the blue key for the blue door. You see a lot of video game grognards talk about how everything is a corridor shooter now and how Doom or Duke Nuke was more exploratory; but in actuality they were also corridor shooters but just had lovely doors you had to run around and find keys for. Them's fightin words there. I'll brook no criticism of Doom. Doom had actual maps with exploration involved even putting aside keys and doors. You could actually miss stuff, or take alternate paths. Fight me!
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# ? Jul 17, 2015 18:33 |
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I miss games having multiple viable paths.
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# ? Jul 17, 2015 18:48 |
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Angrymog posted:From a thread asking about people's experience with LFQW I knew before looking that this had to be from the guy with this classic "get off my lawn" sig, which I'm sure has been posted before but never fails to crack me up with its winning combo of Viking hat pomposity and easily avoided typo (please no one tell him): quote:Arneson & Gygax, the epitomy of old school, never played OD&D BtB and neither do I.
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# ? Jul 17, 2015 18:52 |
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OD&D is the one true game... I assume. I mean, I've never actually played it as written, and neither did the original designer, but that shouldn't count against it because
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# ? Jul 17, 2015 19:00 |
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TBF, OD&D pushing Fighters to become Barons and Lords by level 9 does solve a lot of the LFQW issues. Unrelated EDIT: quote:Rpg.net is to gaming what capitalism is to democracy. gradenko_2000 fucked around with this message at 19:19 on Jul 17, 2015 |
# ? Jul 17, 2015 19:08 |
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Chill la Chill posted:Because until recently as thesaurus described with the mini game, locked doors in video games and I presume RPGs were a tedious exercise meant to be "gritty and realistic" but ended up just being boring and lovely. Nobody actually enjoyed looking for the blue key for the blue door. You see a lot of video game grognards talk about how everything is a corridor shooter now and how Doom or Duke Nuke was more exploratory; but in actuality they were also corridor shooters but just had lovely doors you had to run around and find keys for. Nah, that's not the problem. Needing the find the key isn't that bad, especially if interesting things happen on the route to find the key. The problem is that in most adventures, there wasn't a key. It was "Try to pick the lock or break down the door," and if you couldn't, you were poo poo out of luck. Just a binary pass/fail to see if you could continue the adventure. A lot of old adventure design is lousy with that kind of thinking. The adventure depends on some specific, binary skill check, and doesn't have a solid plan for what to do to continue play if the players don't make it. No "Well, they couldn't convince the count, now they have to go talk to the Duke instead," or "Now they're going to have to fight through the tunnels since they couldn't find the clue to the secret tunnels." Just the assumption that they'll pass the skill check. Not every adventure, not every skill check, but in a lot of them. That's why the "fail forward" philosophy is important. It keeps things moving. Success makes things easy, but failure doesn't just stop the game cold.
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# ? Jul 17, 2015 19:19 |
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JackMann posted:Nah, that's not the problem. Needing the find the key isn't that bad, especially if interesting things happen on the route to find the key. The problem is that in most adventures, there wasn't a key. It was "Try to pick the lock or break down the door," and if you couldn't, you were poo poo out of luck. Just a binary pass/fail to see if you could continue the adventure. A lot of old adventure design is lousy with that kind of thinking. The adventure depends on some specific, binary skill check, and doesn't have a solid plan for what to do to continue play if the players don't make it. No "Well, they couldn't convince the count, now they have to go talk to the Duke instead," or "Now they're going to have to fight through the tunnels since they couldn't find the clue to the secret tunnels." Just the assumption that they'll pass the skill check. Not every adventure, not every skill check, but in a lot of them. That's why the "fail forward" philosophy is important. It keeps things moving. Success makes things easy, but failure doesn't just stop the game cold. Look at old Warhammer Fantasy Roleplay 2e published Adventures. They're not only full of these kinds of checks, but in a system where players often have a 30-40% base chances (since a +0 check is supposed to be a very hard test, like stabbing someone who is actively defending themselves) the checks are often at -10 or -20. I still use the Ashes of Middenheim and Spires of Altdorf mini-campaigns as examples of how to absolutely not do adventure design. Night10194 fucked around with this message at 19:34 on Jul 17, 2015 |
# ? Jul 17, 2015 19:25 |
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What's interesting is that the Pick Locks ability of the Thief in some editions used to say that if the Thief failed, they could not try again until the Thief gained a level. It's almost as if the designers knew that some players would be like "I roll again, and again, and again" until they finally got the percentile roll they needed and wanted to write something in that would head off that sort of behavior. This also ties back to the "disassociated mechanics" and "a literal Quantum Leap into an Elf simulator" discussion because the designers at the time had no qualms about telling the Thief player that they absolutely could not try to pick the door again until the Thief gained a level, whereas the modern version of this sort of thing hems and haws about how maybe the DC should go up with succeeding attempts or maybe the Thief opens it but tips off the Ogres inside or some other "in universe" explanation instead of just saying you only ever get one shot at it.
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# ? Jul 17, 2015 19:28 |
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JackMann posted:Nah, that's not the problem. Needing the find the key isn't that bad, especially if interesting things happen on the route to find the key. The problem is that in most adventures, there wasn't a key. It was "Try to pick the lock or break down the door," and if you couldn't, you were poo poo out of luck. Just a binary pass/fail to see if you could continue the adventure. A lot of old adventure design is lousy with that kind of thinking. The adventure depends on some specific, binary skill check, and doesn't have a solid plan for what to do to continue play if the players don't make it. No "Well, they couldn't convince the count, now they have to go talk to the Duke instead," or "Now they're going to have to fight through the tunnels since they couldn't find the clue to the secret tunnels." Just the assumption that they'll pass the skill check. Not every adventure, not every skill check, but in a lot of them. That's why the "fail forward" philosophy is important. It keeps things moving. Success makes things easy, but failure doesn't just stop the game cold. I think this is probably one of those cargo-cult design things where the first DMs had backup stuff, because obviously you'd have that, but stripped of that context, a lot of people didn't, and assumed that was how it was done, and the modern hobby has elements who tear the poo poo out of games making it explicit because ???
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# ? Jul 17, 2015 19:29 |
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Parkreiner posted:I knew before looking that this had to be from the guy with this classic "get off my lawn" sig, which I'm sure has been posted before but never fails to crack me up with its winning combo of Viking hat pomposity and easily avoided typo (please no one tell him): He got pinged for his dumb comment, which led to this baffled follow-up over in Trouble Tickets aging grog posted:
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# ? Jul 17, 2015 19:45 |
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spectralent posted:I think this is probably one of those cargo-cult design things where the first DMs had backup stuff, because obviously you'd have that, but stripped of that context, a lot of people didn't, and assumed that was how it was done, and the modern hobby has elements who tear the poo poo out of games making it explicit because ??? Honestly, reading descriptions of Gygax's original adventures, he might only have the door, but that's because he knew his players would probably just end up tunneling through the wall anyway. His original group was kind of insane that way (the best way). Gygax was very much a "roll with it" sort of DM.
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# ? Jul 17, 2015 19:51 |
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gradenko_2000 posted:What's interesting is that the Pick Locks ability of the Thief in some editions used to say that if the Thief failed, they could not try again until the Thief gained a level. The last time I played an OSR game with locked chests/locked doors/jammed doors, we just bought a fire ax and cut apart every bit of wood in the dungeon as we passed through them without even trying to do it with lockpicks and crowbars. It was dumb as hell.
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# ? Jul 17, 2015 19:52 |
In the context of OD&D, where the game is more of a strategic dungeon crawling game of resource management with the goal of acquiring as much treasure as possible (see: Gold=XP) locked doors make about as much sense as anything else. They encourage careful play and good party composition. Because sure, you can break down the door, but that probably warrants a roll on the random encounter table (potentially reducing your resources). Or you can cast Knock, and burn one of the Wizard's precious few spells.
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# ? Jul 17, 2015 20:04 |
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JackMann posted:Honestly, reading descriptions of Gygax's original adventures, he might only have the door, but that's because he knew his players would probably just end up tunneling through the wall anyway. His original group was kind of insane that way (the best way). Gygax was very much a "roll with it" sort of DM. Yeah, it does make me wonder how Gygax became the icon for viking-hat GMs every time I hear stories about him. It's also totally weird how you find them put together. "Just as Gygax did when he let flying vampires turn into mummies plummeting from the sky, I, too, disallow +35 bonuses to jump checks".
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# ? Jul 17, 2015 20:35 |
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FMguru posted:It is a great typo, especially given that he seems like exactly the kind of person that thinks playing RPGs make him a super smartyman, or that kids today are too dumbed-down with their texting and pokemons to appreciate a real intellectual challenge like OD&D. Oh... oh... quote:Therefore, regardless of the fact that I have refereed almost 4000 D&D games, I should keep my opinions to myself on any versions of the game that I don't play, is essentially the message that I am hearing. We may be on the verge of a breakthrough here!
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# ? Jul 17, 2015 20:56 |
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Sage Genesis posted:Not interested in discussing it at great length though. If you disagree it's all good. Sailor Viy posted:It's fine if you don't like something in your game but when you turn it into a moral issue and say "nobody is allowed to use this ever" that's where I have a problem. MadScientistWorking fucked around with this message at 21:30 on Jul 17, 2015 |
# ? Jul 17, 2015 21:26 |
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Kibner posted:Sounds like a lot of "Reinventing the Wheel"/"Not Invented Here" syndrome going on. It's more that they just flat out want to erase 4e in any and every way, so now they're moving on to it's vocabulary. spectralent posted:Yeah, it does make me wonder how Gygax became the icon for viking-hat GMs every time I hear stories about him. It's also totally weird how you find them put together. "Just as Gygax did when he let flying vampires turn into mummies plummeting from the sky, I, too, disallow +35 bonuses to jump checks". It's because Gygax largely wrote what he assumed people wanted in the game rather then what he personally DM'd, so AD&D has a ton of that poo poo. There's also people lookin at tournament play and assuming "this is how all gaming should be." Really though it largely comes down to most old school grogs pooling around a specific set of behaviors and assuming Gygax would've supported them, then desperately using him as an authority figure they can run to and claim their preferences are the most legitimate. They're not alone in that; 3e fans spent a long time telling 4e fans YOUR EDITION KILLED GYGAX HE IS SPINNING IN HIS GRAVE despite Gygax literally stating officially that he hated 3e. Nerds are sad and run crying to an authority figure whenever challenged, and if they don't have one, they create one.
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# ? Jul 17, 2015 21:49 |
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Glagha posted:Them's fightin words there. I'll brook no criticism of Doom. Doom had actual maps with exploration involved even putting aside keys and doors. You could actually miss stuff, or take alternate paths. Fight me!
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# ? Jul 17, 2015 21:59 |
ProfessorCirno posted:It's because Gygax largely wrote what he assumed people wanted in the game rather then what he personally DM'd, so AD&D has a ton of that poo poo. There's also people lookin at tournament play and assuming "this is how all gaming should be." Of course some canned scenarios are impressive. I'm very pleased with my copy of the grand ol' "Beyond the Mountains of Madness," although I don't know if I could manage to actually run it...
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# ? Jul 18, 2015 00:21 |
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While the Pathfinder stuff has problems, the quality of their prepackaged scenarios is higher than the system itself, and (for the most part) they contain suggestions for what happens if the PCs fail to do something.
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# ? Jul 18, 2015 00:49 |
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ProfessorCirno posted:It's because Gygax largely wrote what he assumed people wanted in the game rather then what he personally DM'd, so AD&D has a ton of that poo poo. There's also people lookin at tournament play and assuming "this is how all gaming should be."
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# ? Jul 18, 2015 01:05 |
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In my current campaign I burned down a tavern in a fit of pique and my DM's description of the aftermath actually made me feel pretty bad for the owner losing his livelihood. I was going to "retire" the character at the end of the campaign and roll a new one because he's a little draining to RP (he's an insane action movie cop, basically). Whenever we finally wrap the campaign I was going to close the book on the character by having him find the guy and give over enough loot to start up a new tavern. But I realized I had no idea how much that would cost, so I googled it. This was a portal into hilarity. The posts are old as hell, from 2004, but I still enjoyed them: quote:Using MMS: WE I got the following numbers: For people who are interested, a skilled artisan earns 5gp a week, so that's only about 1000 man-years in a relatively high-earning profession to fund the building of a completely ordinary inn. The whole thread is worth a look. A guy who actually knows what he's talking about comes in and uses historical medieval figures for wages and construction costs to estimate realistic prices (500-600gp) and people get weird and snotty because he says the rulebooks are stupid.
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# ? Jul 18, 2015 07:08 |
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I am reminded of the trap rules in 3.x, where digging a ten foot deep hole cost 700 gp, and lord forbid you wanted to cover it up with brush or put wooden stakes at the bottom.
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# ? Jul 18, 2015 07:16 |
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Well what do you expect to happen when you don't shop around for quotes from your contractors? I swear, some people get so starry eyed over their plans for a new wing in the dungeon they don't stop to check the numbers and just get taken advantage of!
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# ? Jul 18, 2015 07:28 |
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EvanSchenck posted:In my current campaign I burned down a tavern in a fit of pique and my DM's description of the aftermath actually made me feel pretty bad for the owner losing his livelihood. I was going to "retire" the character at the end of the campaign and roll a new one because he's a little draining to RP (he's an insane action movie cop, basically). Whenever we finally wrap the campaign I was going to close the book on the character by having him find the guy and give over enough loot to start up a new tavern. Even in construction maths, you find some people that have to find a way to show off their bizarre beliefs about How To Elf-Game. The refrain we will hear until 12E gives way to the 13th Age of D&D or whatever. quote:players are too chaotic these days and the easier rules have lowered the bar for D&D players. Many just don't have the patience to deal with property in game. Also the older players may likely own property in real life and now thier fantasy is to go where they want rather than having too many obligations. Grog. Grog never changes.
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# ? Jul 18, 2015 07:33 |
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You elf gamers lack discipline
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# ? Jul 18, 2015 07:59 |
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EvanSchenck posted:A guy who actually knows what he's talking about comes in and uses historical medieval figures for wages and construction costs to estimate realistic prices (500-600gp) and people get weird and snotty because he says the rulebooks are stupid. D&D.txt
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# ? Jul 18, 2015 10:45 |
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Ronwayne posted:You elf gamers lack discipline This is probably the most bizarre battlecry that's come from grogs lately.
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# ? Jul 18, 2015 11:12 |
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quote:So here are the rules: At the start of the campaign we rolled 4d6-drop-lowest 36 times and arranged our rolls in a grid. Then we get to pick one row, column, or diagonal (forwards or backwards) of that grid to be our starting ability score array, in order. When a character dies, we have to pick from the same grid, but the row/column/diagonal we chose before is unavailabe (though the scores in it can be used with another row they're part of). The idea is that you start with a strong character but get progressively weaker as you keep dying, I guess? My character died in the first session cause we had 0 healing (and weren't allowed to buy healing potions, though we have some now), so I made another one, but things aren't looking too good for him either (he got paralyzed twice by gelatinous cubes and almost died tonight, plus I have 10 Con and foolishly cast Shield Other on the ranger), so I'm mentally prepping for my third character. We're level 5, with no starting wealth for magic items (using the innate bonuses rule from Unchained and picking up random treasure as we go along) and no races but Human. Here's my grid:
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# ? Jul 19, 2015 01:02 |
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Some people don't want to have fun when they play games
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# ? Jul 19, 2015 02:32 |
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Oh, and between attributes and alignments I'm not sure which one causes more brain damage
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# ? Jul 19, 2015 02:33 |
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It's time. Imagine someone getting a day's probation for this post: quote:"I think what makes Blue Rose controversial is that the people it is designed to appeal to have a long history of spitting on people who like traditional power fantasy, which makes the progressive power fantasy of Blue Rose somewhat hypocritical. Like go back to the very beginning of this thread, and the first few pages are full of posts that are just dripping with condescension for the game's detractors and cringeworthy self-congratulation for being so enlightened as to like Blue Rose. But ultimately, it's not any different." What would your reaction be? Wait a day and resume posting? Just ignore blue rose threads? How about call the moderators fascist and then create a series of increasingly unhinged threads with a second account? quote:Holy poo poo, you people are ridiculous. quote:You're all fascists pukes, and you should shoot yourselves in the head. quote:Please stop me, I can't help myself. I keep thinking for myself! I keep asking questions! I don't accept everything my feminist overlords teach me through tumblr. Clearly I am a woman-hating, gay-hating, minority-hating fiend. I keep thinking thatnot mindlessly conforming is a virtue, I am clealry an evil, evil person. quote:GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! GROUPTHINK! 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GROUPTHINK! quote:Dear Moderators, This Blue Rose kickstarter is the best.
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# ? Jul 19, 2015 05:42 |
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quote:FASCIST PUKE lol this guy is really mad about blue rose
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# ? Jul 19, 2015 05:43 |
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Haha Pundit rereg spotted.
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# ? Jul 19, 2015 05:47 |
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Aww yeah that's the good poo poo.
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# ? Jul 19, 2015 05:49 |
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Incredibly, according to Google there's no "Erisian" showing up as posting on rpgsite.
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# ? Jul 19, 2015 05:56 |
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FMguru posted:Incredibly, according to Google there's no "Erisian" showing up as posting on rpgsite. ...yet
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# ? Jul 19, 2015 06:18 |
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# ? Jun 9, 2024 15:47 |
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I think he's trying to say he's really, really bad at being a Discordian.
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# ? Jul 19, 2015 06:25 |