The original Thing move was a very poor adaptation of Campbell's chilling short story "Who Goes There?" and the second version was a much better adaptation. And a much better movie all around IMO. It suffers from the "extraterrestrials are unbeatable demons or gods" meme that ruins a lot of science fiction movies, though.
I think that the SWAT team's reaction was to the presence of Arrow rather than to the theft of files. The police want "the vigilante", bad. And know that he is very hard to handle.
havoc xiii wrote:
No they attacked twice and then all was quiet for 50 years. And the second attack was a full colonization force.
In the book or the movie? I never read the book, but in the movie I think that they attacked only once, were defeated by Mazer Rackham who killed their queen, and then not again for 50 years.
Either way, it scarcely seems like they were bent on exterminating humanity 50 years later.
I think the point is that the Formics were NOT bent on exterminating us. In the 50 years since their first attack, they never attacked again. Its allowable in some situations to use violence in self defense, but one should use the least violent means available, not the most.
Sure, but in the pictures in the 1E Monster Manula, they also have canine muzzles and noses. They are scaly little dogmen.
I could be wrong, but I think that AA also treats alcoholism as a moral failing. At least it insists that the alcoholic is responsible for his situation.
Maybe. I'm not sure that this problem is simple enough to solve with just one strategy. Excessive criminal penalties are counter-productive, but a simple medical approach may not reduce the number of addicts by itself.
In the comics, Scott Free (Mr. Miracle) was Highfather's son, exchanged with Darkseid's son Orion in a pact to end the war between New Genesis and Apokolips (which begins again when Scott escapes from Apokolips to Earth). Kalibak was also Darkseid's son and Orion's half brother.
Kalibak in the comics was super strong and super tough. A police detective named Turpin takes him down by channeling all of Metropolis' electric power through him, which knocks him out - but doesn't kill him. I presume the origin of club is that it was forged for him by the munitions factories on Apokolips, but I don't know if this was ever revealed in the comics explicitly.
I think that the force bolts did impact damage and the nerve beams caused pain.
Well, a novel (or a role-playing campaign) actually do express the opinions of the author (or GM), but I take your point that individual characters aren't the author/GM's mouthpieces, and may express opinions that the the author or GM might find abhorrent or laughable.
If your players want a game where nothing troubles them or hurts their feelings or offends them, that's their prerogative, but they may be in the wrong group.
IMO, the thought of playing in a game where every NPC (except, presumably, the villains) has the same enlightened ideology is kind of repulsive. This sort of thing is what made the first few seasons of ST:TNG so weak.
(and as you indicate Gregh, it does not take into account the possibility of self-destruction). A good share of those elements will be impossible to evalute until we have a larger sample size.
Actually, it sort of does; the rightmost term is usually a lifetime of sorts - the length of time the civilization will emit signals. If civilizations swiftly destroy themselves with nuclear war, environmental disaster, or swiftly retreat into virtual worlds, then L would be short.
We know that "all humans of race x are evil" is nonsense, due to experience. We have no knowledge of any race of nonhuman sentients, so we can't really know whether or not there can be an inherently evil species.
Vincent Takeda wrote:
Sure. I'm merely offering my own opinion also.
Vincent Takeda wrote:
Your immune system is killing a large number of microorganisms even as I write this. A definition of murder in which every single person who ever existed is a murderer isn't very useful, or logical IMO.
To speak to the OP, killing creatures which are irredeemably evil isn't murder. Killing the enemy in a state of war isn't murder. Slaughtering orcs is murder if orcs are capable of choosing to not be evil. If they are irrevocably evil then destroying them isn't murder.
As a player, I hate in when I know that "the fix is in." So as a DM, I don't fudge, unless I think that I've made a mistake. The players are free to bite off more than they can chew, and if they are losing they had better have a way out. If they end up winning a tough battle, good for them! They'll get lots of XP and they may get a rich treasure - plus the satisfaction of knowing that they won fair and square.
Vivianne Laflamme wrote:
I don't now if he's saying that, but I would say it.
Vivianne Laflamme wrote:
If so, and if it's just a matter of how much time and energy was put into the setting, then this would imply that the more time and effort players put into their characters, the worse it is to kill them off arbitrarily. Is there a point at which someone has put enough work into their character that it crosses the line and it's now bad to randomly kill off their character? What about the other side of the line, with DMs? If a DM doesn't put enough work into crafting a setting, is it okay to kill off their setting?
Games like D&D and Pathfinder already make it harder for your character to die as you spend more time and effort. As your PC goes up in level, its harder to kill them (and easier to bring them back if they do die).
Also, if a DM doesn't put enough time and effort into a setting it does tend to die (he loses his players) and no die roll can save it.
The first Lovecraft book that I read was "At the Mountains of Madness". I loved the depths of space and time that the book plumbed. Even at that age I knew that the universe was immense and that world was billions of years old. HPL knew that to, and used it to his advantage, along with other scientific themes. In comic books, pre-human races looked just like humans, or nearly so. In "At the Mountains of Madness", the pre-human race isn't even bilaterally symmetric, and is described so clearly that the picture that I drew of one resembled the illustration that Erol Otus drew of them in Deities and Demigods.
Also, living in New England meant that many of the stories were set relatively nearby, and references to actual things (like the VT floods or the Moodus noises) added to my enjoyment.
I don't think that Story Archer is expecting "a free hardcover". At least, nothing he wrote seems to indicate that he is. He's expecting that a product that he bought is usable without buying another book beyond the core rules. That's not an unreasonable expectation, IMO. Adventure paths regularly include stuff from non-core books, but with enough explanation that they can be used without those books.
Set, Lazarx, Kthulhu, - you all seem to have had a lot of problems with paladin PCs! IME, the chaotic neutral thug is the most common problem character, not the guy who wants to play a paladin.
To speak to the original post, would the barbarian's player be open to the idea of your PC trying to convert him? If so, there's a lot of role-playing potential here. If this would just annoy the player, you can simply state that that's what your character is trying to do, but don't spend game time on it.
Your experience is different than mine. Most (about 60%) characters in my AD&D campaign are human. OTOH, I do enforce the level caps.
To speak to the original post, I have no objection to characters of an exotic race; I think that it adds spice. What does bother me is the "adventuring party as traveling freak show" trope. If everything is exotic, nothing is.
In HPL's story, the Yithians didn't travel in time physically. Their technology allowed them to swap minds with, e.g. a modern day human. The Yithian's mind would inhabit the modern day human's body while the human's mind inhabited the Yithian's body tens of megayears in the past. It was time travel, but the huge gap of years and the relative helplessness of one human mind in a strange body surrounded by a whole civilization of super-intelligent Yithians eliminated any possibility of time paradoxes.
After Civil War I read the Skrull invasion books in hopes that Tony Stark and Reed Richards would be revealed to be Skrull impostors. No such luck.
Andrew Turner wrote:
I didn't get that impression at all. In the novel
Spoiler:Maybe its just been too long since I read the book?
the dome was created by the equivalent of bored alien kids tormenting ants - with humans as the ants. Not because of any particular traits of the townsfolk.
Lord Mhoram wrote:
I loved The Stand. And the 2nd half is not a total departure from the 1st. Randall Flagg appears before the superflu. I also liked the other 3 books that you listed, though.
I do think that Cell sucked, though. And I found the last Dark Tower book a great disappointment.
As a DM, I adjudicate the consequences of PC actions. I try to do so fairly and logically.
IMO, Good actions tend to lead to good consequences more often than Evil ones do. Not always, but on the whole. So I don't do anything consciously or specifically to promote Good actions or punish Evil ones - but. e.g., if you go out of the way to save the shrewish, bigoted innkeeper from a pack of vampires she may treat you rather better afterwards.
A player called Phil who played with us for a few months (or maybe a year - this was back in the eighties) showed up to the game one day and told the DM that he was moving away and this was his last game and that he wanted his PC to go out with a bang. We were in the Underdark when we heard baying hounds. Soon we were confronted by an Archdevil or Duke of Hell and his retinue, hunting on the Prime Material Plane for sport. The terms were "Choose a champion to fight me in single combat. If I win, I get his soul. If I lose I leave this Plane. If you don't agree I'll kill you all."
My PC, the party leader, was ready to throw down rather than surrender one of number to the Nine Hells, but that's when I was made aware of Phil's request. I acquiesed (although my PC, a lawful good cleric, would never have done so). It was, of course, Phil's PC that fought the devil- and lost, to be dragged down to Hell. That's one way to go out with a bang, I suppose...
Jester David wrote:
I have NO idea how many feet are in a year or yards per mile.
1760 yards per mile. For "feet per year" you're on your own!
Jester David wrote:
Actually, Farenheit (while it may not be familiar to you) is a pretty common-sensical scale. Very roughly, temperature of 0 degrees F is about as cold as it typically gets in the temperate zone, 100 degrees F is about as hot as it gets in the temperate zone. Seventy degrees is room temperature.
I use C in my work (another physicist here), but F when I want to know if I'll need a sweater.
Jeffrey Palmer wrote:
Neither 13R nor 3H is a blank hex. Each has a dark-outlined hex. 3H has three primary passages connecting to it.
The numbers along the bottom and sides of the map refer to hex rows, they are not rectilinear coordinates. The hex row labeled "3" begins at the bottom of the map and extends northeast. The 8th hex in that row (which is also in row "H") is 3H.
Does that help?
captain yesterday wrote:
I haven't really seen this. Its not too common in my neck of the woods I guess.
That said, a person might create a character with flaws that he will grow out of as he learns more of the world. Many years ago I created a character whose whole mindset was based on an article in Dragon ("The Elven point of View"). As a result he had somewhat bigoted attitudes towards dwarves. After meeting and adventuring with dwarves, these attitudes began to change. For me it was just a role playing thing.
Maybe the misogynistic barbarian will change his tune after the wizard saves his bacon?
Malachi Silverclaw wrote:
Plus, the Phantom first appeared in comic strips, Superman first appeared in comic books. Superman is the first comic book superhero. Depending on how you define the term, Gilgamesh might be the first auperhero written about.
IMC, if a PC commits a crime in a city and there's evidence pointing to him, city guards will typically be sent to arrest him. If the PC (and/or the whole group) slaughters those guards they all become outlaws. More guards will be sent after them, and eventually fairly powerful people will be also. The group may have to flee the city, or go into hiding, or pay a huge bribe (depending on what sort of place the city in question is). Or they might end up taking over the city (if they are very powerful themselves).
While it might end the AP if one or more PCs are imprisoned or killed, it doesn't have to end the campaign. Imprisoned PCs could get a chance to escape before being maimed/executed/whatever. And PCs fleeing the city might find other places to adventure.