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Cap'n Yesterdays Winter Madness wrote:

We hope to claw our way to 12 degrees today, the beginning of the thaw (hopefully) at least for the next week we'll slowly climb above freezing, maybe.

The Important thing to remember is, there's only four months left, tops. Which means winter is almost half over.

yay

no it ain't.


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Hell yeah I'm naked for this one.

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

My wife brought her Winter Witch last night and thoroughly beat Runelord Krune at a mage duel. 10,000 years of sleep left him ill-prepared for these newfangled magics.


No No No Cat wrote:
no no no no no no no

Naked no-no!

Freehold DM wrote:
Cap'n Yesterdays Winter Madness wrote:

We hope to claw our way to 12 degrees today, the beginning of the thaw (hopefully) at least for the next week we'll slowly climb above freezing, maybe.

The Important thing to remember is, there's only four months left, tops. Which means winter is almost half over.

yay

no it ain't.

That's what I just said!


TriOmegaZero wrote:
My wife brought her Winter Witch last night and thoroughly beat Runelord Krune at a mage duel. 10,000 years of sleep left him ill-prepared for these newfangled magics.

This? This sounds... awesome.

(And may, in fact, be exactly why no one practices Rune Sin Magic anymore.)


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29 with a high of 50.

In Florida.

I'm gonna say that again.

29. Degrees. Fahrenheit. Florida.

It was literally (and in actually using literally correctly) FREEZING COLD in F-L-O-R-I-D-A this morning.

...I'm not having a good day. At least it's 1/3 over.


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Wtf weather?!? I was wearing shorts and flip flops on Christmas!!


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Freehold DM wrote:
Ok. Sorry I've been away for a few... Next Thursday we are going to California to see family, and that's big. I'm apparently going to be driving the rented car once we touch down, and I take that responsibility perhaps a bit heavier than I should...

Where in Cali?

And yeah, sorry about our driving. Apparently it's contagious; driving in Seattle SUCKS these days!


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NobodysHome wrote:
Freehold DM wrote:
Ok. Sorry I've been away for a few... Next Thursday we are going to California to see family, and that's big. I'm apparently going to be driving the rented car once we touch down, and I take that responsibility perhaps a bit heavier than I should...

Where in Cali?

And yeah, sorry about our driving. Apparently it's contagious; driving in Seattle SUCKS these days!

uhhh..laguna? I know grandmother is in Anaheim.


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Redbeard the Scruffy wrote:

High level antibiotics sure come with a lot of nausea.

And dizziness. Damn near vertigo. I want so very bad to go home again like I did yesterday, but my wife is all "You're gonna be taking this for two weeks, you can't miss two weeks of work because of medicine side effects."

...and of course my job doesn't give sick days or vacation, because I'm an expendable drone.

Ugh. The scariest event of my life was when my doctor put me on 2 grams of amoxycillin a day. I had a psychotic episode. I stopped taking it and told my doctor that such a high dose was not an option. We took a different path.

Yeah, high-level antibiotics can really mess you up.

Shadow Lodge

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Tacticslion wrote:

This? This sounds... awesome.

(And may, in fact, be exactly why no one practices Rune Sin Magic anymore.)

Ice Tomb hex is OP b!!@*%&!. Will lobby to have it banned in next Additional Resources update. [/irate GM]


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Freehold DM wrote:
NobodysHome wrote:
Freehold DM wrote:
Ok. Sorry I've been away for a few... Next Thursday we are going to California to see family, and that's big. I'm apparently going to be driving the rented car once we touch down, and I take that responsibility perhaps a bit heavier than I should...

Where in Cali?

And yeah, sorry about our driving. Apparently it's contagious; driving in Seattle SUCKS these days!

uhhh..laguna? I know grandmother is in Anaheim.

Ah. Then I will not try to coerce a "quick little jaunt" out of you. You're 400 miles out of my neighborhood...


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Indeed. That's a ways away.


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Freehold DM wrote:
Cap'n Yesterdays Winter Madness wrote:

We hope to claw our way to 12 degrees today, the beginning of the thaw (hopefully) at least for the next week we'll slowly climb above freezing, maybe.

The Important thing to remember is, there's only four months left, tops. Which means winter is almost half over.

yay

no it ain't.

Winter in Wisconsin does not abide by the changing of seasons, winter lasts here from beginning of November until the middle to end of April.

That's just what winter does.


In other gaming news, Firefly is... well, it's actually a really awesome game system. It's not internally simulationist - it's very narrativist to the core, what with "Plot Points" and "Big D<censored> Hero Dice" and "Assets" (signature or otherwise)... but it's really good.

It does the 5E design goal of bounded accuracy better, I think, than 5E, while providing methods for having everyone engage in Thrillin' Heroics. The simple version is that you roll dice (each ranging from a d4 to a d12, depending on how good you are at something) and take the top two to compare to a similarly-rolled number (usually by a different character, but sometimes from hazards, or other effects). There are, of course, occasions where you could roll or select more, but those are limited enough that it really doesn't matter all that much. This effectively caps things, at most, between 2-24 on all ends; and most things range more in the 2-12 range for Game Master Characters("GMCs" aka "NPCs") or 2-16 for PCs... though there are hazards for GMs to throw up that add more dice: in addition to increased difficulties, any natural 1s that come up on any dice add a "Complication" to the other side (usually generating an additional dice of various values, depending, which is added to the DC you have to overcome). Players can also add extra dice, but by spending Plot Points to make something that functions within the narrative... and it only lasts for a single scene (encounter/obvious set-piece) or use before vanishing, so those are usually over pretty quickly.

Further, the attributes have found a way to make Charisma definitively different from Charisma, and have mental scores... without having mental scores. The three attributes - physical, mental, and social - allow you to use any skill whatsoever with that attribute, if it's appropriate. All skills may be accessible at all times, but they all start out only at the d4 level; your attributes range from d6 to d10.

Death is handled in a rather cinematic and merciful fashion. Ask your players if death is on the line. If it is, than it's deadly to be Taken Out. If it's not, than it's not. (The GM may, at times, deem something as too dangerous, and simply inform the players, "If you go this way, death is not just on the line, it's super on the line. It's going to happen, if you get Taken Out" in which case, you know, the PCs are aware before hand.) Otherwise, getting Taken Out in a Scene is a case of failure - if you don't succeed at the thing you were doing or opposing - whether Physical, Mental, or Social - you get taken out for the rest of the scene. Depending on what takes you out, you might be out for a Scene, or an Episode - or longer, though that's not encouraged, usually. Often, if you come back, you come back with a Complication. Even if taken out, though, you can still act! You can spend Plot Points to take Partial Actions!

One of the most amazing things about the system? With few, minor exceptions... I can see the series run from the Pilot episode, Serenity to the swan-song film, Serenity, on this system (and not just because the book literally takes you episode by episode to introduce the system). For example, for almost the entire season of Firefly, River - with one or two notable exceptions - simply causes complications for the crew, and accrues Plot Points and B.D.H. dice for herself due to stuff on that. Then, in the film, <Spoilers>... and it all makes sense in-system.

What it lacks is that it doesn't (in-system) provide a motivation - there is a useful thing with getting more "episodes" (adventures) under your belt to improved your characters... but there is no singular potentially in-universe built-in motivation for going on adventures that is definitively reflected mechanically.

The other problem I have with it is that the mechanics are... opaque... in their presentation. I love the book, and I understand what it's trying to do, but they don't introduce the system well - I would have wanted them to do that first, then explain what it does by walking you through it in the episodes. Instead, they walk you through the episodes, highlighting game system elements when something becomes relevant instead. It's very much a video-game tutorial built into the second chapter of the book (the first chapter being the vague introduction):

Typical Video Game Tutorial wrote:

- Game: "Click on this square to move your unit there."

- Mouse: *Click*
- Game: "Good!"
- *cutscene*
- Game: "Now, you move your unit here, and select the glowing icon on the right."
- Mouse: *Click*
- Game: "You missed the square. Now, please, move you move your unit here, and select the glowing icon on the right."
- Mouse: *Click-click-click*
- Game: "You missed- You missed- You missed the square. Now, please, move you move your unit here, and select the glowing icon on the right."

It's informative in it's own way, but, unfortunately, it's... not easy reading. It's dense - or at least it can be - and, though I love me some books, as I'm trying to absorb game rule functions, I find the narrative bits distracting and my ADD refused to sit still (I have a d4, like everyone else, but with a 2d20 Complication, there, I think). Instead, I flipped through the book until I found the "how to create your character from scratch" (ignoring the many sample characters) and found that much more informative. Similarly, whenever I found the sets of rules that were more rules-heavy, I think the book actually shined - it was clear, understandable, and made a great deal of sense.

That said, I do think fans of the show (myself included) will love seeing how they statted up the Crew and the GMCs and everyone and everything else, as well as (after getting a handle on the rules) walking through the episodes. (I do wish they'd provided more samples of what the GM was supposedly thinking when he set up a given Episode, though they kind of do that in the back, later.)

Anyway, I highly - highly - encourage anyone who likes Firefly to grab this thing. And also ask for PDFs. 'Cause those book prices, well, to quip Shepard Book: the Me is willing, but the Wallet is weak.


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Edited this a tad (adding a few more bits) and turned it into a review.


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Tacticslion wrote:

In other gaming news, Firefly is... well, it's actually a really awesome game system. It's not internally simulationist - it's very narrativist to the core, what with "Plot Points" and "Big D<censored> Hero Dice" and "Assets" (signature or otherwise)... but it's really good.

It does the 5E design goal of bounded accuracy better, I think, than 5E, while providing methods for having everyone engage in Thrillin' Heroics. The simple version is that you roll dice (each ranging from a d4 to a d12, depending on how good you are at something) and take the top two to compare to a similarly-rolled number (usually by a different character, but sometimes from hazards, or other effects). There are, of course, occasions where you could roll or select more, but those are limited enough that it really doesn't matter all that much. This effectively caps things, at most, between 2-24 on all ends; and most things range more in the 2-12 range for Game Master Characters("GMCs" aka "NPCs") or 2-16 for PCs... though there are hazards for GMs to throw up that add more dice: in addition to increased difficulties, any natural 1s that come up on any dice add a "Complication" to the other side (usually generating an additional dice of various values, depending, which is added to the DC you have to overcome). Players can also add extra dice, but by spending Plot Points to make something that functions within the narrative... and it only lasts for a single scene (encounter/obvious set-piece) or use before vanishing, so those are usually over pretty quickly.

Further, the attributes have found a way to make Charisma definitively different from Charisma, and have mental scores... without having mental scores. The three attributes - physical, mental, and social - allow you to use any skill whatsoever with that attribute, if it's appropriate. All skills may be accessible at all times, but they all start out only at the d4 level; your attributes range from d6 to d10.

Death is handled in a rather cinematic and merciful fashion....

just like I preferred firefly the first timr when it was called outlaw star, I liked these mechanics the first time when they were called deadlands.


Tacticslion wrote:

In other gaming news, Firefly is... well, it's actually a really awesome game system. It's not internally simulationist - it's very narrativist to the core, what with "Plot Points" and "Big D<censored> Hero Dice" and "Assets" (signature or otherwise)... but it's really good.

It does the 5E design goal of bounded accuracy better, I think, than 5E, while providing methods for having everyone engage in Thrillin' Heroics. The simple version is that you roll dice (each ranging from a d4 to a d12, depending on how good you are at something) and take the top two to compare to a similarly-rolled number (usually by a different character, but sometimes from hazards, or other effects). There are, of course, occasions where you could roll or select more, but those are limited enough that it really doesn't matter all that much. This effectively caps things, at most, between 2-24 on all ends; and most things range more in the 2-12 range for Game Master Characters("GMCs" aka "NPCs") or 2-16 for PCs... though there are hazards for GMs to throw up that add more dice: in addition to increased difficulties, any natural 1s that come up on any dice add a "Complication" to the other side (usually generating an additional dice of various values, depending, which is added to the DC you have to overcome). Players can also add extra dice, but by spending Plot Points to make something that functions within the narrative... and it only lasts for a single scene (encounter/obvious set-piece) or use before vanishing, so those are usually over pretty quickly.

Further, the attributes have found a way to make Charisma definitively different from Charisma, and have mental scores... without having mental scores. The three attributes - physical, mental, and social - allow you to use any skill whatsoever with that attribute, if it's appropriate. All skills may be accessible at all times, but they all start out only at the d4 level; your attributes range from d6 to d10.

Death is handled in a rather cinematic and merciful fashion....

just like I preferred firefly the first time when it was called outlaw star, I liked these mechanics the first time when they were called deadlands.


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Freehold DM wrote:
just like I preferred firefly the first time when it was called outlaw star, I liked these mechanics the first time when they were called deadlands.

Oh, my bitter friend Freehold.

That's kind like saying, "I liked Men in Black better when it was called Wild, Wild West" - yeah, the two have some similar (even extremely similar, with Will Smith involved) elements, but the comparison just doesn't suss out.
Alternatively, you could compare Will Smith's Wild, Wild West with the original (or, perhaps, Get Smart). Or comparing Men in Black with either Independance Day or After Earth, or those two with each other.

Outside of vague roles, no character actually equates to any other.

Outside of vague "it's a Western(ish)" the governments and world building are nothing alike.

And... that's pretty much the sum of their similarities. If you've a problem with the first, you've got problems with anime. If you've a problem with the second, you've a problem with... well... a lot of things.

Your hatred of Whedon (fair enough) is blinding you into making false comparisons. Twice, no less*! ;D

Beyond that, from what I've seen of Deadlands the systems are... not similar. But I'll have to take your word on that. :)

This game was quite fun enough for me!

EDIT: to add some things I'd forgotten.

* In fairness to me, in the future, if there is only one post here later, FHDM totes double-posted... >.>


Tacticslion wrote:
Freehold DM wrote:
just like I preferred firefly the first time when it was called outlaw star, I liked these mechanics the first time when they were called deadlands.

Oh, my bitter friend Freehold.

That's kind like saying, "I liked Men in Black better when it was called Wild, Wild West" - yeah, the two have some similar (even extremely similar, with Will Smith involved) elements, but the comparison just doesn't suss out.
Alternatively, you could compare Will Smith's Wild, Wild West with the original (or, perhaps, Get Smart). Or comparing Men in Black with either Independance Day or After Earth, or those two with each other.

Outside of vague roles, no character actually equates to any other.

Outside of vague "it's a Western(ish)" the governments and world building are nothing alike.

And... that's pretty much the sum of their similarities. If you've a problem with the first, you've got problems with anime. If you've a problem with the second, you've a problem with... well... a lot of things.

Your hatred of Whedon (fair enough) is blinding you into making false comparisons. Twice, no less*! ;D

Beyond that, from what I've seen of Deadlands the systems are... not similar. But I'll have to take your word on that. :)

This game was quite fun enough for me!

EDIT: to add some things I'd forgotten.

* In fairness to me, in the future, if there is only one post here later, FHDM totes double-posted... >.>

actually no, there was a men in black graphic novel that was out before the film was in production, and the film was supposed to star Brad Pitt instead of will smith...

And no, unless I'm getting my versions wrong(I may be), deadlands did the whole "different sided dice for different skills you suck/don't suck at" first. I may be getting editions wrong.


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Deadlands did it differently than Firefly. Firefly is closer to Savage Worlds, IIRC, but still quite different.


EDIT: Ninja'd by a dragon! Leaving this here, anyway.

Freehold DM wrote:
actually no, there was a men in black graphic novel that was out before the film was in production, and the film was supposed to star Brad Pitt instead of will smith...

Uh, okay, but that misses the point I was making with all those Will Smith movies (and, may I just say, that, nothing against Brad Pit, but I am super glad that MiB starred Will Smith? 'Cause I am).

Freehold DM wrote:
And no, unless I'm getting my versions wrong(I may be), deadlands did the whole "different sided dice for different skills you suck/don't suck at" first. I may be getting editions wrong.

Yes, but my point is that it's like comparing Craps and West End Games edition of Star Wars - just because they're all d6s doesn't mean the mechanics are similar.

Or, perhaps, making it more relevant: 2E D&D and Pathfinder are nothing alike, despite the fact that you have AC, saving throws, six ability scores, weapons that deal dice-based damage, hit points, ability checks, skill checks, DCs, spell levels, class levels, elves, hobbitshalflings, gnomes, dwarves, magic missile, and so on and etc. And you could make a similar argument for 2E to 3E, though I had little trouble transitioning - many people had more.

And, from what I've seen from Deadlands, the Firefly RPG is vastly different. I mean, I don't own Deadlands, so I'm just going off Wikipedia, but:

Deadlands
- spellcasting (nope)
- action decks (nope)
- fate chips (analogous, but fundamentally different in use)
- bounties (nope)
- instant rewards (... sort of? They look very different, but have seemingly similar effects.)

Firefly
- Plot Points
- Episodes (ooc-currency/exp as well as adventures)
- Act Structure
- Distinctions (and triggers) ((a surprisingly robust mechanic))
-- <This may be similar to Traits and Aptitudes, but... I'm not sure.>
- Space Ships

Since I don't know if Deadlands has an SRD, and I'm not toooooooo keen on spending money to get yet another RPG, I'm not sure I can get much more detailed/technical than that.

Effectively, despite its size, Firefly RPG is a robus game system that functions exceptionally well for a cinematic style.

Of course... there are lots of cool systems out there, and this is not a bashing or rejection of Deadlands, but rather a "I struggle to see the similarities beyond vague concepts"... but I'm glad you liked Deadlands! :D


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Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Just goes to show you, I Brad Pitt, has my his hands in everything.


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It is... not unknown that Firefly usually gets categorized as "Western in space". =)


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Hmmm... Apparently Firefly RPG uses different iteration of Cortex system than the one I saw when I was browsing Serenity RPG.


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Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Firefly sucks, plain and simple.

That is fact, not opinion (warning: may contain opinions).


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Game Mechanic comparison, might be mildly inaccurate because it's been ages since I had contact with any of the systems involved:

Deadlands (1st edition): your attribute is listed as a die size (d4, d6, d8, d10, d12). Your skill is a number from 1 to 5. When you test your skill you roll a number of dice equal to skill level, with the dice type determined by your attribute. E.g. you have d8 Strength* and 4 in skill of Carrying Things* then you roll 4d8 to lift a crate. You compare the highest number with the Target Number (IIRC 5 was the average difficulty but it's been ages since I played that game). Each 5 by which you beat TN you get a "raise" or increased level of success. Rolling maximum number on a die caused it to "explode" you rolled it again and added the result treating it as a single die (so you could roll 10 on a d6 by rolling 6 and then 4). I don't recall if there was any additional effect for rolling success on more than one die. If you roll 1s on more than half of your dice you are screwed.

There is a lot of shenanigans with cards used to determine initiative, extra actions, and get bonuses to rolls.

Savage Worlds (1st edition): Grew out of Deadlands when it occurred to its designers that deadlands were choked by unnecessary complexity. Your attribute is a die size like in Deadlands, but the skill level instead of being of number of dice is another dice that should not be bigger than the attribute die associated with that skill (IIRC increasing skill die above attribute die was possible but was more expensive). When you make a test you roll your attribute die, your skill die, and (if you are an adventurer or important NPC) additional d6. Again, the highest die is compared with the TN, beating the TN by multiples of 5 is giving you raises. There is much less shenanigans with cards, they are still used to determine initiative, though.

Cortex System: Used by Serenity, Battlestar Galactics, and some other games. You have an attribute that is a die type (d4-d12 again) and skills that die types too. The primary difference is that when you roll your attribute+skill+bonus dice granted by advantages and difficulties, the results of all dice are added and then compared to the TN.

Cortex Plus: Firefly, Smallville, Leverage, Marvel Heroic Roleplaying (no I haven't seen all of those, I am just checking on wiki) use that system. If I get the description from the wiki right you have an attribute that is die type and skill that is die type, and can get more dice to roll from various advantages, circumstances or spending of available bonus points. After making the roll you pick up two dice with the highest results and add them together to compare with TN. The difference between classic Cortex and Cortex Plus seems to be that the former used two dice as a base normally with bonus dice being occasional addition and added them all together while the later apparently gets bonus dice more often but only counts the highest two results instead of adding all the dice together...

*I don't remember the names of actual attributes/skills in any of the systems. Deadlands had a lots of fancy Old West-sounding words for attributes, skills, and mechanics.


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*starts scraping up salt from various individuals*

And to top it off, I'll sell it to Alton Brown, too!


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Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I played Robotech, I learned there, only the most filthy survived.

Also Agoraphobia exists for a reason.

Captain Yesterday official flashback

But..but.. if I get out of the Destroid to pee, the Zentraedi will get me, just like all the others...


Freehold DM wrote:
Tacticslion wrote:
Freehold DM wrote:
just like I preferred firefly the first time when it was called outlaw star, I liked these mechanics the first time when they were called deadlands.

Oh, my bitter friend Freehold.

That's kind like saying, "I liked Men in Black better when it was called Wild, Wild West" - yeah, the two have some similar (even extremely similar, with Will Smith involved) elements, but the comparison just doesn't suss out.
Alternatively, you could compare Will Smith's Wild, Wild West with the original (or, perhaps, Get Smart). Or comparing Men in Black with either Independance Day or After Earth, or those two with each other.

Outside of vague roles, no character actually equates to any other.

Outside of vague "it's a Western(ish)" the governments and world building are nothing alike.

And... that's pretty much the sum of their similarities. If you've a problem with the first, you've got problems with anime. If you've a problem with the second, you've a problem with... well... a lot of things.

Your hatred of Whedon (fair enough) is blinding you into making false comparisons. Twice, no less*! ;D

Beyond that, from what I've seen of Deadlands the systems are... not similar. But I'll have to take your word on that. :)

This game was quite fun enough for me!

EDIT: to add some things I'd forgotten.

* In fairness to me, in the future, if there is only one post here later, FHDM totes double-posted... >.>

actually no, there was a men in black graphic novel that was out before the film was in production, and the film was supposed to star Brad Pitt instead of will smith...

And no, unless I'm getting my versions wrong(I may be), deadlands did the whole "different sided dice for different skills you suck/don't suck at" first. I may be getting editions wrong.

I think you are wrong about Men In Black. If I remember, it was out a few years before the movie and Will Smith's character was white. I will do some more research later.


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Sans Saltz, Salt Monger wrote:

*starts scraping up salt from various individuals*

And to top it off, I'll sell it to Alton Brown, too!

Owl take it


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Mmmm...owl burgers...


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captain yesterday wrote:

I played Robotech, I learned there, only the most filthy survived.

Also Agoraphobia exists for a reason.

Captain Yesterday official flashback

But..but.. if I get out of the Destroid to pee, the Zentraedi will get me, just like all the others...

On an entirely unrelated note, here's one of my favorite stories relating to the unexpected advantage that is agoraphobia. So, I was running a game of Dark Heresy, and one of the characters was an Imperial Guardsman who was born and raised on a hive world. Unfortunately for him, his Inquisitor had sent him off with the group to a frontier world that was barely colonized. So, basically, his personal concept of Hell.

To make a long story short, bad things happened, as they usually do in 40k. There was a daemonhost tearing the party a new one, with most of the party incapacitated by fear. The only sane ones standing are the Guardsman and the Psyker. So, the Psyker, in a burst of brilliance, tells the Guardsman to go shoot the daemonhost up close and personal with his shotgun (reasoning, if nothing else, this will buy him a few seconds). The guardsman is naturally reluctant, so the Pysker decides that extra encouragement is necessary.

"You know, if we survive this, there will be a controlled environment on the ship back." Suddenly, the Guardsman gets dead serious. He pulls out his shotgun, stares the Daemon straight in the eye, and rushes forward. The words on his lips are simple.

"FOR THE ALMIGHTY EMPEROR AND HIS BLESSINGS OF AIR CONDITIONING!!!!"

And then, in the most astounding bit of luck I've ever seen, the Guardsman one-shots the Daemonhost. He takes off the head of the Daemonhost in one shotgun blast.

Needless to say, the party has since let him control the climate settings on all future trips.


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Drejk wrote:
** spoiler omitted **...

This sounds very accurate. There are, of course, nuances to the system, but the basics seem correct.

Sharoth wrote:
I think you are wrong about Men In Black. If I remember, it was out a few years before the movie and Will Smith's character was white. I will do some more research later.

Franchise

Comics

Film

Can't find anything about Brad Pitt referring to Men in Black other than Meet Joe Black, which... would be an interesting crossover (and substantially more like the comics than the films).

EDIT: to fix coding errors.


Orthos wrote:
Rosita the Riveter wrote:
Orthos wrote:
Celestial Healer wrote:
Limeylongears wrote:
Celestial Healer wrote:
Evening, all. What did I miss?
Walmart?

I cannot explain why it is, but every time I enter a Walmart I am overcome with an unspeakable rage, and have to get out as quickly as possible. I don't know if it's the layout, or the lighting, or what, but it seriously triggers something that I cannot stand.

Kmart and Target are fine. It's only Walmart.

Maybe I have an aversion to always-low prices.

The lighting being an issue might legitimately be a thing. Walmart's light, and all of their decor, are deliberately blue-tinted - in most people, this gives them a slight subconscious nudge toward being patient, calm, and considering, making them more willing to take their time shopping, be more attentive of "long-term" considerations with their purchases, and generally relaxing the mood.

Kmart and Target, by contrast, use white or yellow lighting and have an overall red theme in their decor. This encourages excitement and eagerness to shop, prompts more impulse spending, and keeps people alert and upbeat.

If you have an atypical reaction to the blue ambiance, that might perfectly explain why Walmarts make you uncomfortable.

I don't have an aversion to Walmart because of their blue lighting.
Good thing I was talking to CH who specifically mentioned it might be the lighting, then.

I'll share my opinion if I want to share my opinion.

Shadow Lodge

No you won't.


Time to update the blacklist, I see. So happy to be on Chrome.

EDIT: Ahhh, better. Nice how it works retroactively.


2 people marked this as a favorite.

Wow...Freehold, this "I liked it before it was..." set of comments seems vaguely hipster. I've been in that boat, so I'm not saying you are one, but beware your phraseology, lest one day you end up with a bad hat, cheap t shirt and can of PBR wondering how it came to this.

Also, Firefly is a solid B, but I favorited cap's comment because I hate that people absolutely lose their s*** when you say it's anything but amazing, and so it's nice to see someone do so.

Solid B; quite entertaining, worth a watch, maybe two. Not phenomenal and worthy of b****ing about the cancellation of over a decade later.


4 people marked this as a favorite.
Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

You mean there's more then one hipster here, and here I thought I was the only one.

listen up people we have a list of.. things we want to denigrate, but only ironically, except not really, more like in the way hipsters twist everything so it sounds hella phat, or ironic, as it were.

I honestly forgot where I was going with that, oh, and there's my latte, time to read the New York Times I guess.


Treppa wrote:

Time to update the blacklist, I see. So happy to be on Chrome.

EDIT: Ahhh, better. Nice how it works retroactively.

What'd I do?


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Is she referring to anyone, or her new chromebook or whatever.

I thought it was the Chromebook.


There's a Chrome script that hides posts on Paizo from users you don't like. Pretty sure I just got put on Treppa's.

Silver Crusade

captain yesterday wrote:

Is she referring to anyone, or her new chromebook or whatever.

I thought it was the Chromebook.

I think she means This]

Grand Lodge

2 people marked this as a favorite.
Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

It's an amazing thing. Saves me so much grar.


Grar?

I don't understand. Slang or typo?


2 people marked this as a favorite.

Slang: Grief, irritation, bother, annoyance, etc.


2 people marked this as a favorite.

I am currently upset with my medical terminology class. The male reproductive system chapter is currently causing me to undergo a severe bout of sympathy pains/cringes.

Dark Archive

2 people marked this as a favorite.
Kajehase wrote:
LordSynos wrote:
Fierce cold hereabouts. Feeling a chill from the tips of my fingers to the soles of my feet. There's actually talk of the possibility of snow! I'm sure plenty of ya'll have had it up to here with the stuff, but we get it so rarely, it'd be a real treat. :)

Icicles in my beard during work for the past week is all I'll say to that. -15 to -20 C most of the time.

I need thicker trousers, cause my thighs sting when I get back in.

I probably need to update my definition of cold.... but I think I'm okay with my current one. You can keep that one. O.o

Dark Archive

1 person marked this as a favorite.
NobodysHome wrote:
LordSynos wrote:
** spoiler omitted **

One of my very good friends grew up an army brat, and claims at least 4 different cities as "home", as they moved every year or two as he grew up.

He takes it as a badge of pride, and speaks fondly of all the travels. So he definitely considered it a good thing, and it didn't make him miserable; at least as far as he remembers.

On the down side, he's a bit of an odd, antisocial duck, and I think that might have something to do with not establishing long-term friends when he was young.

I'm the first friend he's ever had who's lasted more than 5 years, and we met when he was in his 30's...

So maybe when kidlet is visiting you once he hits around 5 or 6 (the age at which they actually start noticing other kids their age) see whether you can find him a couple of "steady" friends to play with.

Thanks for the feedback, both good stuff and bad. I'll definitely keep this in mind. :)

Dark Archive

1 person marked this as a favorite.
Rosita the Riveter wrote:
There's a Chrome script that hides posts on Paizo from users you don't like. Pretty sure I just got put on Treppa's.

Why assume Treppa was talking about you? You were talking with Orthos at the time, and there's plenty trolls out in the badlands of the forums for blocking.

Tin Foil Yamakah wrote:
captain yesterday wrote:

Is she referring to anyone, or her new chromebook or whatever.

I thought it was the Chromebook.

I think she means this.

I've never used Another Mage's script, even when I used to peruse the Rules forum frequently. No one managed to rile me up too badly. Then again, maybe that says more about how I argue rules than anything else. :P I liked the Rules forum when I had the time for it. >:D

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