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Article - Party vs. Designer in Blades of Avernum
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Kel- Yes, actually, cutscenes can be that dangerous. I plan on writing an article to exemplify this in the near future.

quote:
Originally written by Toasted Marshmallows:

However, if the player is suddenly taken control of and forced to do something which they do not like it ceases being fun to play. This happened in Canopy at times and could be annoying. A little forewarning can take care of this problem.
It's called forcing you to play the character, and it's a design choice that makes the party an entity without giving them choice. I'm not the first one to do this, and I won't be the last. Scenarios- the best of which, even- put words in the mouths of the players. Others literally move the party via their own feet (which is a task in BoE, let me tell you). There shouldn't have to be a "forewarning." The forewarning is that the party is defined as something other than random adventurers- that fact alone says that the scenario has jurisdiction over their motives.

quote:
A scenario which is completely controlled can be no fun sometimes. At least some sidequests, or decisions should be available which can change the ending. I think there should be a great deal of freedom for the player in sidequests.
But if a scenario is supposed to tell a story- especially one with allegorical overtones, but even one without- how can it NOT define things, least of which the ending? If you want to have "multiple endings," so be it- but at that point, it becomes three different scenarios. A scenario is not required and dare I say must not be required to have variable endings. Some stories only have one way to unfold- for instance, what alternate ending would you have for Canopy?

quote:
At some point there should be a pivotal decision which determines what is going to happen or the scenarios get boring. one of Emerald Mountains and Canopy's failings was that there was no optional ending.
1. Why? In Canopy you are in a military structure with the orders set out for you- the only time you're given a choice is near the end (since it's the only time when it would be feasible for you to make such a choice), and by then, it's moot anyway. In RoR, you have a choice of leaving. Other than that, you're trapped against two vampires bereft of reason.
2. Emerald Mountain did, in fact, have two endings.

quote:
Plot is essentially about character development-- for most character development to occur the character at some point in a novel (not necessarily a scenario) a character has to make an essential decision which will determine the outcome of the novel.
What about character stagnancy, then? Surely there's a place for that. And stagnancy too does not indicate inactivity- for instance, nobody in Canopy changes (except for maybe the Specialists- see the section before on reserving motives of the party), but they all lead quite action-filled lives.

Trust your designers and give up control. You'll find that some designers are better storytellers when you yourself aren't trying to write everything on your own.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - Karma, Dharma and Somesuch in Blades of Avernum
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Article - Karma, Dharma and Somesuch

This article, apologies beforehand, will borrow heavily off of The Responsive World by Drakefyre and Player vs. Party by The Creator. Assume that you want a responsive world in "Quest for the Sword" that will have major or minor consequences based upon the actions of the party. This is a Good Thing- having people get irritated at the party for being rude or annoying is realistic and will add a new dimention to your scenario. The most-often used device in Blades to do this is Karma.

What is Karma? Apologies to Hindus, but the Karma you may be familiar with is not the karma used here, even if the principles are similar. Karma is usually a two-ended spectrum with one end being "Good" and one end being "Bad" (or some variants thereof). When the party says or does a "Good" thing, the karma is raised, and vice-versa. Telling the mayor that her dress doesn't make her looks fat, of course, will not have as much of an impact as killing a dangerous group of bandits. On the flip-side, kicking a beggar will not be as consequential as murdering children.

How does one use Karma? Imagine a flag- one you will know instantly. I use 99,9, you may use whatever pleases your fancy. In the beginning of the scenario, set that flag to the "middle" ground. Assuming that 0 is totally evil and 100 is good, set your flag to 50. Whenever the party does something minorly good, raise their flag by 1. Whenever the party does something bad, lower their flag by 1. This will usually entail dialogue responses.

Why does Karma matter? Suppose a party encounters a group of wandering guards outside. If the party's karma is high, the guards will welcome the party with open arms and invite them into the nearby city of Heidenburg. If the party's karma is around the center, the guards will point the party to the city, but will not be as friendly. If the party's karma is relatively low, the guards will tell the party not to visit Heidenburg. And of course, if the party's karma is insanely low, the guards will attack. Suppose a party speaks to an innkeeper. They can buy a room for 5 gold if they're neutral or 10 gold if they're disliked. They can get the room for free if they're adored, or not get it at all if they're hated. Karma can and should be used for everything under the sun.

Which calls should one use in dialogue for karma? That's tricky. Dialogue with karma can be made by following a few basic templates, however:

Action based on Karma
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begintalknode 18;
state = 4;
nextstate = 5;
condition = get_flag(99,9) >= 40;
//This is to check if the party has been good, or at least not overly evil
question = "What kind of town is this?";
text1 = "_Oh, it's nothing much. A nice, decent place for hard-working stiffs like myself._";

begintalknode 19;
state = 4;
nextstate = -1;
condition = get_flag(99,9) < 40;
//This is to check if the party has been overtly evil
question = "What kind of town is this?";
text1 = "He glares at you.";
text2 = "_We're a hard-working town, and we don't like your kind of rogues around here._";
text3 = "_So git, you mangey mongrel!_";
action = END_TALK;
In this example, the party has the same question, but can receive two different responses, depending on their reputation. Obviously, you don't need to do this all of the time. Simple text-hiding calls in the "code = " portion of your script can work just as well. Also, you can set your dialogue to call different codes depending on whaty the party is. You can up inn prices, you can end conversations before they begin, you can even have variable shop prices! A whole slew of things become possible.
(Oh yeah- checking karma in scripts is merely checking for values of the (99,9) flag.)

And of course, the list goes on. You can have the road to a rich, trading town with quality goods be guarded by a guardpost that the party cannot cross if they have a reputation as a group of rogues. You can have the servants of evil ask you to join them if you're evil enough. And perhaps, if you are an ambitious enough designer, you'll allow the party to do so! Use karma/reputation wisely in your scenario, and you will create a far more dynamic world for your players to prance around in. Do you understand the basic tenets? Good- then I'll outline a few hints.

Do Not Favor Good.

"Good" behavior need not be rewarded moreso than evil behavior, and probably should not. Being good should be an altruistic thing, and the rewards should be no greater than the evil actions that the party should have taken instead. Forcing the party to be good makes, quite honestly, a boring scenario that offers no real conflict- the players in real life are good, and automatically rewarding them for being good will start to make them feel like they're back in the office. That's bad. Now here's an interesting twist- if you want, make evil MORE rewarding than good. An interesting conflict is getting wealth versus doing the right thing- Sure, the party can prove their wealth to the evil cult to steal the great weapon Uberblade, but whenever the party whacks someone with the blade, they have to remember the crying, motherless children who they had to kill to enchant the blade. The greater the reward, the greater the moral price. And of course, the party should face a terrible ending for the things that they do- "You kill the Haakai, but you also saved nobody because of the innocents you had to kill to sanctify the Haakai-slaying sword" makes for a pretty melancholy finish, and it's one that the party brings on itself. But if good is favored, then it simply becomes, "You dip the sword in holy water and the demons die and happily ever after." Bo-ring!

Real vs. Nominal Karma.

Okay, so maybe the party's karma goes up when they complement the mayor on her dress- doesn't mean that Joe Schmoe will like the party any more because of it. So yeah, while the schmoozing does improve the party's karma in the long run, nobody cares if the party's a nobody. So karma should only be updated when a party does something big- like kill a demon or attack a defenseless city. At that point, you should set your real karma flag to your nominal karma flag, so that when people hear about the adventurers who killed women and children, the communities will remember how rude the party was to the mayor, adding insult to the injury.

Different Strokes for Different Folks.

Conversely, you can have different "modifiers" for karma based on how the party acts. For instance, complementing an unpopular mayor on her dress will make upper-class people like you, but the workers of the town will dislike you more for it. If you say that rogues should be killed, people sympathetic to rogues will be hella-pissed, but hardass military types will dig you more. And of course, if you tell the military folks that rogues should be put to the death and then attack a nearby hamlet, the military folks will feel even more insulted for being lied to- so the military rep modifier would take a nosedive and negatively affect those people instead. The rogues too might be peeved with you, since now they are being actively hunted- so your previously negative reputation with them would be the same. On the other hand, the evil cultists who murder children will LIKE what you did very much, so all of the altruistic things you've done in the past will reverse themselves and make them work in your favor- seducing goodie-goodie people is what that type is into. And of course, when you start to flip sides regularly, EVERYONE will learn to hate you since nobody will be able to trust you.
(An easy way to do this is to make each modifier its own flag- with 0 at 50, so that 49 and lower is negative. Then, each "faction" can have its own karma flag with all of the modifiers included.)

JUST REMEMBER that karma can dictate your adventure, dictate sympathies, dictate costs and dictate destinies- but only if you are a powerful enough designer to let it be so. And obviously, accounting for differences like these is not easy. On the other hand, it can be infinitely rewarding.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - Party vs. Designer in Blades of Avernum
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Party vs. Designer
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Scenarios no longer function like Vogel's works. Whereas Vogel offered the party a slew of sidequests and the ability to roam about as one pleased, there are works that are more constricting, including A Perfect Forest, Canopy and (especially) Emerald Mountain. Where is the line to be drawn, then? Just how much control can and should a designer have on her/his party? This topic cannot be handled holistically; one must investigate the means of controlling a party, their impeti, and their implications. Therefore, I will outline some of the more common means of control as follows:

- Locked Doors / Gates

We have all seen, perhaps a million times before, the good old "Pull the lever" or "Get the key" routine. If all else fails, a door set to 200 difficulty or a pesky portcullis can always guarantee that the party will stay on-track. This is a common sight in dungeons, and is perhaps the first and most common means of defense against an oncoming party. The downside to this, though, is that it is very cliched, and repeated uses will make the party feel meaningless. Plus, God parties can circumvent doors pretty easilly, since they have +200 strength and level 10+ Unlock Doors. One lever or key (or both!) is usually okay, but the more you stress this, the more the party becomes nothing more than a means to pull said lever or open said door.

- Terrain Obstructions

Another common barrier is a cliff, rock or other such object that cannot be removed or walked around. It's very easy to force the party to jump down a cliff to enter a dungeon, leaving said party there to walk through whatever gauntlet awaits. This gimmick makes sense in certain environments- forests, ruins and caves are common examples. The downside is, this rarely works in civilized environments; a City will rarely have free-standing obstacles therein. This obstacle does not become redundant as soon as others, and can be used (or abused) more freely, but remember- excess can be lethal, since one of the most innocuous and meaningless puzzles in BoA is a maze.

- Gauntlets

No, not gloves. A gauntlet is a one-way path. When you are walking down a really long hallway in an Imperial installment or meandering through a cave, that's a gauntlet. It's a good way to force a party into a bottleneck, allowing for interesting tactical challenges or other such conveniences. Unfortunately, few dungeons/towns/etc will be simply gauntlets, and those which are tend to be boring, although there are exceptions. This is the easiest method to use and can be used very often, but has to be justified and used responsibly.

- Monsters

Monsters too can be used to control the party. For example, a level 99 Templar Guard is a good way to protect the holy shrine from intrepid level 1 adventurers. The monster plagues in Exile are an example of this on the macro level; roughly, the quests are completed in order because of increasing monster difficulty. This can be used very often and in every imaginable situation, but has its own nuances. For instance, it can almost always be circumvented: In Nethergate, attacking the Lower Fomorians' queen is entirely possible, even if the game tells you that you will be killed. Heck, I've even heard rumors that somebody successfully killed Emerald Mountain's Lyfan. Furthermore, monsters who are consistently invulnerable or are purposefully designed to be above the party's level is considered to be bad form. Added to that is the fact that monsters can also be walked around by intrepid and legitimate parties of higher levels due to invulnerability potions or Arcane Shield. And finally, do not use this trick all of the time unless you want to create a scenario that defines hopelessness (or stresses non-combat solutions).

- Block Entry

The block_entry(1); call can be used to force the party out of many areas. It happens to be the favorite method of control used in EM. This can keep parties in an "invisible gauntlet" of sorts, and can be very effective. On the other hand, many players will HATE you for this. And I do not mean dislike- I mean HATE. While it does enforce the motives of whatever party you are trying to use, it also denies the motives of the player. Usually, the motive of the player is to kill stuff and get loot, so keeping them in line like this isn't inherently a bad thing, but you will be hated nevertheless. And the more you use this, the more you will be detested for it.

- Cutscenes

If you REALLY want to control the party's movement and actions, you can move the party yourself. This is 100% effective (and is growing more common), but has its downside. Namely, the party at least wants to MOVE themselves. Cutscenes have to be defined by at least one of the following: Dialogue between three or more people, Action or Simulated Movement. (The first two are self-explanatory, but the third involves moving the party deus-ex-machina style: Making them leap over tables and such.) Unless you have one of those three, do NOT use Cutscenes. There are less obtuse ways of getting your point across, and a whole article can be written on the harms of cutscene abuse. To put it gently- BoA being as linear as a movie is fine, but do not put the player to sleep. One violation of this which is long enough can gouge the quality of your work.

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IN GENERAL, control may or may not be a good thing. It is a designer's choice. On the one hand, control allows for an immediately fast paced scenario which can and must put its best foot forward when leading the party. On the other hand, when a scenario gets linear, some more "old school" players will hate you for it. Pick your poisons wisely and design the scenario you want to, but try not to be too obnoxious in doing so.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Who are you??? in General
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Kogar- why do I not recognize you?

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人 た ち を 燃 え る た め に 俺 は か れ ら に 火 を 上 げ る か ら 死 ん だ
Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Graphic Requests... in Blades of Avernum
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quote:
Originally written by DreamGuy:

And now since TM has admitted that his scenarios violate these laws, his stuff needs to be pulled.
So you're suggesting that we effectively give BoA a vasectomy for laws that nobody cares over, at the expense of your respect in this community? Good job, son. (Honestly, you ARE a troll, right?)

EDIT: Cradial- sorry for ignoring you! Yes, please do email me the graphics you have. Thanks. I think I'm going to start a new topic in the meantime if this one gets cluttered up anymore.

[ Wednesday, February 23, 2005 14:08: Message edited by: Solomon Strokes ]

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
trouble downloading canopy in Blades of Avernum
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Desperance is currently screwed over something awful, so tm.desperance.net does not work in the slightest. I hope to have this rectified ASAP. In the meantime, do as Toast suggests.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Graphic Requests... in Blades of Avernum
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The most amazing thing is that you think I- or the person who made the art (or usually just took the photo), or the members of the community for that matter- care about a 64x64 pic. DreamGuy, the only thing you're doing is giving yourself carpral tunnel syndrome.

PS- RoR, EM and Canopy all have "illegal" graphics on them, and are also on the SW tables. Why anybody cares seems to be more of an excuse to raise useless noise than anything else.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Graphic Requests... in Blades of Avernum
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This is, no lie, the tenth (plus) time I've had to explain it. I had it years ago, and then the editor destroyed the EXS. I haven't restarted it since, and I most definitely have no plans of doing so.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Graphic Requests... in Blades of Avernum
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It's for a shareware game that nobody buys. Believe me, I've ripped off of google image searches many times before- Nobody cares. Anywho, post/email (to terrorsmartyr (at) wi.rr.com ) the graphics as you produce them at your leisure.

PS- These graphics requests don't "give away" the scenario. Not even close.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
The Dingoes Ate My Baby! in General
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Somebody's going to have to speak an accent of English that isn't regionally rent asunder. Well, Thuryl isn't bad, but Creator can't even pronounce "no" in a recognizeable way. :P

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人 た ち を 燃 え る た め に 俺 は か れ ら に 火 を 上 げ る か ら 死 ん だ
Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Graphic Requests... in Blades of Avernum
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I am looking for (and will most definitely need):

* A large pic- the kind you see in the inventory display- of an Ursag
(Why, you ask...? Fwuahahaha!)

* A monster graphic for a hunter (although I could get away with using Jean if need be)

* Some bear dialogue pics (although if you're just going to use google, don't bother; I can do that myself)

* A heavily-armored Rakshasi

* Convincing (read as: Not awful) golden walls

All of these will help.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
The Dingoes Ate My Baby! in General
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I'd consider "G'day" to be more indicative of Aussie slang than anything else. Nevertheless- you pronounce your "no"s oddly.
PS- How'd you manage to record yourself and save it as a .wav?

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人 た ち を 燃 え る た め に 俺 は か れ ら に 火 を 上 げ る か ら 死 ん だ
Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
First Aid skill: anything good about it? in Blades of Avernum
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An idea would be putting this in the START_STATE of each scenario:

if (tick_difference(last_abil_time,get_current_tick()) == 5) {
pcs = 0;
while(pcs / 3){
change_health(pcs,(get_char_status(pcs,17) * 5));
pcs = (pcs + 1);
}
last_abil_time = get_current_tick();
}

So that characters with 4 First Aid skill would gain 20 HP every 5 turns.
(Replace / with less than, since UBB is telling me that I'm actually making a devious HTML tag...!)

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Who are you??? in General
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Why is one of your "friends" an anime pic? -_-

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人 た ち を 燃 え る た め に 俺 は か れ ら に 火 を 上 げ る か ら 死 ん だ
Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
some custom gfx questions in Blades of Avernum Editor
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(Either that was a typo, or yes, Thuryl was wrong.)

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
some custom gfx questions in Blades of Avernum
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(Either that was a typo, or yes, Thuryl was wrong.)

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Illegal distribution on the BoAC in Blades of Avernum
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Drakey- so be it. I just want the scenarios to be downloaded off of my site, so that when I create a new version, it will be the most recent version available. Canopy is a scenario that lends itself to frequent updates.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Getting my butt kicked, advice needed in Blades of Exile
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Wait- what kind of retard would have a fighter (or a mage, for that matter- unless you want them to stick with 0HP for the rest of their lives) have less than 4 strength at any time?

Simple creation guide:

Fighters...
- Dump all of your skill points into strength, purchasing 1-3 ranks in the weapon type you plan on using. (For reference- Pole weapons may or may not have potential, but bashing weapons just plain suck.)
- Try to have dexterity at 3, but it's not required.
- At higher levels, start putting more points into Assassination, Luck or your weapon skill.

Spellcasters...
- Dump all of your skill points into both spell skills. Don't shy away from mage spells 7 when starting out; this is the best time to get it.
- Raise your intelligence to 3 if you want, but magi are better off with Conflagration and priests are better off with Wound.
- You'll eventually want 3-4 strength on your magi. They won't enter combat, but it's a far more economical way of getting super-high hit points than buying it directly. Unless you actually want higher-level spell skills, just dump your skill points into spell points.

Get better weapons immediately, and do NOT wear ANY armor with encumbrance. (Eventually, armor will become obsolete while non-encumbering items that heavily protect you will become available.)

In fights on the first round, either bless your fighters if your enemies are in immediate range or haste your spellcasters if you are far away. Haste your fighters if you blessed them first, or use your spellcasters' increased action points to both bless and haste your warriors before they enter melee. If the enemies are refusing to die or can actually hit your warriors, then have your spellcasters cast Wound. Field spells do absolute wonders on 2x1, 1x2 or 2x2 monsters and monsters who have to take their time getting to you. And finally, monsters that are vulnerable to magic can have Sleep Cloud cast on them, which basically guarantees that all melee attacks will hit and deal well over double their normal maxima. (Be careful- Sleep Cloud does not work on Stone, Slime or Undead monsters!)

[ Saturday, February 19, 2005 20:39: Message edited by: Solomon Strokes ]

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
First Aid skill: anything good about it? in Blades of Avernum
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An alternative would be to give the party a customized, script-based First Aid Kit that healed damage like so:

(AID - 2) d 12 percent damage healed. (Meaning that, yes, damage could still be dealt, but only 2-20 percent of the person's HP if the user is completely inept.)

(AID - 2) d 8 percent poison removed.

(AID - 4) d 6 percent acid removed.

(AID - 3) d 8 percent chance of healing paralysis. (And yes, this one has a chance of actually causing paralysis.)

It would be a decent way to take care of multiple birds with one stone, and in doing so would be worthwhile.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Illegal distribution on the BoAC in Blades of Avernum
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(For reference, Overwhelming did not post any such "I'm hosting your work" message in Canopy's release thread. And even if he did state so elsewhere, I still never gave him permission of any sort.)

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Illegal distribution on the BoAC in Blades of Avernum
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Nathan Ashby, aka "Ash Lael," formerly known as "The Creator," has asked you to remove the articles. He does not have very good internet access in the Outback, and I am sure that he would enjoy avoiding another spectacularly fruitless waste of time as you recently enacted with Kelandon. For that matter, the rest of us would be appreciative as well.

Thanks.

EDIT: Wait a second, when the hell did you "ask permission" if you could host Canopy? Or Xerch'de? Or A Perfect Forest? Or Death at Chapman's? Or Emerald Mountain? Or Roses of Reckoning? Or my articles from Spiderweb's site? Or Drakey's? Or countless scripts (nine of which are mine)?

I don't care about the articles, but seeing as how the versions of Canopy on your site are already out of date, do link to this download site instead:

http://tm.desperance.net/CanopyMacintosh.sit
http://tm.desperance.net/CanopyWindows.zip
(It's currently not on-line, but on the other hand, I'm not really asking you to update your links; I'm demanding you to do it. Thanks.)

I'll let the scripts go, simply because I don't really care. When I discover an error in any of them, however, I expect you to either link to the Lyceum or update the scripts accordingly. You'll lose my patience quickly by doing it any other way.

[ Saturday, February 19, 2005 13:34: Message edited by: Solomon Strokes ]

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Beta-Call for Backwater Calls in Blades of Avernum
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I'm going through this thing still.

I'll try to devote some time this weekend to beating it.

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Favorite Movie. in General
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I pity the poor gamete that once thought that it could do something worthwhile with itself.

(Oh yeah- I just saw Akira Kurosawa's "Seven Samurai"... Not bad, although the choreography is painfully bad, as I expected it to be.)

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私のバラドですそしてころしたいいらればころす
Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Weapons and Warfare in Avernum. in Blades of Avernum
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Alec- Canopy doesn't really apply to a real-life situation very well.

(Although I suppose you haven't beaten it proper, so...)

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Root of all evil in General
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quote:
Originally written by Thunvael:

does not the very fact of existence defy our absolute and necessary notions of logic ? Something is needed for something else, yet things do not come from nothing etc ?
We can't explain existence- so what? The sciences haven't always been correct- so what? We don't know everything and even make mistakes from time to time, but we are learning at such a rapid pace, we correct our mistakes contantly, and studies have come to conclusions that can be observed and duplicated. Theology is able to do no such thing; for instance, transubstantiated host still retains its "accidents." So okay, maybe there is an unexplained portion of existence at its very core; but I'm a betting man, and I wouldn't call the odds on that one to be very feasible to rest my chips on it.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00

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