Profile for Ash Lael

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Huh, where to start ? in Blades of Exile
E Equals MC What!!!!
Member # 5491
Profile Homepage #23
^Disagree. While it doesn't bother me in the slightest what my party is made of, if having certain PCs makes it more fun for you, go for it.

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SupaNik: Aran, you're not big enough to threaten Ash. Dammit, even JV had to think twice.
Posts: 1861 | Registered: Friday, February 11 2005 08:00
Article - bjlhct2 On Scenario Design pt 1: Linearity in Blades of Avernum
E Equals MC What!!!!
Member # 5491
Profile Homepage #72
quote:
Originally written by SkeleTony:

[b]Yes, but this is a chance event I am talking about. My party was not informed via scripted event that their ship was blown off course and when I awaoke I was in a dungeon with monsters blocking my escape or some such. Everything was rooted in MY decision-making and some unfortunate chance-events.
[/b]

Well, leaving the theory aside, I can't think of the last chance encounter I faced that was even slightly challenging. I dunno, maybe you get suprised and put into a tough situation by random wandering monsters, but it just doesn't happen to me.

That, and chance encounters can't be tied into the storyline. So all you're doing is fighting a bunch of random interchangable enemies, which is just plain boring unless the engine is fresh and interesting. In the case of BoE, it certainly isn't.

quote:
[b]...it does not help that you chose a notoriously mediocre scenario like "TWotS" to represent open-endedness and pitted it against An Apology. I would go even further to say that a competently designed/written non-linear scenario beats a masterfully crafted linear adventure by a LONG MILE!
[/b]

The Wreck of the Slug was simply the best example of a purely open-ended scenario I could think of off the top of my head. Even most large wander-fest type scenarios (like AC1 and AtG) have a linear central storyline. I think I'll take you up on your challenge there. An Apology is a good example of a masterfully crafted linear adventure. Name me a competently designed non-linear scenario and we'll see how they stack up. Farmhands Save the Day? Exile 1?

quote:
This is largely due to the fact that scenario and game designers are seldoim half the storytellers they think they are and computer games do not easily lend themselves to great writing anyway. Scenarios and CRPGS that try to masquerade as books come off like movies based on video games(i.e. Double Dragon and Mortal Kombat)...at best they are mediocre and yet pretentious storytelling affairs.
When I want masterful scribery, I will turn to Gene Wolfe(The Book of the New Sun) or Dostoyevsky.

When I want a fun computer game, I will NOT ask Gene Wolfe to write one for me.

Okay, I'll challenge you there again. You consider An Apology a mediocre and yet pretentious storytelling affair?

And that's not even touching on your bizarre idea that one form of entertainment must never resemble another form of entertainment.

[ Wednesday, March 02, 2005 18:28: Message edited by: Ash Lael ]

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SupaNik: Aran, you're not big enough to threaten Ash. Dammit, even JV had to think twice.
Posts: 1861 | Registered: Friday, February 11 2005 08:00
Article - bjlhct2 On Scenario Design pt 1: Linearity in Blades of Avernum
E Equals MC What!!!!
Member # 5491
Profile Homepage #68
quote:
Originally written by SkeleTony:

How so? When I spend xx minutes exploring some ruin and gathering loot and then realize that high level baddies have come up behind me, blocking my escape route(forcing me to either defeat them somehow or reload from WAY before I entered said dungeon) then I feel I am in real danger!
Notice that this happens when those bad guys have eliminated some of your options.

Not saying that there's no place for open-endedness/non-linearity, of course. The two can work together smoothly in the one scenario. In Revenge, the dream world sequences are short, intense and linear. The real world is more or less open-ended. Falling Stars follows a "Linear down the centre, open-ended around the edges" motif. But purely one-on-one, I think an entirely linear scenario (like An Apology) beats an entirely open scenario (like Wreck of the Slug) by a long way.

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SupaNik: Aran, you're not big enough to threaten Ash. Dammit, even JV had to think twice.
Posts: 1861 | Registered: Friday, February 11 2005 08:00
Huh, where to start ? in Blades of Exile
E Equals MC What!!!!
Member # 5491
Profile Homepage #17
Like Drake said, you aren't going to get a lot of milage out of your thief/archer. As mentioned before, Archery and Lockpicking are a complete waste of time (archery never does enough damage, and you can pick locks even without lockpicking skill), and Disarm Traps is only slightly better.

I don't like combining magic with fighting skills, personally. It tends to make your frontliners too weak and easy to kill in combat.

I like the idea of, say, two fighters with 4 mage/priests. This gives the fighters sufficient magical enhancement to become real killing machines. If you really want to take it to the extreme, get one fighter with 5 support crew. I've done this, and while it's probably less efficient, it does mean you have plenty of slack up your sleeve in case you're in trouble. One guy can heal him, one guy can cure his poison, one can bless him again, another can give him magical resistance and the last can cast Sanctuary so he won't get hurt much next round, all in the one turn. You can do even more if you haste them. Very effective, and easy to use. Only trouble is when your enemies start targetting your vulnerable backliners.

Anyway, for your present situation, Sanctuary is a nice and cheap spell that's very effective and you'd do well to keep it handy. Cast it on your frontliners at the end of each turn and the bandits and archers won't be able to touch them. The mage will, and they tend to be resistant to magical attacks, so get your fighters up there with him and kill him as quickly as you can.

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SupaNik: Aran, you're not big enough to threaten Ash. Dammit, even JV had to think twice.
Posts: 1861 | Registered: Friday, February 11 2005 08:00
The Dingoes Ate My Baby! in General
E Equals MC What!!!!
Member # 5491
Profile Homepage #111
quote:
Originally written by The Sprung Spring:

That would explain why I do bad in English class...
Another reason might be that you use an adjective in the place of an adverb. :P

(For those who don't get it, 'bad' should be 'badly')

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Sex is easier than love.
Posts: 1861 | Registered: Friday, February 11 2005 08:00
Article - bjlhct2 On Scenario Design pt 1: Linearity in Blades of Avernum
E Equals MC What!!!!
Member # 5491
Profile Homepage #61
I think you're making the exact same mistake you're accusing POD of. In the hands of a good designer, you aren't going through the motions, you're doing things in just this way because the situation is so desperate that it's your only option. That's not undramatic by any means.

With open-endedness, the player decides who he fights and when. He gets himself into the fight when he feels like it, and can get himself out whenever he likes. If you always have control, you're never in real danger. If you're never in real danger, where's the excitement? Having other characters (i.e. the bad guys) reducing the player's options is a tremendous dramatic device.

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SupaNik: Aran, you're not big enough to threaten Ash. Dammit, even JV had to think twice.
Posts: 1861 | Registered: Friday, February 11 2005 08:00
Huh, where to start ? in Blades of Exile
E Equals MC What!!!!
Member # 5491
Profile Homepage #14
As designers have become better and better players, they've made their scenarios harder and harder to keep their work interesting and challenging to themselves and their core audience. The negative effect of this is that it becomes very, very difficult for a new player. I remember the old days when I found VoDT tough. :)

My suggestion is to either play the earlier and easier scenarios first (like, say, the Spheres Trilogy or Nightfall), or to get a bit of advice on tactics and designing a good party. Be warned, take the latter option and you'll get a whole lot of conflicting advice and will then have to decide which suggestions to use anyway!

That said, I'll throw in my two cents:

- There are a number of skills that are practically useless. Investing in these is a waste of time and money. Poison, Lockpicking, Alchemy, Thrown Missles and Archery are all skills that have pretty much no value.

- Similarily, there are 8 or 9 spells 80% or 90% of players use 80% or 90% of the time. Haste and Bless are the most important. Juicing up a fighter with multiple hastes and blesses is one of the most used tactics in BoE. Generally speaking I find that parties work best if you use your spellcasters to enhance your fighters rather than trying to get them to win the battle themselves.

- While you'd think you're better off with more people on your team, a lot of players use less than 6PC parties. This means that the XP gets split between less PCs, so they get more each, so they go up levels quicker. More guys vs. better guys. the 1PC party is quite popular. I prefer a 2PC myself.

- Strength is one of the best skills in the game. Aside from determining how good you are in combat, it decides how much your HP increases every time you level up. Since enough blessings will mean that your fighters hit most all the time anyway, I'll usually pour tons of points into strength early on and neglect other combat skills till later.

- It's more efficient to have a couple of mage/priests than specialist characters.

Just some pointers to help you get started. Have fun!

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SupaNik: Aran, you're not big enough to threaten Ash. Dammit, even JV had to think twice.
Posts: 1861 | Registered: Friday, February 11 2005 08:00
Million Dollar Baby in General
E Equals MC What!!!!
Member # 5491
Profile Homepage #15
I don't see SkeleTony telling you what you can and can't like, any more than you're telling him what he can like and can't like. You just have different opinions on a film.

The Fast and The Furious might have tied Gigli for Oscar noms, but a lot of people liked it. It was the studio's biggest profit-earner that year. I saw it on TV, thought it bordered on okay. Closer to the worst thing ever than the best thing ever, but not by a lot. However, I couldn't care less about cars, so long as they have four wheels and move. I'm not the target audience. I think you could make a good case that The Fast and The Furious did everything it was meant to do.

Every movie has good points and bad points. Some flaws we'll accept happily by saying "It's a movie! Who cares if that action sequence isn't physically possible, it's fun to watch!" Different people will forgive different flaws. The thing that irritates me most is inconsistency in character. Vin Diesel's monologue about his father's death is beautifully written - but I hated it because I couldn't buy a character like that coming out with a beautifully written monologue.

That said, it's a stretch to call 2F2F a classic film. Since we can't all agree on what movies are good and which ones aren't, 'classic' is generally used to mean a film generally everyone liked, such as The Godfather II or Rocky (both of which bored me, personally, but that doesn't invalidate the definition). I don't think you could say that about 2F2F. You liked it? Obviously. You think it's really well made? Sure.

On a side note, my favourite movies of the year were Collateral and The Incredibles. That said, I haven't seen a lot of the ones that did win a bunch of awards. And yeah, Foxx was nominated for Best Actor in Ray, and Best Suporting in Collateral (despite the fact that he played the protagonist...).

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Sex is easier than love.
Posts: 1861 | Registered: Friday, February 11 2005 08:00
Article - bjlhct2 On Scenario Design pt 1: Linearity in Blades of Avernum
E Equals MC What!!!!
Member # 5491
Profile Homepage #51
Dahak: I think the term "linearity" means slightly different things to different people, and that's a large part of why people aren't agreeing.

I see "linearity" as referring to a lack of options on the player's part - you can only go in a straight line and not branch off in any direction you choose. If I've read it right, some people don't like it because they don't feel they are involved in the story if they aren't changing things. I like it, because I think it is a very powerful dramatic tool.

Edit: Yep, what Drakey said.

[ Tuesday, March 01, 2005 14:38: Message edited by: Ash Lael ]

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SupaNik: Aran, you're not big enough to threaten Ash. Dammit, even JV had to think twice.
Posts: 1861 | Registered: Friday, February 11 2005 08:00
Huh, where to start ? in Blades of Exile
E Equals MC What!!!!
Member # 5491
Profile Homepage #11
There's a lot of serieses (sp?) out there. This is a comprehensive guide.

Drizzt's Trilogy (The Foresaken, Brotherhood of the Hand, and Shadow of the Stranger) - Excellent series, only trouble is you can't play with the same party right through. Aside from the difference in combat difficulty, you play different characters in different games - in fact, in Shadow, you meet the character you played in Brotherhood.

Zankozzie's Big Mistake/Chains - These two are a mini-series, though they probably should be stand-alones. No combat, puzzle-based scenarios. If you like them, check out Dirty Gold by the same author - a lesser scenario and not connected by storyline to the others, but in the same style.

Stareye's scenarios - The series begins with At the Gallows, continues with Foreshadows and then Spears (which was made before Foreshadows...), and then Emulations. Stareye's first scenario Spy's Quest is not a part of his series, and I'm not sure if his BoA scenario A Perfect Forest is or not - if so, the connection is slight. Good points, the scenarios are good, and they work well as individual scenarios, so you can enjoy one without having played any others in the series. However, if you do decide to play through the whole series, be warned - they are very big. At the Gallows takes place on an entire continent, and was the largest scenario ever when it came out. Spears is slightly smaller, but still massive. Foreshadows is a movie scenario and thus very quick, but exists mainly as set-up for Spears. Emulations is a good medium-length scenario.

The Arc - While we can argue about the relative quality of individual scenarios, there is no question that this is the best overall series. While there's the occasional let-down in the mix, so many of Alcritas' scenarios are so good, and there's so many of them, that this series is pretty much unbeatable. Unfortuantely, Al has pretty much stopped designing, and the series will almost certainly never be finished. The order they should be played in: On a Ship To Algiers (beginner, small, fairly difficult), Of Good and Evil (large, multi-path, high levels, difficult), Redemption (large, high levels, very difficult), An Apology (beginner, medium length, very difficult), Lamentations (high levels, fairly difficult, not up to Alcritas' usual standard but needs to be played for the overall storyline, fairly small), Falling Stars (large, use the same party from Lamentations, expect to replay it a lot so keep a save file right at the start, mostly not too difficult but has a very mean end sequence), Signs and Portents (movie scenario), and Tomorrow (continue with the same party from Falling Stars and Lamentations, short/medium size, average difficulty). He has a couple of others, but they can be omitted without hurting the story and aren't that great. You can also skip Algiers and Of Good and Evil without many troubles if you like, but you'd be missing out on a couple of class scenarios.

The Echoes Series - Terrors Martyr (going by Solomon Strokes on these boards at the moment) has made a frightening number of scenarios, and a fair few of them are a part of the Echoes series. However, you could probably play them in any order without it making a difference, as the plots are extremely difficult to understand anyway. I'd recommend playing Nebulous Times Hence, which is his best scenario and a stand-alone, to see if you like his style.

TM also made Bandits and Bandits II: Ballad of the Red Star. However, I don't count these as a series. While some of the same characters are featured, Bandits II is much more a continuation of the Echoes series than of the Bandits storyline. Heck, it doesn't even have any bandits in it.

The Spheres Trilogy - From way back in the early days. Riddle of the Spheres was the first decent scenario released for BoE. This trilogy is meant to be played with the same party straight through, using a brand new one for Riddle. Quests of the Spheres is the second in the series and the best by a fair margin, Destiny is the last and while not actually bad, should probably be a lot smaller than it is. The Spheres Trilogy is pretty dated now, so you probably enjoy it more if you played it early on, before moving onto the more difficult and more flashy modern-style scenarios.

The Adventurer's Club Trilogy is comprised of a massive scenario (AC1), a huge scenario (AC2), and the largest scenario ever made (AC3). They are fairly old school style games (AC1 and AC3 in particular), and are good ones to start on if you enjoyed the Exiles and Avernums. Just be warned that it'll take a while for you to finish them.

The lost_king Trilogy - If you value your sanity, never ever play these scenarios.

Demon Island I and II - If you ever choose to play these, use a God party. Mainly it's just kill demons, kill demons, kill demons, but there's some cool technical trickery (especially in Demon Island II) that may make them worth playing. Or may not.

Doom Moon I and II - Start with a medium level party in the first one, and take it into the sequel. These scenarios have really tough enemies, but they also load you up with really powerful weapons. Any party that goes through these scenarios will be too powerful to use again, except for stuff like the Demon Island scenarios. The Doom Moons have a shaky storyline and really bad spelling (English was a second language for the designer), but they also have good puzzles and some really cool technical tricks. Doom Moon II in particular has influenced a lot of designers.

Teh Grich 1 and 2 - TM, designer of the Echoes series, made these. They are very short and are designed as a parody of one of the most hated scenarios ever - The Grinch. Basically, they are intentionally really terrible. May be worth playing, one day.

The Chicken Plague Trilogy - Made by Brave Sir Robin. Haven't played them myself. I gather that essentially you just kill chickens for three scenarios. Was intended as a comedy series, but not appreciated by many.

Our Man Vlad and Our Man Vlad: Redemption - Also by Brave Sir Robin, and also scenarios that I have not played. No one seems to like them much.

The Lost Tunnels Part 1 and 2 - Okay, nothing special, put off these until you're done with the really good ones (which will take a good year or so).

The Kurnis/Uganta series - Four scenarios, designed by myself and my brother under the name of "The Creator". The first, Isle of Boredom, has some bugs and stuff and is the weakest. However, I do think it's worth playing if you like puzzles, combat you have to think about to win, and nifty technical stuff. Ugantan Nightmare was the first movie scenario, and was made in a week to demonstrate this really cool animation trick we'd developed (and has since been used in a lot of other scenarios). To Live in Fear is another movie scenario. They should be played/watched after Isle of Boredom but before Revenge, the last in the series. Revenge is our best scenario, is medium in length, and really difficult. It's also designed so that you don't need to play any of the scenarios before it - however it doesn't work in reverse. Playing Revenge first is fine if you just want to get to the good bit, but will spoil parts of the earlier scenarios. Generally, all of our scenarios are hard and are designed for people who've played a lot of BoE and know what they're doing, so you probably want to hold off on playing them for a while. We also have a couple of small stand-alone efforts called Areni and Deadly Goblins. Our scenarios tend to feature character-driven stories, really nasty combat, and really, really flashy tech stuff.

If I've missed any, I'll add them in later.

[ Tuesday, March 01, 2005 15:14: Message edited by: Ash Lael ]

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SupaNik: Aran, you're not big enough to threaten Ash. Dammit, even JV had to think twice.
Posts: 1861 | Registered: Friday, February 11 2005 08:00
Article - bjlhct2 On Scenario Design pt 1: Linearity in Blades of Avernum
E Equals MC What!!!!
Member # 5491
Profile Homepage #22
The point of a game is not "to provide choices" or "to tell a story", any more than the point of a book is "to read words". The point of a game/scenario is to provide the player with an enjoyable experience (and one that is often, but not always, immersive).

Further, I think that a lot of things are being associated with "linearity" and "open-endedness" which are not actually connected. The perception of the "linearity-haters" seems to be that the lack of choices on the part of the player leads to detachment from the scenario and the story (if YOU don't make the choice, then why are YOU needed?). And this can be the case, but I don't think it always or even usually is.

Personally, I like to use linearity to pull the player deeper into the story. If you can wander where you will and do what you like, well, there's no urgency and there's no excitement. I like to throw the player into an emergency - Act or Die. It's linear, sure. You only have one real option - but it's up to you find it and take it, now.

What I think I'm trying to say (though I could be wrong...) is that linearity can only become a problem when the player is proactive. If you're the guy wandering around, fixing the world's ills, you don't like the feeling that you aren't actually in control. If you're just a pawn in the designer's hands, then how can you be a hero?

Again, my preferred technique is to make the player reactive. Think you're a hero? Well, I've got a real challenge for you... see if you can survive this (which is also why I tend to make my scenarios very hard - if the bad guy is a genuine challenge, then it means something when you're actually able to beat him). I can't think of a any situation that would be so intense and exciting, but allowed a number of different options. I.e. Linearity can be used to improve a scenario.

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SupaNik: Aran, you're not big enough to threaten Ash. Dammit, even JV had to think twice.
Posts: 1861 | Registered: Friday, February 11 2005 08:00
Article - Party vs. Designer in Blades of Avernum
E Equals MC What!!!!
Member # 5491
Profile Homepage #15
quote:
Originally written by Toasted Marshmallows:

The characters are essentially problem solvers in Avernum.
That depends on which scenario you're playing.

Your post is a pretty good one, and it's definitely a way to do things. However, it's far from being the only way or even the best way.

Personally, I don't see how giving the player inconsequential choices helps anything, except possibly realism.

[ Friday, February 25, 2005 22:42: Message edited by: Ash Lael ]

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SupaNik: Aran, you're not big enough to threaten Ash. Dammit, even JV had to think twice.
Posts: 1861 | Registered: Friday, February 11 2005 08:00
Article - Party vs. Designer in Blades of Avernum
E Equals MC What!!!!
Member # 5491
Profile Homepage #12
I have a certain amount of respect for what DreamGuy, SkeleTony and Toasty are saying. At the same time, I disagree with it utterly.

There is a great scope for creativity in design. There is no One Way to make a scenario and there is no One Essential Ingredient. Sometimes you might like to create your own characters and let 'em lose in a scenario, and some will go to great lengths to allow you to play any sort of person you want. Others will give you an interesting character and invite you to step into his shoes for a few hours. You may like one or the other more. I prefer the latter.

That said, I do believe that confusion over the relationship between player and party is a common thing, and usually pretty detrimental. I think a designer should make it clear what the party is, in his eyes. Players can then take it or leave it, but it's part of the designer's vision, and should be regarded as such, rather than as a design error.

I think our new BoA players are used to feeling like they are in control when they play, and the simple fact that they are not irks them. But that's the way it is. Even if you feel like you are, it's an illusion created by the designer. The mindset of a player should be to approach the designer with trust, accept his rules, and allow him to take you into his world.

But just to repeat what I said before, I think it's the designer's responsibility to make clear what his rules and his terms are, and to stick to them.

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SupaNik: Aran, you're not big enough to threaten Ash. Dammit, even JV had to think twice.
Posts: 1861 | Registered: Friday, February 11 2005 08:00
Article - Party vs. Designer in Blades of Avernum
E Equals MC What!!!!
Member # 5491
Profile Homepage #4
Very interesting topic for an article, though I would have prefered to see more on the Why and When rather than How.

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SupaNik: Aran, you're not big enough to threaten Ash. Dammit, even JV had to think twice.
Posts: 1861 | Registered: Friday, February 11 2005 08:00
The Dingoes Ate My Baby! in General
E Equals MC What!!!!
Member # 5491
Profile Homepage #46
quote:
Originally written by Arma virumque cano...:

I can distinguish the Queensland dialect from other Australian dialects, but that's where my Australian dialect perception ends. Out of curiosity, does Australia have an equivalent to the American South, dialect-wise? Can y'all easily discern the difference in American dialects?
I can't really tell the difference between Queensland and the rest of the country. They do speak differently, but I think it has more to do with sentence structure than accent. E.g. they will quite happily end a sentence with 'but'. However, the differences are very slight, and between the other states they are pretty much non-existant.

Regarding American accents, I gather the North accent is like Stugie or ADoS. Understandable, and almost bearable. The South accent is the one that's close to impenetrable.

For some reason, I really don't like American accents.

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Sex is easier than love.
Posts: 1861 | Registered: Friday, February 11 2005 08:00
Illegal distribution on the BoAC in Blades of Avernum
E Equals MC What!!!!
Member # 5491
Profile Homepage #101
Um, a number of BoE scenarios have spontaneously disappeared from Spidweb's tables.

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SupaNik: Aran, you're not big enough to threaten Ash. Dammit, even JV had to think twice.
Posts: 1861 | Registered: Friday, February 11 2005 08:00
The Dingoes Ate My Baby! in General
E Equals MC What!!!!
Member # 5491
Profile Homepage #15
See? I only sound Australian to non-Australians.

...so come on, show us your accent.

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Sex is easier than love.
Posts: 1861 | Registered: Friday, February 11 2005 08:00
The Dingoes Ate My Baby! in General
E Equals MC What!!!!
Member # 5491
Profile Homepage #12
quote:
Originally written by Fanfic Giggly Gnome:

Well, let me just check that by peeking under my shirt.. Yup, I'm a girl, more or less. It's the difference in size, right?
Hey! Not all us guys have beer guts!

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Sex is easier than love.
Posts: 1861 | Registered: Friday, February 11 2005 08:00
The Dingoes Ate My Baby! in General
E Equals MC What!!!!
Member # 5491
Profile Homepage #10
quote:
Originally written by Intentionally Selfish:

Also, Creator sounds damned cute, in my opinion.
Good Lord, I'm being hit on by a girl on the other side of the world.

Surreal.

Edit: Uh, you are a girl, right? It's just that I have no way of telling. :P

[ Monday, February 21, 2005 21:10: Message edited by: Ash Lael ]

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Sex is easier than love.
Posts: 1861 | Registered: Friday, February 11 2005 08:00
The Dingoes Ate My Baby! in General
E Equals MC What!!!!
Member # 5491
Profile Homepage #4
Guys, I work at a freaking radio station. If I couldn't find a way to record my voice, there would be something seriously wrong with me.

...and yet, for some inexplicable reason, I was unable to convert it to an mp3. :(

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Sex is easier than love.
Posts: 1861 | Registered: Friday, February 11 2005 08:00
The Dingoes Ate My Baby! in General
E Equals MC What!!!!
Member # 5491
Profile Homepage #0
Thanks to Kelandon for hosting these.

Listen to me (20 sec, 1.8 MB)

Listen to Thuryl (2 sec, small)

Be warned, neither is a good example of an Australian accent. Thuryl sounds quite British, and I've been asked if I'm American on quite a few occasions.

[ Monday, February 21, 2005 17:28: Message edited by: Ash Lael ]

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Sex is easier than love.
Posts: 1861 | Registered: Friday, February 11 2005 08:00
Root of all evil in General
E Equals MC What!!!!
Member # 5491
Profile Homepage #336
While it certainly could be argued that there is a fine line between genius and madness, I think it's safe to say that you're nowhere near that line.

Don't defile perfectly good threads.

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Sex is easier than love.
Posts: 1861 | Registered: Friday, February 11 2005 08:00
Let's Play A Game! in General
E Equals MC What!!!!
Member # 5491
Profile Homepage #2
Drat.

So, new rule, no cheating. And if you're particularly worried, do as ADoS says and get a free email account.

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Sex is easier than love.
Posts: 1861 | Registered: Friday, February 11 2005 08:00
Let's Play A Game! in General
E Equals MC What!!!!
Member # 5491
Profile Homepage #0
Inspired by the number of confusing name changes and whatnot going around. I've just started a new BB. The idea is that we all register and post under new names and try and figure out who is who - without being found out ourselves!

Click here to play

The Rules:

1: If you are the first to correctly guess the identity of another member, you get 5 points.

2: If you make an incorrect guess, you lose 1 point.

3: While you may change your writing style, argue a point of view you don't agree with, etc, you may not actually lie. Otherwise it becomes impossible to determine anything.

4: You are not compelled to answer a question if you don't want to - especially if that question would give away some information that may clue others in (i.e. how old are you?). The exception, of course, is if they make a guess as to your identity - you must tell them if they are correct or not.

5: You do not lose points when you are discovered, and may continue trying to guess who other people are. The game ends when everyone has been found out, or at some earlier point if interest starts to lag.

6: Maintain a consistent identity in the game, and no double accounts or anything like that. It'll be complicated enough as is.

7: So you can't be identified by your email address, everyone is to use the same one. Use hamporkcorn@yahoo.com when you register.

Any techniques are fine. Start a debate and see who argues what view and how. Start a joke topic, and see what people find funny. Do whatever.

I'll let someone else make the first post, otherwise I'll be caught immediately. Have fun! :)

[ Saturday, February 19, 2005 20:27: Message edited by: Ash Lael ]

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Sex is easier than love.
Posts: 1861 | Registered: Friday, February 11 2005 08:00
Favorite Movie. in General
E Equals MC What!!!!
Member # 5491
Profile Homepage #124
quote:
Originally written by taker_guardian:

first of all,grabbing can mean a number of thigns that arent sexual,such as swipe,hold,grab hold,pick up,and so on,
I have actually lost count of all the response that flooded through my head when I read that. Unfortunately, most of them would break Kel's brain again, and I need to go to the footy.

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Sex is easier than love.
Posts: 1861 | Registered: Friday, February 11 2005 08:00

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