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You are here: Home --> Forum Home --> Recent posts by Alacrity
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Topic: The Gobber King- QnA
Subject: sheaf


Been so long since anyone asked i had to look up the sheaf arrows.

Posted on 2014-01-22 at 16:31:22.

Topic: The Gobber King- QnA
Subject: quorum


We seem to have a quorum on the use of a portal. Beyond the weapons and the ongoing rush of bigger badder monsters, there is not much to see here.

Posted on 2014-01-22 at 13:29:01.

Topic: Destiny Flight - QnA
Subject: Hi


Okay. Got some sleep last night. Doing good

Mmv is knee deep in final exams right now so for the sake of the game, we can assume that Grace told Tess and Jon about the Uncle Steele and his potential black spot on the companion registry. She did not want to tell the others because it involves her pass and she doesn't want everyone to know she was once a rich girl herself.



Posted on 2014-01-22 at 13:15:46.

Topic: Destiny Flight - QnA
Subject: this and that


Beyond conversation and prep for the journey, I really don't see a reason to play out the entire wait to leave scene. So When I post, it will be you doing the pick up of passengers.

It won't be today. I got two hours sleep last night so I don;t post when sleep deprived. If i do, vampires show up and other undead creatures but mostly super charged Vampyres that don't belong in Serenity or a 1st level dungeon.

Whee... Cofffeeeeee

Posted on 2014-01-21 at 15:41:17.

Topic: D&D and Life
Subject: D&D and Life


From an Article by ETHAN GILSDORF. Original Link all_i_needed_to_know_about_life_i_learned_from_dungeons_dragons

All I needed to know about life I learned from “Dungeons & Dragons”

The nerd classic, 40 years old this month, taught me about imagination, purpose -- and having a great adventure
ETHAN GILSDORF


When Dungeons & Dragons appeared in January 1974, 40 years ago this month, it was a fun twist on traditional war gaming. No one guessed it was also revolutionary.

For sure, endless homespun cops-and-robbers-style “make-believe” games existed, as did charades and improv theater. Vast tabletop war games also enacted battles with hundreds of miniatures. But no one had married these concepts into a single game, in a box, with rules for role-playing a single character — paladin, thief, wizard, barbarian, elf, dwarf, holy man — giving a personal stake for the player who controlled him or her.

“Those war gamers who lack imagination,” the game’s co-founder, Gary Gygax, wrote in the game’s first introduction, “will not be likely to find Dungeons and Dragons to their taste. But those whose imaginations know no bounds will find that these rules are the answer to their prayers.”

The idea was this: You don’t play D&D on a board. The game is played on graph paper, using dice, maps and books. But mostly it takes place inside the players’ heads. You enact the quest of a character and lead him or her through a series of imaginary adventures, all referred by a fellow player, called the Dungeon Master.

I played a lot of D&D back in the 1970s and 1980s. After conquering me, D&D went on to transform geek culture. Not only had D&D invented a new genre of entertainment — the role-playing game — but it practically gave birth to interactive fiction and set the foundation for the modern video game industry. Into “Halo” or “Call of Duty”? You’re playing an incredibly sophisticated version of a D&D dungeon crawl.

After a long hiatus, I play the game again now, as a 47-year-old, mostly grown-up person. Today, with my +5 Goggles of Hindsight, I can see how D&D was subtly helping me come of age. Yes, it’s a fantasy game, and the whole enterprise is remarkably analog, powered by face-to-face banter, storytelling and copious Twizzlers and Doritos. But like any pursuit taken with seriousness (and the right dose of humor), Dungeons & Dragons is more than a mere game. Lessons can be applied to the human experience. In fact, all I really need to know about life I learned by playing D&D.

1) Everyone has a purpose. “The essence of a role-playing game is that it is a group, cooperative experience,” said Gygax. In D&D, your adventuring party is composed of complementary characters with different talents and skills — spell casting, fighting prowess, sneakiness, healing, seductive charm — each to be used at the right time. Same with your office mates, your family or other peer group. Be generous, and think of how each person in your circle can contribute to a cause. (Of course, some people have 17 wisdom, some have 7. So be it.)

2) Diversity rocks: Both D&D and life are richer when we combine in the petri dish of social interaction a mix of different races, backgrounds and experiences. You can’t do it alone, nor can your culture. Of course, D&D assumes some races, such as elves and dwarves, don’t even like each other much, but that tension gets played out in the actual game, and ultimately you succeed in putting that animosity behind you if you want to survive. Not only can we all get along, but our groups are stronger for it.

3) Collaboration is better than competition. In its early days, D&D was one of the few collaborative games on the market. You don’t try to bankrupt your fellow players by putting hotels on Boardwalk and Park Place. Nor is the point to destroy them on the gridiron. Rather, D&D says, a game — and by proxy, human existence — can be more enriching and satisfying when the goal isn’t to crush your enemies, see them driven before you, and hear the lamentation of their women. And their men. (Of course, you’re technically “against” the Dungeon Master. But he’s also your god, so be nice.)

4) There is no “end.” What was the big invention of D&D? There is no victor. There is no loser. The plot does not wrap up neatly. As a teenager, I learned early on, you don’t “win” at life. There is just the continuing story, the next adventure.

5) Fight, fail, live again. “I nock an arrow in my bow,” you say. “I’m preparing a fireball spell,” says your co-player. In D&D, you go all out. You fight the good fight on the battlefield, with all the mojo you can muster. If you die, you can always get yourself resurrected, literally, in the game. In real life, you will recover from any defeat, setback, embarrassment, mistake and “death” (in a figurative sense). You can do great things if you take risks, and have the courage to fail.

6) Parley! Do not underestimate the power of the tongue. Fighting is not always the best way to solve a dispute. D&D reminds you, rather than brawl, it’s OK to run, or sweet-talk your way out of a bad encounter with a bully or a bugbear (if they even speak Common). There is no shame in a well-bargained escape. Plus, questioning your foe before filling it with arrows might actually get you valuable information. Same with your pain-in-the-ass family member.

7) It gets better. You begin in D&D at first level. You’re a wuss with four hit points. You have a rusty sword, perhaps, or you can cast a spell that makes pancakes. But fear not. Have patience, and you will grow in power and prowess. You will kill stuff, gain treasure, and experience. Before long, you’re no longer a n00b. So too in life: Practice, train, endure defeat, and you will level up.

8 ) Nothing beats paper and pencil. You’re in the dungeon. You’re about to attack a gang of orcs. Then the battery on your iPhone dies. Bummer. Lights out. Point being, sometimes your devices run out of juice. Bring a backup on any adventure. And remember that analog can be more reliable than digital. So don’t forget your graph paper.

9) Say what you mean, do what you say. You’re still in that dungeon. It’s still dark. “Do you have torches?” the Dungeon Master asks. “Uh, I think so,” you reply. “But you didn’t say you brought torches with you.” Whoops. You’re screwed. In D&D, as in actual human interactions, it’s important to both say things and do things. Make promises — and act on them.

10) There’s always a chance. As a kid, I felt adulthood must be governed by some invisible rule book. In fact, there’s actually an “Intoxication Recovery Table” on page 83 of the “Dungeon Master’s Guide” to help you role-play drunkenness in D&D. But the truth is, life’s rules are more flexible and forgiving. Not every outcome can be preordained. The world is suffused with randomness. There’s always a chance to succeed. Roll a 20 and even the tiniest hobbit can slay a dragon.

11) Make up a new rule. “If something doesn’t work, get rid of it,” D&D’s other co-creator, Dave Arneson, once said. Out of frustration, or ego, experienced players will often ignore the rules they don’t care for and design their own for success. Same in Real Life: Don’t like that rule on page 127 of the Husband’s Handbook? Write a new one. (As long as it’s not obnoxious, or hurtful, of course.) Look outside of the box. Or “Monster Manual.”

12) Never split the party. Dudes, this ain’t no horror movie. Keep each others’ backs. Don’t go wandering off some passageway and get picked off by the baddy. Friends matter. Stick together, so you can tell your stories around the fire afterward.

13) Imagination is king. What if … life were different? What if I had 18 strength and a magic flying horse and a fortress made of Cheetos (well, maybe not Cheetos)? If nothing else, D&D teaches you to imagine the other, the better, the possible. That’s forward-thinking aspiration. That’s hope. And we need hope.

14) You live by your story. Years ago in days of old, when magic filled the air, you lived by the sword. Perhaps. But more important, today you live by your story. And your character. Are you a victim? A hero? A scalawag? A shapeshifter? “Dungeons & Dragons is a game in which the continuing epic is the most meaningful portion,” Gygax wrote in his 1979 “Dungeon Master’s Guide.” “Player characters … appreciate that they are in effect writing their own adventures and creating their own legends, not merely reliving those of someone else’s creation.”

The story you tell about yourself, and to others, matters. Make it a good one. Be a hero, not a chump.

Happy birthday, D&D. Welcome to your middle age.

Ethan Gilsdorf is a journalist, memoirist, critic, poet, teacher and 17th level geek. He wrote the award-winning travel memoir investigation “Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms.” He lives in Somerville, Massachusetts. More info at ethangilsdorf.com or follow him on Twitter.

Posted on 2014-01-21 at 13:27:28.
Edited on 2014-01-21 at 13:31:15 by Alacrity

Topic: Looking for game
Subject: sorry


Yes I am playing Audalis based game right now. Prehaps once they get off the island if there is an opening you could jump in. We are using 2e though

Posted on 2014-01-21 at 13:22:33.

Topic: Random thought
Subject: assume


Unless otherwise stated, I would assume that is the case in any world system

Posted on 2014-01-21 at 13:21:07.

Topic: Would you like to write for the Inn?
Subject: Pretty open


We would love to see any size of articles for Audalis and would consider it for canon. Audalis has been rather dormant of late so please - write away.

Posted on 2014-01-21 at 13:20:07.

Topic: Imagination stifled?
Subject: google


Googling the shadowdancer now

Posted on 2014-01-21 at 13:16:13.

Topic: The Gobber King- QnA
Subject: Any portal in a storm


Ivan definitely votes for portal.

Btw - whatever is coming is huge and there are two if them.

Posted on 2014-01-21 at 00:34:33.

Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: the plan


As I, the GM, understand this - The Plan is as such:

Put the passengers and non-combatants into the caves. Have PC and Matherson look for Mole (Willow, John, Ma, Jessie)

Wyatt, Asher and Wolf stay outside to draw mercs into a guerrilla style combat and protect Roc.

Tess flies shuttles to use the missile against the Merc ship. After that she either lands and joins fighting or flies interference until she is shot down.

Use bombs around the ship to kill off as many mercs as possible. Let Asher and Wolf go wild with automatic weapons.


Your advantages:
They can not use heavy arms or risk damaging Violin
They cannot gas out the caves as it has its own life support
Asher does come with an arsenal of accessories
The mercs probably do not know of the caves, until the detect the power supply.

Disadvantages
They have numbers and are not afraid to die
They may have more than one ship
Once they get a hostage or two, things will get dicey.
They have a mole with you

The post made by Asher about laying out the bombs with Jessie was premature as the bombs were not even made. So that is null and void.

Posted on 2014-01-20 at 13:51:26.
Edited on 2014-01-20 at 13:56:42 by Alacrity

Topic: Destiny Flight - QnA
Subject: ingersoll


had you given us a heads up about two weeks ago we could have seen if we would make the drive to Ingersoll. Just takes careful planning.

Looking forward to moving ahead. Sorry Celeste for posting for you - hope you understand the desire to keep it going.

Posted on 2014-01-20 at 13:32:53.

Topic: Destiny's Flight - A Serenity RPG
Subject: The role of Tess will be played by a tall dark sinister man


Persephone, Eavesdown Docks, Destiny, Galley, 11:00 pm ST

Tess came in with Catie and Angela and pulled the Captain aside as they were unpacking the goods found. “Jon. This here Catie is quite the negotiator. She got us more supplies than I ever could on the fund we want and I have not seen someone wheel and deal like that since Jason. She could serve us well, despite the friction between you and Stephanie right now. Just my thoughts on the matter but I was certainly impressed.”

As the meeting came to order and JC told them of the lack of info on the brothers, he ended on a note that Tess had to agree with,

“However backing out now could be even worse as then the question becomes in Badger’s mind why did we back out, what made us do so, what do we know. Badger will not take a chance we know too much if this is not on the up and up.” JC said.

“Yep.” Tess said, nodding, “If we back out now we won’t get any jobs around here anymore that is for sure. We are stuck with this job and we best make best of it.”

Tess continued on, “I think badger is interest in this wedding because he wants to get in bed cozy with the Baron. They are like two peas in a pod on business and the business from the Baron could do well for someone like Badger. Plus the prestige of dealing with a Lord! He can’t resist. See, I can’t agree with JC’s assessment of Badger. He wants powerful friends but I don’t think he has them. He struck me as a foolish man who wants to be considered a king and fawned over. Working with a lordship is one step further. The brothers are another thing all together in my mind but hell, I might be wrong and completely starstruck by the shuài. (Handsome)” She says with a laugh. “What did you find out Gracie?”

Posted on 2014-01-17 at 16:22:39.

Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: answers


Yes all the merc’s heads exploded. You have not cracked the skulls to see how much of the radio transmitter is left.

You have three potential heads to explore. Since you don’t need to be “nice” about it, the operations would be quick I’d assume (complex action based o na minte per roll added to a base of fifteen)

Doors are airlocks to hold out the vacuum so they are tough but not enough to withstand an autocannon at close range. Small arm fire – no problem.

John would be rolling a complex roll as well and I would assume the equipment would be available in his kit unless he botches. I can throw some plot points on it as John never used his points yet.

Mercs are on a four hour window. See below

Here is the timeline as I see it from going through the posts. Note, Asher and Jessie could not have laid out the bombs yet because they are not completed yet, so I assumed they went to take pictures of the case for Wyatt's plan.

8:10 ASREV Landed
8:20 Battle of LV-426 begins
8:25 Battle ends, Dillon Warns of attack within four hours
8:26 Crowd goes wild
8:30 Wyatt uses shotgun to get attention of crowd
8:40 Willow begins operation on Havelock
8:45 Crowd sent to caves with Sifu and Hood leading
9:00 The young men are asked to build bombs and they start.
9:10 Sung talks to Matherson.
9:15 Willow finishes up on Havelock. His recovery is almost miraculous
9:20 Soup loaded onto mule by Hack and Slash, Ash and Jessie depart to drop off soup and take pictures of case, Sifu, Hood arrive at the caves with passengers
9:25 Willow/Ma discovers missing engine part
9:35 Wyatt and Wolf see missing engine parts. Wyatt calls meeting
9:45 Tess takes off and gets John, Ash and Jessie return, Sifu discovers power in cave
9:55 Crew is assembled in Kitchen****
10:00 first batch of bombs will be complete
11:00 Missile will be complete
12:30ish Imminent Attack

**** Where we are now

No one knows about the calvary coming actually. That was silver screen so neither side is aware except the mole among the mercs. The mercs are jamming the cortex so they think they have all the time in the verse.

Tess has gunship experience and could fly and launch missile without assistance. The missile is made to be dropped and fly.

Fruit Ninja –I like that.

Whether you can gain control on the devices in the merc’s head will depend on John’s skill and the dice really.

I have not heard from Celeste in awhile so I am NPC her until she comes back.

Posted on 2014-01-17 at 15:30:35.

Topic: The Gobber King- QnA
Subject: combat in a forum based game


"On a side note; in my last post, Alôndas was aiming at the little beast that was headed towards Dudley, not that it really matters"

Yes, I saw that but by the map you can see that was across the room and you did not have a clear line of sight, plus I figured you'd want to take care of the one moving towards you and not rely on the casting of another.

In forum based games, I as the Dm, have to make some calls on what I think your character will do. As I often say, you post what you want to happen and I post what will happen. Mal said he wouldn't attack but I had him attack anyway because I ruled he could make it. Gamard said he was casting the Magical stones - I assumed he'd throw them to save Dudley. If I don't make these small assumptions then combat becomes deadly dull with one move at a time.

If I rule something that will cause a lot of harm, like say having Mal hesitate, Alan cast on monster attack Dudley and therefore waits for line of sight and Gamard only casts and does not throw and then Dudley is turned into cidal hash. Then I would send out some PM's to make sure that is what you wanted to happen.


On another note, if you are leaving the room by the portal suggested by Ivan, you do have enough time to grab a weapon or two if you feel you are lacking.

Posted on 2014-01-17 at 14:01:47.

Topic: The Gobber King
Subject: You are going to let the NPC lead????????????? BWAHAHAHA


Ivan looks around in confusion. "Umm. I was running in panics dudes when i was in here. I think I ran through the portal by the bows and crossbows before and was in a throne room of sorts. Either than or the dining room with the huge undead rats. That is all I remember!!!"

Posted on 2014-01-17 at 13:46:55.

Topic: The Gobber King
Subject: quick fight


OOC: I extrapolated Gamard's actions from his post.

As the beast move at speed toward the smaller members of the party, Crow steps forward and intercepts the closest one to him. His first attack is wide of the mark, not ready for the sheer velocity of the creature but his short sword bites deep across the chest. The beast roars in pain and stumbles, giving Crow an opening that he takes full advantage of, thrusting his newly found long sword deep into the throat of the monster and bringing it down to its death (natural 20).

Alôndas casts a fast spell as the third beast moves towards him and Wembley. He cast a magic missile which strike the beast unerringly but does not slow him down. Wembley finished his casting right after the Syl and the Beast starts to stumble and then falls to ground - asleep.

The Creature remaining moves quickly and leaps towards Dudley. The Cleric is forced to abandon his prayer for Invisibility to dodge the attacks of the creature. He is small and spry and thus keeps moving to avoid attacks successfully except for a slash across his arm that draws blood.

Mel was not sure that he could catch the beasts but despite his fears managed to reach the beast as it attacked the Cidal. He slashed it twice with his saber and the creature howled in pain. Gamard finishes his prayer and threw the magic stones. The stones strike true and the beast falls to the ground, collapsing in mid-bite towards Dudley.

The battle is done for the moment with one enemy still alive but asleep in the room.

Ivan calls from his perch above the spears, "Wow! You guys are like the Elvis of Violence!"

Before anyone can move to check the bodies or dispatch the sleeping monsters, they disappear in a "poof" of teleport. A feminine voice speaks out of nowhere saying, "Congratulations. Level 1 complete."

The lights flicker and the portals reappear.

The voice returns, "Prepare for Level 2." and as she says that, the seams turn white on the side facing the maces and daggers and the stone starts to drop.

OOC: you have a minute to do whatever you'd like before the stone drops completely.

Dudley took 3 pts of damage.

Posted on 2014-01-16 at 18:10:39.
Edited on 2014-01-16 at 18:11:31 by Alacrity

Topic: Destiny Flight - QnA
Subject: momentum


Well ... Not sure what happened with Celeste but we are losing momentum here so if she has not posted by the weekend, I will NPC Tess until nigh.



Posted on 2014-01-16 at 17:37:22.

Topic: The Gobber King- QnA
Subject: approx at best


These are of course rough ideas and you do indeed plan to move.

Crow will be first in combat actually as he was ready from the start and in the pathway.

For me to remember c1m2a3w4mo5g6d7

Posted on 2014-01-14 at 16:15:52.
Edited on 2014-01-14 at 19:03:07 by Alacrity

Topic: The Gobber King- QnA
Subject: Movement


In combat you can move a full 10 time movement rate in a round or half that as a free move. So Mal, who is not wearing armour, could move at least 45 feet in a round and still attack. The scale to the room is 1 sq is 5 feet.

As I see it. Mal is standing near the entrance where you came in. Crow is closest to the pillar having stopped on the way to the bows. Wembley and Alôndas are but the staff rack. Dudley and Gamard are by the mace rack. Ivan is on the very top of the Spear rack. Remember the block opened up on the side across from where you came in.

So depending on initiative rolls, Mal could intercept a beastie.

E = Evil Creatures

 photo room3positions.jpg

Posted on 2014-01-14 at 13:26:04.
Edited on 2014-01-14 at 13:36:59 by Alacrity

Topic: The Gobber King- QnA
Subject: proximity


Ivan has climbed up a weapon rack and is farther away from them than you guys. Ivan is a smart coward.

Posted on 2014-01-13 at 21:00:49.
Edited on 2014-01-13 at 21:01:18 by Alacrity

Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: So does John


John wants to create that bandwidth transmission. It appeals to him because it shows off his superior intellect to everyone and how dangerous that superior intellect can be. So there! Bet you mercs you were nicer to us nerds! Who`s laughing now!!!

The idea that I had for John was a bluff. Either to Bluff that he cracked the code and he could blow the heads off anyone who got within range. OR to bluff that he cracked the code and let the mercs know he was jamming the frequency so the bombs could not be triggered. Maybe start a inside fighting thin.



Posted on 2014-01-13 at 18:22:38.

Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: helmets


I think everyone knew it was in the head not the helmet. That is why John asked for a head of a merc that has not been popped.

Willow comment about helmets was alluding to the fact that there are comms in the helmets so you could use them to send a message - intentionally or not intentionally.



Posted on 2014-01-13 at 18:03:10.

Topic: The Gobber King- QnA
Subject: hey baby hey baby


Strictly animal like growls and snarls. Also, moving to pick of the smallest and weakest of a group is very predator-like too.

Posted on 2014-01-13 at 17:58:28.

Topic: The Gobber King- QnA
Subject: Sorry dude


You are just a nice light snack. The Coffee Crisp of the Cidal world.


Posted on 2014-01-13 at 17:26:57.

 
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