And so, the words were written
They said: go away, I'm trying to sleep.
Recent Entries 
8th-Apr-2008 10:12 pm(no subject)
Whua?
I want a game where you're a mobster. But not just some joe, you're the head of a burgeoning speakeasy, and you have to get rid of those other similarly just-starting little speakeasies.

There'd be management of your men, a crew of a driver/mechanic/machinist obsessed with his vehicle, a newsie with the fleetest feet east of the Mississippi that serves as your eyes, ears, and delivery boy, your explosives expert, a drunken bastard that spends all his pay at your own bar, a crooked cop that keeps the fuzz off your back, a chronically unlucky guy who's accidentally blown up a rival distillery more than once, a crooked French-Canadian who's clever with a knife and the brains of the operation, an Australian convict who bust out of Sing-Sing, an Austrian doctor on the lam for selling drugs, and your Strong Guy, a laconic eastern-European the size of a small horse. You got to keep them happy and loyal, offering payment or blackmailing them, giving them whores, alcohol, vehicle parts, whatever. You also gotta make sure that no one realizes that they're in your gang- get them fronting jobs, barman, soda jerk, whatever you need.

And then there's the running, the gunning, the barreling down the road roaring bloody murder and getting the newsie to toss the Molotovs your explosives guy's making in the backseat of your driver's car- emptying the bottles as he goes, of course. There's the B&E of the rival speakeasies and their owners' homes, the enticement of enemy gang members to join you instead, the blackmail, the runs up to Canada to get the alcohol yourself because the delivery's slow this month.

There's also the management of your speakeasy. Keep it pretty, make sure the staff knows what they're doing, get good entertainment. Not hard, but not shallow. Some of us like the prettyan gaems.

You 'win' when you control the whole city, but then you have to keep hold of it. Upstarts, police, suppliers being finicky- the life in the mob isn't easy.
30th-Jan-2008 03:51 pm(no subject)
Whua?
I'm gonna be a good Engy and be productive.:x

Let's skip the mechanical problems of female classes (doubling what you have to remember, eating up space, etc.), because you already talked about that on the Steam forum, and look at the designs.

Scout's is easy. People don't dress like that for Cricket. Cricket whites are a very recognizable uniform, and if you want her to be a brit and refer cricket like Scout does baseball, then she'd better refer the uniform. Same thing with the tattoo. It doesn't jive with the setting of the game.

TF2 draws very specifically from certain designers, with J. C. Leyendecker, Dean Cornwell and Norman Rockwell being named. The TF2 world is a stylized one, much more idealized than the actual year it's 'set' in, 1968 (the calendars say the year). It's a really simple style that uses few patterns (Spy's, I want to say is the only one, with his pinstripes), instead using shapes and porportions to tell everyone apart and make them unique. Your designs, while not bad, are really complex. KISS, you know?

There's also how their designs don't really spell out their ethnicity. you don't know Engy's Texan until he talks, and then you notice the extention cable's a lasso. You hear Demoman and THEN you notice the bombsquad vest kinda has a kilt thing going on. Sniper's the obvious one here, with his hat, and even then.

That and the Engineer needs some sleeves and proper headgear. There's a reason welders have sleeves. :x.
11th-Jan-2008 10:38 pm(no subject)
Whua?
Jean Genet, in his autobiographical novel, Thief’s Journal, states this premise in bold prose: “Acts must be carried through to their completion. Whatever their point of departure, the end will be beautiful. It is (only) because an action has not been completed that it is vile.” When orienting and defensive behaviors are carried out smoothly and effectively, anxiety is not generated. Instead, there is the complex and fluid sensate experience perceived as curiosity, attraction, or avoidance. It is only when these instinctive orientation and defensive resources are interfered with (‘thwarted’) that the experience of anxiety is generated: I am not afraid of snakes or spiders, but of my inability to respond effectively to these creatures. Ultimately, we have only one fear, the fear of not being able to cope, of our own un-copability. Without active, available, defensive responses, we are unable to deal effectively with danger and so we are, proportionately, anxious.
9th-Oct-2007 01:03 am(no subject)
Whua?
01 +1 C-LVL or BF*, Apply Mods, +1 Aeon, Call, Sending 10'
02 Bolster
03 +1 C-LVL or BF*, +1 Aeon, Sending
04 Bolster
05 +1 C-LVL or BF*, +1 Aeon, {special call 1}, Sending
06 Bolster
07 +1 C-LVL or BF*, +1 Aeon, Sending
08 Bolster, Double Mods
09 +1 C-LVL or BF*, +1 Aeon, Sending
10 Bolster, Quick Call.
11 +1 C-LVL or BF*, +1 Aeon, Sending
12 Bolster
13 +1 C-LVL or BF*, +1 Aeon, Sending
14 Bolster
15 +1 C-LVL or BF*, Triple Mods, +1 Aeon, Grand Call, Sending

Odd levels: +1 C-LVL or BF. +1 Caster level or Bonus feat. If Monk, these levels stack with Monk levels. If Pseudocaster, these stack with it. If you have a specific Bonus Feat List (see: Fighter, Wizard), you may choose one from those lists, according to the rules for choosing them in your class.

Even levels: Bolster. Give each aeon you call +2 to a stat. Any stat, these can stack, you cannot change these when chosen.

1/8/15: Apply Mods. Apply own stat modifiers as bonus to Aeon when summoned. Only if positive.

Evens: +1 Aeon. Gain one more Aeon. Special: Must commune with and earn Aeon.

1: Call. Summon an Aeon. Lasts {Some Number}+3 rounds. Only one Aeon out at a time, must Concentrate to maintain. Can only make Move actions when Aeon is Active. Cooldown period of 1 round between summons. Full round action.

5: {special call 1}. lol i unno v(._.)v

10: Quick Call. Summon as Move-equivalent. Lasts {Some Number}/2+3 rounds. Standard Rules.

15: Grand Call. As Call, but all of the Aeon's abilites are affected as if by the Maximise and {that other good one :V} Metamagic feats for 1 round after calling. Lasts {Some Number}+3 rounds. This may only be used 1/week.

Even levels: Sending. {Mechanics here.}. Range increases e/o level.
16th-Aug-2007 10:44 pm - Githyanki and Battle
Whua?
[info]lakidaa: To a githyanki, a war is merely a whole lot of duels in a row.

(LJ-ify your IMs before pasting!)
16th-Aug-2007 10:06 pm - Githyanki on Classes and D&D things.
Whua?
[info]lakidaa: Githyanki on Illusionists: useless :V
[info]edward_hyde: Necromancy? :o
[info]lakidaa: kickass :D
[info]edward_hyde: Enchantment?
[info]lakidaa: Useful, but not AWESOME KICKASS.
[info]edward_hyde: But it is handy for lol subjugation XD
[info]lakidaa: Look.
[info]lakidaa: A fireball is just plain COOLER AWESOME KICKASS.Read more... )
16th-Aug-2007 09:57 pm - Githyanki and Personality
Whua?
[info]lakidaa: The XPH has the Githyanki personality pretty much right. :V
[info]lakidaa: 'Even the most open-minded githyanki is smugly convinced of his own abiliy to handle any kind of trouble that might arise on whatever backwater plane he happens to be travelling through, and many are bitingly sarcastic and rude to those they percieve as their lessers.'
[info]edward_hyde: ie, everyone :D

(LJ-ify your IMs before pasting!)
16th-Aug-2007 09:32 pm - Githyanki and Language
Whua?
[info]lakidaa: s there's a real Gish class in 3.x e. :V
[info]lakidaa: Rrakkma means "vengeance" in the Githzerai tongue. The hard-hearted githzerai go on rrakkma to slay illithids in punishment for the mind flayers' enslavement of their people eons before. Rrakkma refers only to illithid hunts, not raids against the githyanki, which are gith-attala.

(LJ-ify your IMs before pasting!)
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