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General forum for what's going on, site news, rants, raves, whatever. Let everyone know a little about yourself and what you do.
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Postby Chainsaw Aardvark » Tue Nov 28, 2006 5:44 pm

Well, I would point out the "app to create pdfs" thread on the general forum (listed slightly below this thread) for other means of making a pdf. I didn't realize that you could upload to the forum, but stated limits are "19.5 kb for .doc & 97.7 kp for a zip". (Oddly enough, there is no rtf - though txt is allowable. Still - who writes 19.5kb plain text?)

I've got Open Office and adobe acrobat interfaced with MS Word, and there seems to be a variety of other methods in the hands of our fellow forum members. So, it shouldn't be a problem.
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Postby decreased » Mon Dec 04, 2006 11:54 am

So, I have somewhat of a dilemma. I've got "something" down, but not really enough to actually submit. However, I'm running about 230kb, well over the 19 kb for docs to attach to a post. So, if anyone would specifically like to peruse the game, just send me a private message with your email and I'll send it out. I assume that will be fine. I will stress that the game is far from complete and is missing some of what I consider the in-game purpose of the game.
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Postby Chainsaw Aardvark » Tue Dec 05, 2006 1:16 am

Well, I would be happy to look over your game. Also, you could try posting it on RPG lab - that's what I was considering for a pair of unfinished pieces for one of my games. (The month+ late background history for D&B)
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Postby decreased » Wed Dec 06, 2006 10:30 am

As per CA's advice, I've joined RPG lab. So as soon as someone explains to me how to work the site; I should be good to go. Just wondering, since 1km and lab are umm...connected, why go the route of a different site not just one big site?
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Postby Chainsaw Aardvark » Wed Dec 06, 2006 12:10 pm

RPG Lab is a pseudo wiki and anyone can add blogs/books, and reply to such. Also, aside from being a different set up, I'm sure there are bandwidth/hosting reasons as well. Personally, I see the lab as a place for rough drafts and discussion there of, and then 1km1kt is for hosting the finished product.

We also see elements of timing within the two - blogs come and go, or get buried and moved down as new ones pop up, whereas this site has a more static nature. While they are interactive resources that can be managed and searched, it would seem that placement is more rigid within the confines of this site.

I've got a copy of Marshal McLuhan's "The Language of New Media" downstairs if you really want to get into a discussion of how we are framed by the means of communication that surround us.

Do not tempt the English major.
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Communication

Postby tadk » Thu Dec 07, 2006 8:05 am

Hey CA I am up for discussions on how communication dictates and frames our perceptual concepts.
Says the wish he had gotten his philosophy major instead of going back into the military man.
]
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Postby decreased » Fri Dec 08, 2006 8:01 am

I don't know about all that, but I'll be happy attempt to manipulate your concepts into ideas that you didn't intend and misquote just enough to totally miss the meaning. Let's get started...
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Postby Chainsaw Aardvark » Fri Dec 08, 2006 9:37 am

I think for now, I will use a herculean effort of will, and stay on topic. I read your game, and its looking very good. My big problem is mostly with organization.

You are probably better off placing character creation before mechanics in this game, as your stats determine how many dice you roll. You're initial explanation doesn't make a whole lot of sense. Furthermore, your example brings up a few questions. First - you said the katana skill was 32. How high can the skills go, since later you cap them at 20. (Or is that just at creation?) Secondly - 32 is higher than the hypothetical difficulty of 25 - so does that mean you always hit with a high enough skill unless the target counters? Finally, the last sentence just trails off.

Could you also also list cdp in you glossary? I missed what cdp meant the first time or two through, and still don't quite know the difference in game. (I'm guessing one is harder to pull off but is a bonus to your next attack, its opposite, and the middle ground)

The idea that short range projectile combat is subject to the melee rules is quite intriguing - but you don't list how the two types of combat are different.

Character creation would be a bit more understandable, if you gave the attributes first, then went into what is derived from them. And perhaps to use a line similar to what I had in D&B - "you have 6 atr (list), each of which starts at three. You may swap points between them so long as no stat goes above 5 or below one."

Mechanics wise, I would be wary of what the limits on skills might be. 10-15 points of skill is equal to 2d10 of attribute, so high skills will quickly outpace the stats.

As a final consideration in this post - I find the powers section a bit odd. Presumably you left out how many points you have to distribute intentionally, but still its seems off looking at it like this. As such, I can't make any mechanics suggestions, though the types of powers available looks like a good list.
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Postby decreased » Fri Dec 08, 2006 12:01 pm

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