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#31 | |
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Join Date: Mar 2006
Location: Iceland*
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#32 | |
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Join Date: Mar 2006
Location: Iceland*
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Quote:
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Za uspiekh nashevo beznadiozhnovo diela! |
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#33 | ||
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Join Date: Mar 2006
Location: Iceland*
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Not minding one bit. ;) Well, I do worry a bit about what financial distress you're having, but I figure you'll share if and when you want. ...eh, I'll not finish that sentence, thanks. ;) Quote:
Plus, it makes Pyramid more fun to read, which is a plus. ;) If you ask me, I think you should be doing regular Pyramid articles and SJ Games products. But then, if anyone asked me, the next Forgotten Realms product released would be Forgotten Realms: Trade, Coin and Costers.
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#34 | ||
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Join Date: Mar 2006
Location: Iceland*
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And it very carefully refrained from using any words at all that could lead to such a conclusion. Apparently, if a double entente is strong enough, it's no longer considered double anything. Quote:
Heck, I was even considering writing one and asking for your help, since it has a bit of an economics theme.
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#35 | ||
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Join Date: Mar 2006
Location: Iceland*
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If you have to write A in order to be able to submit B, I think there's nothing wrong with doing a quick and easy A. But that being said, I think you could write a lot of Pyramid articles that are worthwhile. Ideas could be: An alternative Wealth system for GURPS in modern, realistic settings. Wealth systems are somewhat inherently tied to setting assumptions and one that's designed for all possible settings will probably be suboptimal for modelling a specific one. You plainly dislike the one that is in place and if you could come up with a simple system that did a better job in its stead, that could help other people who do. A Rogues' Gallery (or whatever they call their NPC articles) of people suitable for an SF campaign. It's astonishingly easy to file serial numbers of characters used in specific settings and Flat Black characters could easily fit into a wide range of SF settings, especially with a few lense notes attached. Adventures. Any GM can write one and good GMs can write good ones. While the idiosyncracies of settings may influence adventures, it's possible to design adventures with notes so that it's possible to drop them into many kinds of worlds. A GM's primer on how to write and run mystery adventures. Something tells me that running the same mystery so many times has taught you quite a bit about what works and what doesn't. And that's just what came first to mind. Thumbing through the archives should give one many ideas. Quote:
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