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KarenCravens
Karen Cravens

Mon

Mar 27
2006

21:33Z

Gavilan

With the advent of Gamehawk (April 1, no foolin'), I'm pretty much ready 
to start up Gavilan.

I just haven't decided what system to actually use.  I'm leaning toward 
PowerPoint.

  ...You know, slideware.

(See, here I'm gonna get into a manifesto.)

I'm old-school, in some ways.  I like the game producing a good Story, but 
stopping to figure out Story mechanically snaps my suspenders of disbelief 
just as much as having a wacky die roll make a hero muff the climactic 
battle scene and break the Story does (and the latter at least only 
happens unpredictably while the former is mandated).  I'm quasi-immersive; 
I want to be able to just worry about what My Guy is doing, thinking, and 
so on, though sometimes it's sort of third-person even when I'm a player.

On the other hand, I'd rather play freeform in PBeM.  Yeah, I wrote a 
die-roller into the Phoenyx, but I'm pretty sure I've never actually used 
it in a game.  Rules, PBeM-wise, are there so everybody has the same 
expectations as much as is possible, not to actually be used.

I do like character generation rules, but I'm kind of catholic in my 
tastes.  I've been known to say "Give me a character sheet/writeup.  But I 
don't care what system it's in."  So what I'm thinking, with the 
PowerPoint thing, is... I need to know what's important about your 
character.  (Because otherwise it's not important.  Duh.)  So I want 
characters summed up in... what's the conventional wisdom, three to five 
points on a slide?  Yeah.

Now, behind each of those points is going to be some detail.  If one of 
your points is "Best starship pilot EVAR!!!" you put whatever skills and 
other traits you think support that behind it.  Piloting skill, 
overconfidence, reputation, previous employers, whatever.  Points can be 
anything.  Whatever three to five things sum up your character in his or 
her entirety, pretty much.  (If you come up with something halfway through 
that doesn't fit into a point, that's still okay, it just means your 
points weren't right.  Or aren't right now, at least.)

Now, because Gavilan is all about "Starship Crew as a (Sometimes 
Dysfunctional) Family," at least one of those points is probably going to 
be about the character's place in the family.  Aboard the Spotted Eagle, 
the example ship/crew, one of the young supercargo's points would be "The 
Vargr killed my father."  This affects his relationship with his mother 
(the pilot/owner, though not the best EVAR!!!) and stepfather (the ship's 
engineer), plus giving him some fun interpersonal issues with all the 
Vargr the ship run into (which is a lot, since the border is kind of 
fuzzy.  No... hairy.)

So do I really need anything more to fulfill my manifesto?  In theory, if 
the points are properly selected, any question that comes up should be 
answerable (at least partially) by a point.  Can the ship evade a pursuer? 
Well, it's piloted by the best starship pilot EVAR!!!

(I don't always play diceless when I play freeform, so it's not 
necessarily a sure thing a la Amber.  Sometimes I roll dice, and if I 
roll, say, a number out on the far left of the ol' bell curve, I go "Huh. 
Maybe he should fail unexpectedly even if he's the best..." and see where 
the Story goes from there.  That's as intrusive as I want Story 
"mechanics" to get, y'know?  Or, come to that, as character-can-do 
mechanics should get.)

Can young Joshua Campbell handle himself in a starport barfight?  Well, 
he's The Young Supercargo (that might, in fact, be his principal point), 
so he might be a little green.  But The Vargr Killed His Father in a 
dockside ambush, so he might have an Unarmed Combat skill backing that 
point up nowadays.  Or maybe a holdout pistol.

I know some games (Theatrix some, others more explicitly though I can't 
think of any names) have things that sound kind of like that, but they're 
all cluttered up with rules about "activating the descriptor" and whatnot. 
Mechanics, suspenders, bah.  These are just PowerPoint points.  And 
darnit, I don't like animated backgrounds, so they're JUST GONNA SIT 
THERE.

-- 
Karen J. Cravens  silver@phoenyx.net

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RogerBurtonWest
Roger Burton West

Mon

Mar 27
2006

22:03Z

Gavilan

On Mon, Mar 27, 2006 at 03:33:50PM -0600, Karen J. Cravens wrote:
>With the advent of Gamehawk (April 1, no foolin'), I'm pretty much ready 
>to start up Gavilan.

I believe the technical term is "Yay!".

>On the other hand, I'd rather play freeform in PBeM.  Yeah, I wrote a 
>die-roller into the Phoenyx, but I'm pretty sure I've never actually used 
>it in a game.  Rules, PBeM-wise, are there so everybody has the same 
>expectations as much as is possible, not to actually be used.

In this rant I am ABSOLUTELY NOT telling you what to do in your game.
I'm just trying to give my own perspective.


I like a fairly heavily structured system, in part because I like to be
able to define a character quite closely. Even looking through a
system's list of powers and abilities often gives me ideas.

That's not too much of a problem - if I write up my character as a
200-pointer in GURPS, say, I have a very good idea of what he can do,
and I can probably play him in a purely-narrative system.

The descriptive idea that Karen suggests later, though, isn't purely
narrative. I'm going to call it instead a "four important things" or
"FIT" system, since that seems to be the usual sort of number and
matches Karen's "three to five". Another, somewhat more complex, example
would be Chad Underkoffler's PDQ system
(http://www.atomicsockmonkey.com/freebies/di/pdq-core.pdf for the free
core rules).

The difficulty I have with FIT-like systems is that they leave all that
nice juicy detail off the character sheet and in my head, where it may
not be accessible at the crucial moment. Let's take Karen's example:
when Joshua gets into that barfight, (a) I as his player have to think
"aha, TVKMF and so I might have an edge in this fight"; (b) I have to
work out on the fly what that edge might be... and then (c) the GM has
to adjudicate whether whatever I've just asked for is reasonable.

To me, that not only drags things out, it throws me _more_ out of
suspension of disbelief than simply rolling the dice would. I as the
player am negotiating the reality of the game world with the GM, which
kills the immersion; it may just be that I've done an awful lot of
wargaming and whatnot, but saying "I'll try to sneak up on him to hit
him with a bottle, my Stealth is 11, his Perception is 14, -2 because
there's a lot of distraction, (roll) (roll) OK I made it" just doesn't
kill the mood for me in the same way.

As a secondary problem, this sort of system gives an advantage to glib
players, of whom I am usually not one. :-)


In the PBEM games I've run, I've usually gone for a fairly complex
character generation system (first Dark Conspiracy heavily modified,
then later Rolemaster and currently GURPS), because I find a detailed
character sheet serves as an aide-memoire. "What can I do in this
situation?" (Looks through sheet, spies a skill that he's forgotten
about.) "Hey, I'm sure I remember something about lock-picking. Remember
when that spy showed me the basics?" That one point in a never-used
skill would be such a small part of the character that it would fall
through the cracks of a FIT-based description, but rather than the
player having to say "oh, um, I have Hangs Out In Low Dives, and maybe I
could have learned it there" it's right there on the sheet...

I _don't_ necessarily use detailed _play_ mechanics in those PBEM games.
I certainly don't set up full GURPS tactical combats. I do make skill
rolls for the PCs and generally abide by the random results, but I don't
think the stories have been wrecked by unexpected criticals or fumbles.

-- 
Roger, gaming grognard
Lots of role-playing stuff: http://tekeli.li/
----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

KarenCravens
Karen Cravens

Mon

Mar 27
2006

23:25Z

Gavilan

On Mon, 27 Mar 2006, Roger Burton West wrote:

RBW>I like a fairly heavily structured system, in part because I like to be
RBW>able to define a character quite closely. Even looking through a
RBW>system's list of powers and abilities often gives me ideas.

Oh, I'm not by *any* means discouraging having a structured system.  I'm 
just saying when you're building your character with that structured 
system, I'm thinking you ought to be able to put everything that's really 
*important* to your character into one of the points.

Points might, like my EVAR example, sum up a whole batch of skills and 
disads and all that sort of stuff.  It means you *can* gloss them, 
especially if you're the sort who goes "Oh, I forgot my character would 
obviously have this skill!" later in the game, but it doesn't necessarily 
mean you ought to.

RBW>The descriptive idea that Karen suggests later, though, isn't purely
RBW>narrative. I'm going to call it instead a "four important things" or

Is that "GNS narrative" or "Forge narrative"?  (Not that I think anybody's 
established what the latter term actually means...)

RBW>"FIT" system, since that seems to be the usual sort of number and
RBW>matches Karen's "three to five". Another, somewhat more complex, example
RBW>would be Chad Underkoffler's PDQ system
RBW>(http://www.atomicsockmonkey.com/freebies/di/pdq-core.pdf for the free
RBW>core rules).

I think I've looked it over.

I like odd numbers better, though.  It's a visual-artist thang.

RBW>To me, that not only drags things out, it throws me _more_ out of
RBW>suspension of disbelief than simply rolling the dice would. I as the
RBW>player am negotiating the reality of the game world with the GM, which
RBW>kills the immersion; it may just be that I've done an awful lot of
RBW>wargaming and whatnot, but saying "I'll try to sneak up on him to hit
RBW>him with a bottle, my Stealth is 11, his Perception is 14, -2 because
RBW>there's a lot of distraction, (roll) (roll) OK I made it" just doesn't
RBW>kill the mood for me in the same way.

Nah, in my games you don't get to negotiate reality.  I get to roll all 
the dice (imaginary or otherwise) is all...

RBW>As a secondary problem, this sort of system gives an advantage to glib
RBW>players, of whom I am usually not one. :-)

That's why I like PBeM.

RBW>In the PBEM games I've run, I've usually gone for a fairly complex
RBW>character generation system (first Dark Conspiracy heavily modified,
RBW>then later Rolemaster and currently GURPS), because I find a detailed
RBW>character sheet serves as an aide-memoire. "What can I do in this
RBW>situation?" (Looks through sheet, spies a skill that he's forgotten
RBW>about.) "Hey, I'm sure I remember something about lock-picking. Remember
RBW>when that spy showed me the basics?" That one point in a never-used
RBW>skill would be such a small part of the character that it would fall
RBW>through the cracks of a FIT-based description, but rather than the
RBW>player having to say "oh, um, I have Hangs Out In Low Dives, and maybe I
RBW>could have learned it there" it's right there on the sheet...

Some of that is more of a problem with design-at-start vs. develop-in-play 
(if I recall the terminology correctly).  Only with my, it's a clearly 
developed character (often, anyway) that I can't quite get out of my head 
onto the paper.  I can't list off all the skills and whatnot, but when the 
time comes I have a solid gut feeling about whether the character should 
be good at something or not.  "Oh, that fits," or "No, that doesn't fit."  
No, it really doesn't make sense, but that's how my brane werkz.  
Sometimes.  Other times yeah, the character sheet IS the character, right 
from the get-go, and I'm fine.

RBW>I _don't_ necessarily use detailed _play_ mechanics in those PBEM games.
RBW>I certainly don't set up full GURPS tactical combats. I do make skill
RBW>rolls for the PCs and generally abide by the random results, but I don't
RBW>think the stories have been wrecked by unexpected criticals or fumbles.

That's because you haven't had Carl and his Curse Of The Green Pickle in 
your games.

-- 
Karen J. Cravens  silver@phoenyx.net

----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

RogerBurtonWest
Roger Burton West

Tue

Mar 28
2006

08:50Z

Gavilan

On Mon, Mar 27, 2006 at 05:25:56PM -0600, Karen J. Cravens wrote:

>Is that "GNS narrative" or "Forge narrative"?  (Not that I think anybody's 
>established what the latter term actually means...)

"Purely narrative" to me would basically mean cooperative story-telling
with no rules at all and no formal system for resolving conflicts.

>Nah, in my games you don't get to negotiate reality.  I get to roll all 
>the dice (imaginary or otherwise) is all...

But...

"TVKMF, so I'm always a bit twitchy in situations like this and I have a
holdout pistol" is acceptable by your example.

"TVKMF, so in this sort of violent situation I go into an unstoppable
cold rage and knock out everyone in the bar without them being able to
do anything about it" presumably wouldn't be.

So there has to be some sort of discussion, during the game, as to just
what the player can get out of this quality. A detailed skill system
moves that discussion forwards to character-creation time, so it doesn't
slow down play to the same extent; FIT can't do that because the player
has to invent new things his quality might be able to do, on the fly.
(Which, now that I think about it, might be great for a four-colour
superhero game...)

>Some of that is more of a problem with design-at-start vs. develop-in-play 
>(if I recall the terminology correctly).

I see the point there, I think. The way I deal with that is usually to
reserve some points for things I forgot during the design stage (with GM
cooperation); this seems to be a good idea in a new game anyway, since
it's often not quite apparent just what the PCs will be doing until the
game's started.

But I like small changes to accrue over time as well. We end an
adventure having done a favour for the Federation Navy, so we get the
chance to have certain officers as contacts. Or we studied a
pre-collapse starship, and our engineer is learning the basics of how
their power cells worked, but he's not very good yet. (Both of these
things happened in _Tempt Not the Stars_.) These are too small to be
represented within FIT (at least as I understand it).

>That's because you haven't had Carl and his Curse Of The Green Pickle in 
>your games.

I don't believe I've seen the "pickle" reference before... not since I
joined Gamers, anyway, and I don't believe the archives are currently
searchable.

-- 
Roger, gaming grognard
Lots of role-playing stuff: http://tekeli.li/
----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

CarlCravens
Carl D Cravens

Tue

Mar 28
2006

15:58Z

The Curse of the Green Pickle

On Tue, 28 Mar 2006, Roger Burton West wrote:

> I don't believe I've seen the "pickle" reference before... not since I
> joined Gamers, anyway, and I don't believe the archives are currently
> searchable.

Back when I was in high school, I played D&D with one of my brothers 
and our friends.  I almost always gamemastered, and this day was like 
any other.  We were sitting in the little room upstairs, eating 
sandwiches for lunch, and the characters were fighting a lich or 
something.  I don't remember what module it was, but I remember it 
being a bad fight.  I kick ass with liches.

My big bad is about to smite my brother's character, which will 
probably knock off his last few hit points.  I pick up my twenty-sider 
and prepare to roll.  My brother raises his kosher dill and points it 
at me, intoning, "I curse you with the CURSE OF THE GREEN PICKLE."

I rolled a one.  The heroes took down the big bad, and ever since 
then, I have been cursed with bad luck when it comes to dice.

Last Christmas (I only see him at Christmas, when he comes home to 
visit), I reminded my brother of this.  He'd forgotten, of course, but 
he said the words to release me from the curse.  I'm not convinced it 
worked... there weren't any pickles involved, he didn't seem too 
sincere, and I still suck at rolling dice.

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
     [                     Trim Your Quotes!                     ]
ANY system works with enough hammer thumps.
----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

KarenCravens
Karen Cravens

Tue

Mar 28
2006

17:30Z

Gavilan

On Tue, 28 Mar 2006, Roger Burton West wrote:

RBW>"Purely narrative" to me would basically mean cooperative story-telling
RBW>with no rules at all and no formal system for resolving conflicts.

That's pretty much me and pbem, yeah.

RBW>"TVKMF, so in this sort of violent situation I go into an unstoppable
RBW>cold rage and knock out everyone in the bar without them being able to
RBW>do anything about it" presumably wouldn't be.

Sure, with the insertion of "try to" before "knock out."  The Young 
Supercargo point is gonna work against that, though.

RBW>So there has to be some sort of discussion, during the game, as to just
RBW>what the player can get out of this quality. A detailed skill system
RBW>moves that discussion forwards to character-creation time, so it doesn't
RBW>slow down play to the same extent; FIT can't do that because the player
RBW>has to invent new things his quality might be able to do, on the fly.
RBW>(Which, now that I think about it, might be great for a four-colour
RBW>superhero game...)

Well, not necessarily.  You have supporting slides, and all...

RBW>I see the point there, I think. The way I deal with that is usually to
RBW>reserve some points for things I forgot during the design stage (with GM
RBW>cooperation); this seems to be a good idea in a new game anyway, since
RBW>it's often not quite apparent just what the PCs will be doing until the
RBW>game's started.

RBW>But I like small changes to accrue over time as well. We end an
RBW>adventure having done a favour for the Federation Navy, so we get the
RBW>chance to have certain officers as contacts. Or we studied a
RBW>pre-collapse starship, and our engineer is learning the basics of how
RBW>their power cells worked, but he's not very good yet. (Both of these
RBW>things happened in _Tempt Not the Stars_.) These are too small to be
RBW>represented within FIT (at least as I understand it).

Sort of.  Ideally, they'd go under a particular point (or add/replace a 
point) if they're anything significant/lifechanging.  Otherwise, they're 
part of the history, which is a bit different from being part of the 
character.

RBW>I don't believe I've seen the "pickle" reference before... not since I
RBW>joined Gamers, anyway, and I don't believe the archives are currently
RBW>searchable.

Actually, I think Google's already spidered them.  (Inktomi hit it first; 
its spider was pretty much following viceroy page-for-page.  Google picked 
it up within 24 hours, though.)  But yeah, it apparently hasn't been 
mentioned here, nor on Usenet (which was actually where I'd expect to see 
it).

-- 
Karen J. Cravens  silver@phoenyx.net

----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

Chuk
Chuk Goodin

Wed

Mar 29
2006

00:15Z

Gavilan

On Tue, Mar 28, 2006 at 02:50:26AM -0600, Roger Burton West wrote:
> So there has to be some sort of discussion, during the game, as to just
> what the player can get out of this quality. A detailed skill system
> moves that discussion forwards to character-creation time, so it doesn't
> slow down play to the same extent; FIT can't do that because the player
> has to invent new things his quality might be able to do, on the fly.
> (Which, now that I think about it, might be great for a four-colour
> superhero game...)

Truth and Justice suits that to a T, and yes, it is great for a superhero 
game.

(I've spent most of my gaming life torn between the cool fun character 
building point by point, and the more flexible rules-light type of 
systems. Supers is my favourite genre -- T&J hits an almost perfect sweet 
spot for me personally. Plus it talks about Northrop Frye.)

-- 
Chuk Goodin		cgoodin@sfu.ca
Alien Light GM		http://www.phoenyx.net/alienlight

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GAMERS Home Page:  http://www.phoenyx.net/gamers/

KarenCravens
Karen Cravens

Wed

Mar 29
2006

03:23Z

Gavilan

On Tue, 28 Mar 2006, Chuk Goodin wrote:

CG>(I've spent most of my gaming life torn between the cool fun character 
CG>building point by point, and the more flexible rules-light type of 
CG>systems. Supers is my favourite genre -- T&J hits an almost perfect sweet 
CG>spot for me personally. Plus it talks about Northrop Frye.)

Me too.  I like really detailed character generation systems (Champs, 
GURPS...) and then actual play mechanics that only serve to define what 
the character generation means, not to be used in actual play.  Heh.

The PowerPoint system, I suppose, would be more to give a presentation to 
the other players (and lurkers, and even the GM though you'd want to 
follow it with the details there) about what your character is, I think, 
than necessarily replacing whatever system you best like to define it.

It also defines (and this is very significant) what's important to you 
about your character, rather than what cost the most points.  Chris' first 
character in our supers game, for instance, was much discussed in Carl's 
blog... he was ridiculously wealthy.  But for Chris, this wasn't saying "I 
want my character to be a Bruce Wayne or Tony Stark kind of guy, with lots 
of complications arising from business competitors and stuff." He was 
saying "I don't want my character to have to deal with mundane concerns 
like money."

In the first case, you can take Wealthy tempered with Duty or Enemies or 
whatever, and in the second case, you take plain old Wealthy.  And that's 
fine for times when the player is saying "I want power without 
responsibility," but not so fine for when the player is just saying "I 
don't want to deal with this in this campaign, please."

I'm not sure how I'd sum up Magma in slideware, and whether Doesn't Have 
To Worry About Money would rate being a point, or whether it would be a 
genre assumption to say he doesn't have to worry unless it's part of his 
secret-identity point, though.

-- 
Karen J. Cravens  silver@phoenyx.net

----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

Chuk
Chuk Goodin

Wed

Mar 29
2006

19:58Z

Gavilan

On Tue, Mar 28, 2006 at 09:23:46PM -0600, Karen J. Cravens wrote:
> In the first case, you can take Wealthy tempered with Duty or Enemies or 
> whatever, and in the second case, you take plain old Wealthy.  And that's 
> fine for times when the player is saying "I want power without 
> responsibility," but not so fine for when the player is just saying "I 
> don't want to deal with this in this campaign, please."
> 
> I'm not sure how I'd sum up Magma in slideware, and whether Doesn't Have 
> To Worry About Money would rate being a point, or whether it would be a 
> genre assumption to say he doesn't have to worry unless it's part of his 
> secret-identity point, though.

Yeah, in my supers games PCs don't worry about money unless they've 
specifically been created with some kind of a hook there -- either they've 
taken disadvantages regarding it, or it's a Hook of some type.

-- 
Chuk Goodin		cgoodin@sfu.ca
Alien Light GM		http://www.phoenyx.net/alienlight

----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

CarlCravens
Carl D Cravens

Wed

Mar 29
2006

21:21Z

Gavilan

On Wed, 29 Mar 2006, Chuk Goodin wrote:

> Yeah, in my supers games PCs don't worry about money unless they've
> specifically been created with some kind of a hook there -- either they've
> taken disadvantages regarding it, or it's a Hook of some type.

This was a "don't worry about money in an active way" too.

"We need to get there quick, we'll use one of my helicopters."

"We need 5000 pounds of Weed-be-Gone, some explosives and detonators, 
and a small railway car?  Just put it on my credit card."

It was more of a power than anything, although there did seem to be an 
element of "I don't want to deal with the 'my secret identity is 
interfering with my real life'" thing going on as well.  Not only was 
he filthy rich, his company was entirely run by very trustworthy 
people.  And if I suggested that someone might be curious about what 
he'd been doing with with that cargo van and why it had bullet holes 
in it, he hand-waved it as being unimportant.  It was clear that he 
wanted the money to cover up everything he didn't want to have to deal 
with.

I could have done some very interesting things story-wise with 
bullet-riddled vans, borrowed helicopters, and tracing the purchasing 
of explosives to him... but it was apparent that he would have been 
unhappy with the story taking that turn.

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
     [        The Fudge List -- http://fudge.phoenyx.net/        ]
Hey, you work at McDonalds, you can afford it!
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Chuk
Chuk Goodin

Mon

Mar 27
2006

23:13Z

Gavilan

On Mon, Mar 27, 2006 at 03:33:50PM -0600, Karen J. Cravens wrote:
> With the advent of Gamehawk (April 1, no foolin'), I'm pretty much ready 
> to start up Gavilan.
> 
> I just haven't decided what system to actually use.  I'm leaning toward 
> PowerPoint.
> 
>   ...You know, slideware.

What is Gavilan? I feel I've missed some discussion here.

And slideware sounds reasonably cool -- I'm a fan of systems like PDQ and 
Risus. I agree to some extent with Roger's comments about the detail 
triggering ideas, and I've also found cool hooks or bits for a character 
by trying to get that one last point spent. 

Guess I'm just wishy-washy that way.

-- 
Chuk Goodin		cgoodin@sfu.ca
Alien Light GM		http://www.phoenyx.net/alienlight

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KarenCravens
Karen Cravens

Mon

Mar 27
2006

23:40Z

Gavilan

On Mon, 27 Mar 2006, Chuk Goodin wrote:

CG>What is Gavilan? I feel I've missed some discussion here.

The game I've off-and-on threatened to start.  It gets first mention (by 
name, anyway) here:

http://www.phoenyx.net/gamers/main/00001944/

(That's also off in the older archives, which I haven't regenerated yet, 
so some links might not work.  Carl just put a local Perl on the new 
server, so I should be able to do all that this week.  Whee!  Of course, 
I've also put it off because I haven't had anybody jump up to fix up the 
HTML and CSS all purty, and I only wanted to regen once if I could get 
away with it...)

Most of the discussion actually happened off on our local-group mailing 
list, because it was tentatively going to become a live game, but now it's 
not, again.  Whenever I get those archives Gamehawked, I can point stuff 
there (or more likely, pull across to the Gavilan group-to-be via the 
Gamehawk wiki-to-be).

-- 
Karen J. Cravens  silver@phoenyx.net

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BillHamilton
Bill Hamilton

Mon

Mar 27
2006

23:44Z

Gavilan

On Mon, 27 Mar 2006, Karen J. Cravens wrote:
>
> Most of the discussion actually happened off on our local-group mailing
> list, because it was tentatively going to become a live game, but now it's
> not, again.  Whenever I get those archives Gamehawked, I can point stuff
> there (or more likely, pull across to the Gavilan group-to-be via the
> Gamehawk wiki-to-be).

I'd have no complaints whatsoever if it did end up being a live game.  :)


-Bill Hamilton
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KarenCravens
Karen Cravens

Tue

Mar 28
2006

03:02Z

Gavilan

On Mon, 27 Mar 2006, Bill Hamilton wrote:

BH>I'd have no complaints whatsoever if it did end up being a live game.  :)

Even if we held it at Roger's house?

-- 
Karen J. Cravens  silver@phoenyx.net

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RogerBurtonWest
Roger Burton West

Tue

Mar 28
2006

08:36Z

Gavilan

On Mon, Mar 27, 2006 at 09:02:16PM -0600, Karen J. Cravens wrote:
>On Mon, 27 Mar 2006, Bill Hamilton wrote:
>BH>I'd have no complaints whatsoever if it did end up being a live game.  :)
>Even if we held it at Roger's house?

I have a large table. :-)

-- 
Roger, gaming grognard, misunderstanding for fun and profit
Lots of role-playing stuff: http://tekeli.li/
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