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Post by The Dracolyte on Jul 3, 2006 21:53:48 GMT -5
I did not consider you power playing me when you made me come with, it was somewhat power playing when we left the wizard there though I was carrying him.
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Post by Dragondrake on Jul 5, 2006 0:52:29 GMT -5
The wizard being left was what I was referring to. I have a general assumption that the party moves in a group, unless for specific reasons. I believe my character "stayed with the party" because he was still in town, but beyond that I'd make sure I have permission to leave. Should that be a rule, that we need permission to leave the party?
La dee dah dee dah, I'm knocked out....hmmmmmm. Let's decide on the general size of these things. I was first thinking that in full stature they're near the height of a human. This large one being a foot taller than the rest, making him slightly taller than a human. Do they have heads? I imagined at first that they have short, round heads.
And because I've had complaints on the way I killed my first monster, I modified it so it makes more sense. To be even more precise (But writing it doesn't sound well), I came behind it, placed my arm around whatever grip I found (I called it a neck, but we don't have much specifics on that), placed my foot on the ball it rolls on, then pulled it flat on the ground. Then, placing my foot on the beast, i took my sword into both my hands, upside down, and stabbed straight into the beast. I pulled the blade out, then twirled it upright so I could swing with it, and continued on. That's about as detailed as I can go, but considering the pace of the whole move, writing too much on it makes it seem slower. Really, I caught this beast by surprise, which is probably the only way I could knock it off balance. Otherwise, I'd have more trouble with one.
And where exactly have we decided is the wizard? If he's with Lance, could you say so here and modify the part where you said that he was left behind? Or otherwise we'll go along how it's stated, with maybe modifying Kzer-Za's post (Sorry, Kzer-Za!).
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Post by SkinnyGreenMan on Jul 5, 2006 13:07:19 GMT -5
I'll let Michael decide what we do with the wizard. If he's gonna participate in the battle he'd have to drop the wizard something though.
As for the way the creatures looked... I imigined they were about half of a human's height, and looked similar to the droidekas from star wars, but I never really decided for sure.
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Post by Dragondrake on Jul 5, 2006 15:09:12 GMT -5
Ooh, droidekas, they look cool. Those have heads....sorta.
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Post by The Dracolyte on Jul 6, 2006 2:51:25 GMT -5
Yeah, but I still never thought they had heads, and I don't think they should. And we can just leave the wizard there, I don't need him, nor did I have any plans.
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Post by Dragondrake on Jul 9, 2006 0:24:23 GMT -5
I think you're up next in the role-play, Kzer-Za.
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Post by SkinnyGreenMan on Jul 9, 2006 10:54:37 GMT -5
Josh could be up next, I suppose. Or Dillon. But since niether of them come around much, your probably our best bet, Michael
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Post by Dragondrake on Jul 12, 2006 21:10:17 GMT -5
Ooh, lots of excitement. I'd say it's about time to wakey-wakey.
I think I've just made the orb older than the Artifacts. I don't really have an idea what it is, but perhaps either there are things more ancient than than tools (Artifacts) of the Golden Age, or there are also evil objects made in the same time. Whatever the case, I think this orb is quite devilishly crafted, whatever it is.
[Later] Woah, This might be surprising, but I'd totally forgotten that the wizard had an orb. I changed my post to match the running story more. When I first made up the dark orb dream, I had no idea how it would be related to the story. Cool, this is working out better than I could think up myself. Yay!
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Post by Happy Camper on Jul 13, 2006 14:56:49 GMT -5
ok my thought of the *month*...
i've been really busy lately with getting ready for camp, so scott is going to be allowed to play around with my character a little bit, mostly just keep him along with the group and use him for a save when you need an extra person to help... but he's not going to be in a main role for a little while (at least 3 weeks because that's how long i'm gone).
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Post by SkinnyGreenMan on Jul 13, 2006 22:57:55 GMT -5
K, I'll keep that in mind Josh
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Post by The Dracolyte on Jul 16, 2006 2:43:47 GMT -5
OK I would just like to say that I think that Daniel's character seems way to good, and that he does not seem like that he asks anyone else before he does anything, and though role plays are supposed to be somewhat random, but still typically the DM(in this case would be Scott) controls what happens even if you do it spur of the moment, I think that before anyone does anything that would change the story that they should post it here first. And the next thing that I would like to say is that Daniel's character is way to good since one he used the Staff Of Magicks(which he made up) teleported us away from where we were and immediately knew where we were, and Daniel's character is scared of magic, but carrys a magic staff which is an artifact, and used it and actually knew what he was doing. And Daniel's characters hand was glowing green, and if that means that Daniel's character has magic powers that would make him even better so he would be waaaaaaaay better then us, so I would like something to be done about this. And Daniel made up six artifacts without any consent of anyone else though he had came in on page 11, when the latest person before him came on page two.
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Post by SkinnyGreenMan on Jul 16, 2006 9:40:28 GMT -5
About the character's power... I agree, I suppose. Toneing him down a bit might be advantageous to the story. It would be nice if Daniel posted his thoughts on this.
About the 6 artifacts, I don't mind keeping them in the role-play - they'll help keep the story going.
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Post by Dragondrake on Jul 17, 2006 16:29:42 GMT -5
First off, the Staff of Magicks doesn't require much knowledge of magic to use, that's the whole point of the Staff. The hand-glow thing was just a remark related to when Jast (That's Josh's cahracter name, right?) picked up the Staff, tho' if it has any relevance is not yet decided, hmm? I figured that my character would know where he is because he's familiar with Cliffport, and had come this way when tracking the wizard. I just threw down the Staff; I don't plan on carrying it anymore, if it can be helped. Now, I figured that my character could have magic, if a point came where we got stuck. Sincerely, I don't want my character to deal in magic throughout the story, so you needn't worry 'bout that. What happened with Renaldo and the bullet seemed like a tricky point, and I didn't know if anyone had a better idea than me, so I went with an idea of what I might've done anyway. I shoulda' asked, maybe (We'll talk about that later). And to be fair, I figure every time I do anything that has to do with magic, Draco gets a proportional mental breakdown. lol I didn't think the Artifacts needed to be relelvant, if the story took a turn. That's chiefly my character's history and goal, although if the story turns to that, it would be fine by me.
Is Scott DM? I figured, like "Josh's Goof-Off House", story turns were open to everybody, although in this case, Scott has final say on anything (If he wants to change something posted, I mean). If he wishes to be DM, then I would certainly want to check things through with him more, so as not to dramatically change the story without approval. Watcha' all think?
One more thing, although practically trivial. The party hasn't rested since the monastery (Draco since before that. I'm not sure about Renaldo). When might our characters break for a rest again?
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Post by SkinnyGreenMan on Jul 17, 2006 22:12:03 GMT -5
I'd kind of intended to let the story just "go" at first - not so much as Josh's goof off house though. I figure it will probably be more creative if everyone has thier input. Its possible that would be conflicting, however. I'm good either way.
As for the rest stop, I suppose we could camp for the night now. I hadn't thought about it.
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Post by Dragondrake on Jul 19, 2006 20:04:40 GMT -5
lol. It's hard to remember to take a break every now and then.
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