Ministry "Lieslieslies".

They were awesome live last Summer.
As for anger, Jourgensen has said that they only make good music when they have a Republican president - nothing pisses him off as much. I guess there is something positive about the Bush-Cheney Junta after all. wink

52

(57 replies, posted in Saga of Ryzom)

*sticks his head in*

I agree with Frakel, with Wheri's addition. It's the sensible choice, as far as I can see.

53

(7 replies, posted in Steambaths)

Tantavalist wrote:

I never really care much for books like "The God Delusion". I'm a hardcore atheist myself, so to me, saying God doesn't exist and religion is based on a delusion is like writing a book that says "the sky is blue". I agree, but what more is there to say than that?

I'm generally speaking an agnostic, with the reservation that I think religious claim to truth is utterly silly. People can believe whatever they feel like, but to claim it is objectively true is silly on the same scale as claiming you've seen the universe from the outside. Dawkins' book concerns itself with that bit, refuting the various "evidence" presented by theologists and giving voice to the frustration many of us feel when we try to reason with the devout, as it were.
Also, it was a birthday present, given for the enjoyment rather than anything else - and enjoying, it is. Dawkins' half ranting on scientific basis, half sharing grins with the reader between the lines is, if a bit dishonest, good-natured and warm.

54

(7 replies, posted in Steambaths)

I just recently finished Clive Barker's excellent "The Damnation Game". True to Barker's style, it's dark, deep and intricately shaped while brutally visceral in the execution. It must be tough to be such an amazing author in a genre as generally discredited and pulpy as horror.

Presently I'm reading Richard Dawkins' "The God Delusion" and finding it quite amusing. It is obvious that Dawkins is on his own personal crusade against religion, but the arguments he makes are generally sound, even though his analogues have a tendency to go overboard.

55

(12 replies, posted in Neverwinter Nights 2)

Kryigerof wrote:

4) A city instead of an entire world (like many are trying to build) is a good idea as it allows you to focus your efforts.

Indeed, but a city also requires a great deal more detail than a natural environment, so the work is probably comparable to any other, physically larger setting.


Kryigerof wrote:

1) It might be hard to justify why we're seeing only a small part of the city in the beginning. A Prague commoner would likely walk through the entire city quite regularly and there would logically be nothing to stop the players from doing it.

Well, yes and no. We're not talking about limiting ourselves to one single area at the outset, here. With a couple of builders, we will easily be able to reconstruct a sizable portion of city for the launch. The scripting will take more time than the building, really.


Kryigerof wrote:

2) It would require a lot of NPCs just to make the city feel as lively as it should, and most of the city life would have to be run by GMs.

Some work, yes. There was a very interesting NPC script engine for NWN. I'm hoping it will be updated for NWN2. It allowed you to do all kinds of nice scheduling for NPCs, and if they haven't botched the script-parser in NWN2 like they did in NWN, hopefully, we'll be able to run rather a lot of arbitrary scripts for NPCs - such as having guards light the streetlights when it gets dark. When necessary, of course, DMs should play NPCs. I'm looking forward to this, whichever scenario we choose in the end. smile


Kryigerof wrote:

3) The city would have to be quite big when finished, which might lead to players scattering.

I might be interpreting you wrong, but wouldn't this be the case with any scenario where the characters can roam? Given that the characters live in the same area of the city, they will probably congregate, rather than scatter. It is a possible issue, but I don't think it's very serious. smile

56

(34 replies, posted in Sava's Garden)

Oluf wrote:

I wonder if you misunderstood me ahnion... so just to make sure you didnt : I like simple sites as well but i dont like sites with only a simple one colored-frame outside all the content... wink
Its just like gameplay vs gfx... the gameplay can be much more enjoyable if the gfxs are good and helps create the setting big_smile

Nah. I just think we have slightly different senses of aesthetics - which is good. I know I'm kind of overbearing. I just want to get this done, and get it done well... and such. wink

The Golden City

Prague has always been a city of legend and mystery. Even the founding of the city, it is said, was foretold by the Czech princess Libuše.

I have always wanted to make a dark alternate medieval city scenario, and Prague - anno, say around 1500, would be an ideal location choice. The way the immense castle looms over the Old Town and all the stories and legends about what has happened there makes it so ripe as an alternate history scenario that it's almost intimidating.

Obviously, the initial player base, being small, would have to be some kind of connected group, like a group of refugees or, well, anything that keeps the group together.

The city could be built in steps as the group is able to explore. There should be maps to find of how the city looked, and what we cannot find, we can invent. The castle is officially the largest medieval castle in the world. There is a lot here to rouse interest and inspiration.

As for the alternate-history bit, well, I'm thinking along the lines of occultism and supernatural mysteries. We could draw inspiration from what is left of Slavonic mythology and pitch that against the harsh, stark attitude of the medieval church, which was very strong in Prague.

For general information about Prague, have a look at the Wikipedia entry.

The Golden City

Prague has always been a city of legend and mystery. Even the founding of the city, it is said, was foretold by the Czech princess Libuše.

I have always wanted to make a dark alternate medieval city scenario, and Prague - anno, say around 1500, would be an ideal location choice. The way the immense castle looms over the Old Town and all the stories and legends about what has happened there makes it so ripe as an alternate history scenario that it's almost intimidating.

Obviously, the initial player base, being small, would have to be some kind of connected group, like a group of refugees or, well, anything that keeps the group together.

The city could be built in steps as the group is able to explore. There should be maps to find of how the city looked, and what we cannot find, we can invent. The castle is officially the largest medieval castle in the world. There is a lot here to rouse interest and inspiration.

As for the alternate-history bit, well, I'm thinking along the lines of occultism and supernatural mysteries. We could draw inspiration from what is left of Slavonic mythology and pitch that against the harsh, stark attitude of the medieval church, which was very strong in Prague.

For general information about Prague, have a look at the Wikipedia entry.

59

(15 replies, posted in Neverwinter Nights 2)

Bards would be logical additions, if I'm not off on the timeline. Galdr magicians were all about singing. Of course, they wouldn't have the same traits as bards in FR, but the class is workable.

Beasts would be interesting if taken from native American and old Norse mythologies, yes. It's mainly a question of being smart and selective in how to use them. Plowing them into the scenario à la FR would be bad, but having a wendigo show up as a plot device could be very effective.

60

(9 replies, posted in Saga of Ryzom)

Banner... right... I'll find a guild... thingie... person and have a look at it promptly.

61

(34 replies, posted in Sava's Garden)

Darkhawk wrote:

It is my fond wish to have a graphical theme for each game we play, so that RP'ers can select the one most relevant to them. That however, needs volunteers. That might or might not come to pass. But we should have the fundament in place for that. I also think we have, Ahnion?

I shall worry about this when we actually have a basic theme and a site to run it on. wink


Darkhawk wrote:

And let us have a structure so that our website can handle the needs of giving info about these games and running guilds in them (I.e. when we make our own SoR guild, it should have a subforum and a section on the homepage, for example). All should fit in with the overall design and idea of course, and there should be room for expansion. Especially on the forum perhaps, and the graphical themes.

This is actually more of an issue for the forum, since we don't have nested categories. I know Nuala has started looking at it, but it will take some work, so that bit, I leave to her. The site is not a problem. Expandability is at the core of any good concept, and a good concept I intend to make, even if Oluf and I will have ego bruises the size of brahmin when we're done. wink


Generally I think we're all pretty much on the same line when it comes to the content. There seems to be more controversy about the style, but, as wise people have said - if you don't like it, make something better! wink

62

(33 replies, posted in DVI-Net)

We've breached a hundred topics! It's growing like a malignant cyst! wink

63

(45 replies, posted in Seed: The Second Chance)

Tantavalist wrote:

Looks like the results so far are divided between "not interested in chat RP" and "interested but now time". Another idea bites the dust.

I wouldn't say it's dead. You may just have to put it off for a better time. I'm certainly interested in taking it up, somewhere down the line and I'm sure others are, as well. smile

64

(34 replies, posted in Sava's Garden)

As most of you know, I've been fiddling with the specifics of a website for a while now. Obviously I have ideas about layout and design. Most of those can be found in the thread I started for the matter. Generally I think we should have a nice-looking site with some graphics (though not to excess) and with a theme that recalls the glories of Seed, but doesn't aim to copy it as such.

As for content, I would say anything that the community creates is welcome, to reasonable degrees. A declaration of purpose and aims would be pretty central. A short history of where the community came from would also be kind of given, as well as some manner of recounting the games we are active in, with details of groups, locations, level of IC and such. Further resources would of course be added as they get written. Perhaps, in the extension, we may actually have dedicated sections for the more popular games.

I think the focus of the site should be the community, realising that our numbers may grow, but focussing on what we are rather than what we could be. That way, we are actually interesting to the newcomer while not losing touch with what drives us, which is to say the intercommunication and expression of the role-playing community. (Man, that sounded way too political.)

I'm really glad to see this thread posted. I've been reluctant to do it, myself, because I don't want to be the sole driving force in a project as large as this one. Cheers for giving me inspiration.

65

(45 replies, posted in Seed: The Second Chance)

I've had great experiences with PnP over IRC, and I warmly recommend it. Right now, I'd be too spread thin to focus on it though, so I'll have to take a raincheck. smile

66

(33 replies, posted in DVI-Net)

Midragar wrote:

Not to be a nag, but I think the paint is starting to flake up in that left corner *points*

For the rest it's a nice new place

Shut up, luv, is teck-sher! wink

67

(33 replies, posted in DVI-Net)

Yaaay! Shiny new URL! Shiny new server!

I should've made one of these threads from the beginning, but I thought they would appear anyway. In any case, here's a place to just toss out ideas and thoughts.

69

(18 replies, posted in Neverwinter Nights 2)

Right. We've more or less decided on alternate history as a basic setting and we need to move along with a bit more cohesive scenario suggestions. I know some of you have ideas that you've posted about already, but let's make a list of framed and defined suggestions. I have a couple of them in mind, but I need to get a bit of historical background before I post them.

The microphone is open, folks. Sell your ideas. wink

Though admittedly I'm more inspired by a city-scenario, but what the hell.

In any event, we need to get this discussion structured up. Let's move it to a separate thread and make the suggestions a bit more coherent.

I'm going to take it for given that we're going with alternate history. If anyone has issues with that, now is the time to take them up, because ladies and gentlemen, we are moving along. wink

Deportation. Australia.

Oluf wrote:

Considering that we dont have to get this world up and running within a week or two i think it would be better if we think about what a fun setting would be instead of what is currently in the toolset.
We already have some talented individuals who wants to help and with time we might be able to attract a few more... as darkhawk said we dont have to get this up and running right away...better to do it slow but good imo big_smile

Having some experience with NWN modules, I tend to disagree. First, you should know that good modellers are very hard to get a hold of and they're usually busy with professional work. This isn't just my opinion - it's pretty much a fact of the world these days. Also, it takes some experience and work to get a model scaled properly in complexity to work well in a game like NWN2. Basically, what I'm saying is that this is a lot of work we're expecting someone we don't even know yet to just suddenly turn up and do for us. My experience is that having a design hinged on something like this is a very bad idea, because it tends to kill the project.

That said, I don't know if you read my post in the custom content thread, but there is likely to be a considerable mass of custom content available in a few months. Most of that is very likely to be fantasy-focussed of course, which is why I think making a sci-fi world is a bit overambitious.


As for the discussion around magic and such, it's interesting, and I have some thoughts and experiences to add to it, but I'd like to keep that for a separate thread. As I said before, this thread was intended as a first broach of topic so that we can home in on what kind of world we want to make.
I'd say alternative history is the choice. Does anyone disagree with that?

[Edit: model, not module.]

73

(72 replies, posted in Sava's Garden)

Great to see you here Am... Midragar!
Welcome to the nuthouse. wink

74

(6 replies, posted in Neverwinter Nights 2)

Sandling: I know it's not entirely politically correct to say this... but... do like everyone else who starts learning 3DS or Photoshop. Pirate! wink

Quanto Solo wrote:

If we don't go with a standard setting it maybe would be easiest if we use some kind of 'build-up' scenario, for example the cliche one would be the sail-, space-, other ship or maybe plane crash somewhere in the nowhere, either using mostly standard landscape, plant and wildlife models with only few own models at start or a Seed like scenario with a very limited full custom area and both expanding as we play along.

An interesting idea. It's worth keeping as a possibility, but it is not what the thread is about. smile