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    Posts made by Lotherio

    • RE: The 100: The Mush

      @Kanye-Qwest said in The 100: The Mush:

      I dunno, I don't think people opening games to play what they want with their friends is going to kill this hobby.

      But my real question is, where's @ghost's game of pure altruism, where staff is not allowed to have PCs and spend all their time making fun rp for regular players (who can then never become staff or they'll have to give up their PCs).

      Just saying .. if such a place existed, the staff would still get gripes, because they can't run stuff 24/7 and thus only cater to folks of certain time slots who must surely by their best friends.

      posted in Adver-tis-ments
      Lotherio
      Lotherio
    • RE: The 100: The Mush

      @WTFE said in The 100: The Mush:

      I have no dog in this fight. I don't didn't play on The 100 and I don't didn't play on The Fifth World. I did play for a brief time on The Fifth Wave which, IIRC, was run by the same people, but time zones interfered with any hope of meaningful RP so I dropped it. I don't know the game runners of any of these games from @Ganymede.

      What I do know is this: the people whining about The 100 right now are making me think that they, not the people who run the various aforementioned games, are fucking morons. Or fucking obsessed. Or fucking obsessed morons. Or fucking moronic obsessives. Or some other such similarly denigrating set of adjectives and descriptive nouns. If the game runners of The 100, The Fifth World, and (maybe) The Fifth Wave are bad people (again, I have no opinion either way since I've never knowingly interacted with any of them) their purported badness is being grossly outweighed by the fucking idiocy of their critics.

      The Fifth Wave, closing as of this week after 14-18 months of continuity, is not ran by the same folks as this recent incarnation of The 100 or Fifth World, for the record. If they had a prior Fifth Wave, I am not privy to this knowledge, just the recent Fifth Wave is/was ran by other individuals.

      Edit: already adressed, just responded as soon as I saw the comment...

      posted in Adver-tis-ments
      Lotherio
      Lotherio
    • Historical Mu* - Looking for interested Staff

      Looking at a new mu*, central focus would be semi-historical L&L (focus on house politics) in a period of high conflict.

      We are settling on 722 AD, the beginning of the Reconquista and the potential birth of the Kingdom of Asturias.

      It would be semi-historical with less historical accuracy in favor of Hollywood take; drama, action, intrigue, romance, etc.. Likewise, less focus on actually technology and culture to simply 'looking' the period; lenient on customs and styles of dress by a few centuries probably. We are not playing dirt toiling peoples with gingivitis.

      We are looking at just after the Battle of Covadonga, whereby Pelagius has been released from his duty as a hostage to the Wali in Cordoba. We are hand waving it to ... at the time of succession of the new governor (wali) in 718, some sons given as hostage under the Treaty of Orihuela were released in jubilation (in light of limited resources on specific chronicles of detail of the time period). Pelagius freed (escaped) at this time goes north and gets some support in the Artures (Asturian Mountains) region. They proceed to harangue local judges/magistrates until Musa marches to the region in 722 after invading Gaul/Aquitaine yet again, whereby Musa is defeated.

      Anbasa ibn Suḥaym al-Kalbi is the Wali of Cordoba while the Umayyad Caliphate has not yet moved to Cordoba, it is not yet the Emirate of Cordoba either. Simply one Wali (governor) over a series of regional governors. Pelagius has some support and is establishing a court as a Visigoth prince (Asturian Prince). There is a governor in the region of Gijon for the Wali of Cordoba (the area that will become Leon).

      Players will play lesser nobles from families in the region of Astures (Asturian Mountains of Northern Spain). Sons that are the noble knights who choose to fight against the Muslims, or with them in support of the Caliph's governor, some maybe recently promoted commoner landowners, but all lesser nobles at the start. The houses have the choice of the more suitable option for their personal political gains, its wide open what they decide to do. The seeds are planted for the birth of the Kingdom of Asturias, but we deviate from history at the start in favor of player choice.

      Many options. They could side with Pelagius and continue to ignite the Reconquista, seeking out judges/magistrates and troops loyal to the Caliph to defeat/remove. They could join in the Berber Rebillion to come, taking roots as well with the sparks of rebellion in the air. They could side with the Caliph and invade Aquitaine and Gaul for spoils while quenching the fires of Pelagius?

      The focus is on the noble families, the movers and shakers of the region, but there may be opportunity to play the administrative side of the Umayyad, from Saracen and Moor supporters, or the Berbers who were recently conquered as well and are settling more in north/west Spain (leading to their own rebellion). Maybe room for the common use of mercenary groups used by Pelagius/Asturias or the Wali (a group of Norsemen, Flemish Spearman, Frankish Knights, Moorish mounted archers, or Berber Light cavalry, mercenaries of war out for spoils and capitalizing on the turmoil in the region). Just primary focus on house and house politics with intermittent conflicts based on decisions made by the houses and their plans of action.

      We are looking for those interested in staffing, which would include helping develop meta to give the player base something to do, helping develop some theme so that we can be more flushed out and ready for an actual player base, those interested in helping with building (grid/theme/etc.). If I had time, we could push forward as is, but this place will be much better with a handful of staff to help keep it running from the get go.

      posted in Adver-tis-ments
      Lotherio
      Lotherio
    • RE: Historical MU*s

      I'll throw in agreement with @deadculture, Scenario 1 wounds like it could be a great setting. Usual the historical mu* caveat that deviations may abound (that most folks ignore anyone on historical mu*s to argue, cause historical minded folks enjoy arguing), it does have a lot of potential.

      posted in Adver-tis-ments
      Lotherio
      Lotherio
    • RE: Strife in the Age of Steam

      @Misadventure That is a great idea. Folks can see others availability much easier than having to check census, check finger, see times if listed.

      I'm adding that

      posted in Adver-tis-ments
      Lotherio
      Lotherio
    • RE: Strife in the Age of Steam

      OTT... Online table top. A group that meets regularly to play a campaign just like regular TT (table top).
      I'll be around this week to help.

      posted in Adver-tis-ments
      Lotherio
      Lotherio
    • RE: Strife in the Age of Steam

      @Runescryer Ive been on almost every day. There was a small flurry after the ads but everyone rolled through cg at different paces. No one is staying to wait for others to catch up.

      I'm still there, this genre may have to go to OTT I'm thinking. At least to get some activity.

      posted in Adver-tis-ments
      Lotherio
      Lotherio
    • RE: Scissors' Playlist (cuz me too)

      @Cobaltasaurus said in Scissors' Playlist (cuz me too):

      What is or was Coral Springs?

      It is an original theme teen supers game, smallish with about 12 active regulars and a few that play as they can. It is in the vein of Sky High ( light, or for older players, very light TFOS... Teen antics, busted by teachers, doing detention).

      Maybe I'll finally do an ad here, a few have mentioned it. We're entering our first full school year, an interim head master and a knew faculty that no one seems to like. Mild meta, some good ongoing prp/ pc driven plots slowly playing out.

      posted in A Shout in the Dark
      Lotherio
      Lotherio
    • RE: Necessary tools for running plots as a non-staff player?

      I skimmed some of the biggers ones, and this might be in there ...

      A tool that isn't code based but is necessary is policy or understanding of what non-staff players can actually run on their own versus stuff Staff are likely to retcon (and thus lead to falling out and game death in the other thread).

      Setting up a TP/PrP policy saying 'this is all okay to run as you will' and 'if it gets to this tier (city politics, clan/gang/turf fighting between player factions/global level destruction), you must +request for prior approval' is an easy step to allowing players willing to run little things spur of the moment for friend and strangers alike the first step (by removing a hurdle) to running things and spurring some creativity and activity.

      That said, I also see a necessary tool for non-staff players as having things that can be done that staff won't get upset about, so they can run ideas that strike them that doesn't upset the game balance/meta but creates fun and allows individuals to run story for personal character development.

      posted in Mildly Constructive
      Lotherio
      Lotherio
    • RE: Game Death

      @Ashen-Shugar said in Game Death:

      • Burnout is a huge mess. Staff and players alike get this. We grow tired of a situation, a gaming engine, or anything else. And frankly there really is no ready solution to this. The reason? Burnout means something different to each person. The best way to deal with this is to talk to the person/staff getting burnout and see if there's an active solution to it. If one person burns out, likely others will as well eventually on similar reasons. Likewise, if you are the one getting burnout, it's generally common decency to alert the staff of why you are getting it. Again, burnout is not a bad thing, it just happens. But maybe something can be done to help solve it, if not for you, then for the next person.

      • People change. We grow up, we get old, sometimes we die. Lots of people who have mudded like me are getting close to retirement age, and we're not the spring chickens we once were. One day, we may leave entirely or not be around anymore. Shit happens. What we should do is pass on what we know to the younger generation so that they can apply what they want and so forth. Teach, learn, exchange, freely, openly, and without all the emotional baggage we tend to bring to the table. You can learn from an asshole or an enemy just like you can from a friend. Ignore the crap and take what you can from it. We're all (for the most part) adults, let's start acting like it.

      These. These are the biggest.

      Rules in place, staff sticking strongly to policy, a clearly defined theme, all the staff meta you can throw a stick at, players inspired to run their own stories, interactive players and player groups that go outside their circles. Everything could be right ...

      But people changing and burnout is the biggest cause of game life and death.

      What happens in real life when this happens? Everyone sitting at the table to have fun says 'lets play something different', and you have Civilization night, or your favorite TCG, or someone brings a movie. All good campaigns eventually die (I ran a 10 year TT Al-Qadim game once ...).

      On a Mu* when this happens, game death. It could start with policy or theme disagreement between staff and players, it could be someone feeling the theme is just played out, it could be a new place just sounds better, really anything. The Mu* community doesn't just agree to do something else, they just leave without a word, they exchange bitter words with others sometimes, sometimes they call it a split, and everyone goes reclusive and moves to other games, sometimes bringing friends with them, sometimes going solo. Sometimes they reconnect by knowing each other as 'RL' social media friends (sometimes they meet RL and are long distance friends) or doing shout outs here and places like here.

      This leads back to the revised idea of Gateway (or old name, I know some people like that even though they settled on this forum being MSB and not using old names to refer to it).

      A Mu* that offers a system to play anything (from just dice to customizable CG such as fate/fudge, Open D6, etc.). I've said it earlier this year, my want is a place where folks can just change games or enter each others campaigns and theme worlds when it suits their fancy.

      Despite burnout and disagreements, we all go back to the same ideas for adventures. Everyone goes to the new supernatural horror place, even if its just another WoD or some similar western mythos based consept of urban dark fantasy, every 3 years a new Western place opens up (sometimes popular, sometimes a few solid regulars), every 2 years a new BSG place is out there. There is no startling new 'genre' for RPGs we haven't discovered yet, they really rehash old genre's and change the meta/fluff around.

      Instead of hoping the inspiring folks that do PrPs or don't mind storytelling for the game itself will come to the new place, why not a place they can just do their own thing, a few tools to get a new campaign or game running on the Mu*? Everyone can set up wiki or wikidot these days, is it that hard to have a campaign bboard with a link to theme website, with myriad themes running in the same box? A few rooms for a grid, that could utilize fancy TP room descs to chance rooms about as needed, or actively use creative places (we've all seen grid locations that represent an area of a city where the places were the stores and businesses and homes and such at the location).

      When someone is tired, they say I'm going to go play on so-and-so's campaign/world/area with my other char I made for that game. Or they say, we don't have a good space cowboy theme, lets make a space wild frontier theme on wiki, I'll start a campaign and build a few rooms folks can start playing in.

      Slowly Game Death is becoming more popular as we're finding it easier to leave a game we find boring or are dissatisfied with in favor of another game. We've made friends with the people we like to RP with and tend to pull them along with us. The older places manage to keep going, but not like it used to be where folks were surprised a place would close after 5 years in the early days.

      I suppose even a shared place, it all comes down to mechanics, the mechanics people will come and go, and it will make or break who wants to share it, much as it is the life/death of genres in general.

      posted in Mildly Constructive
      Lotherio
      Lotherio
    • RE: Dice Mechanic Thoughts

      If using d6, I'd consider looking at total difficulty number vs the WoD for individual dice. Instead of day target of x successes with 5 being success each dice, use difficulty of 5 for whole pool for easy and line 25 for 5d6 to have 50 50 chance ( total of dice pool added together vs larger difficulty numbers) . I'm typing fast, hope that makes sense.

      posted in Tastes Less Game'y
      Lotherio
      Lotherio
    • RE: Dice Mechanic Thoughts

      Increasing range nets better exponentially the higher the range goes than raw dice. Its why open d6 (WEG Star Wars) jumps from +2 to extra d6 in ability and skill development. The +3 or higher is a larger jump up.

      posted in Tastes Less Game'y
      Lotherio
      Lotherio
    • RE: Strife in the Age of Steam

      @Monogram said in Strife in the Age of Steam:

      Is the game still running? Just tried peeking at it and there's no connection going.

      Yeah, on it now. It's on a new address and port, in case you're drawing from address book.

      posted in Adver-tis-ments
      Lotherio
      Lotherio
    • RE: Strife in the Age of Steam

      @Songtress said in Strife in the Age of Steam:

      Can you be Of a Family, and be Part of a crew? Or do you need to give up ties? I'd love to be an upstart, ship-lady who kicks out some Family to start her own!

      Yeah Theocracy (err...) Does this world even have religion?

      Yes, those work. No need to give up ties, just don't let the one find out about the other.

      posted in Adver-tis-ments
      Lotherio
      Lotherio
    • RE: Strife in the Age of Steam

      Definitely needed, I'll work up a house of roster chars, but will need others.

      Old chars still there on freezer if anyone wants to look, get old descs, etc.

      posted in Adver-tis-ments
      Lotherio
      Lotherio
    • Strife in the Age of Steam

      Funny this has come up a little recently, in the back burner this has been toyed with. A dozen or more people have expressed to me some disappointment in missing a chance at this theme the first time it was out there.

      I know there is a Muck out there for steampunk, it is higher level tech (tesla coil towers/weapons, space flight, domed cities (space or underwater), uber steam machinery). Mine is just slightly above Victorian in some aspects to its steam elements, and in others, its back dated to even earlier dates, for theme.

      Official Ad:

      Piracy runs rampant, the nations recover from ongoing struggles and wars, while the world seems to be ruled by the top 10 percent. Welcome to Strife in the Age of Steam, a steampunk game set in an age of budding imperialism. The new world is rife for the taking, the old nations have been in war so long, piracy has been ignored. Metropolis have risen up as bastions of hope, if one overlooks that most of society lives day to day while the elite control the majority of everything. Even as nations seem to be on the out philosophically, the elite are finding new ways of control. Like small nations to themselves with small standing armies of guards under their grasp. Enough to defend there new world freeholds from the old world.

      Our focus is on the elite families and the pirates. The pirates are free agents, sometimes going against the houses, but other times taking contracts on the games between the houses. Between all this are the societies and organizations that want to control it all. Some based on ideals of freedom and democracy, taken the ideas of liberation to the people, others bent on controlling the world economy, these societies operate out of the shadows and seek to rival the families, in some cases the families are under their influence. Players interested in adventure are welcome to come join a pirate crew, players interested in politics and ambition are welcome to join one of the growing families.

      For more information, please visit our website: http://steamage.wikidot.com/
      Feel free to visit us at our game if you have questions: 173.11.101.153:1106

      The big change in focus. We are going to center on the aristocracy of our main city and the pirate crews of the sister city. Players can app into one of 10 families or 10 crews to get going. We're going to open for a beta re-launch and are seeking folks to be FH level PCs, as either an HoH in the city of Solile (less 'nobility' more Rockefellers and new world fortune types) or as a Pirate Captain (one ship to start, maybe a secondary office with another ship down the way). For those not familiar with steampunk, take Shadowrun and put it in Victorian era. The families of Solile are about politics and all that and in traditional shadowrun, these are the corporations, the members the Mr. Johnsons that hire the runners (pirates) to do dastardly deeds. From attacking enemies, to sabotaging each other for personal gains.

      We're after folks who can come in, don't mind helping with theme for their ship, their house, and even above these bubbles/umbrellas to flesh out the already growing theme for Strife on a greater level. Something like vetting preocess, I would be interested in folks that don't mind losing these spots to transition into Storytellers for the game; I want some fluidity to FHs so the politics and power system can change and players will have influence on this, by either starting new orgs/crews/houses, overthrowing existing ones, or whatever they can come up with). People willing to work with staff, to approach with questions, ideas, thoughts, anything.

      posted in Adver-tis-ments
      Lotherio
      Lotherio
    • RE: Realms - Sir Kay - Lotherio

      Yes, there was a little concern when I heard he was going to be staff at new place. Over zealous in some instances, I think its the way he is, which makes it worse when the word 'relationships' gets mixed in there.

      On a side not, yes I am doing good, enjoying the realm of light hearted supers. Its just meant as a little haven, go, have fun when ever, not a deep meta to focus on so that people can run their own plots and adventures when/if they like. Always enjoyed supers for this very reason, good to have one for OCs out there.

      posted in A Shout in the Dark
      Lotherio
      Lotherio
    • RE: Realms - Sir Kay - Lotherio

      @Misadventure said in Realms - Sir Kay - Lotherio:

      @Apu No need for guilt, you did not knowingly steal anything. You offered labor in a good faith way.

      You shouldn't feel guilty, you should feel used. And angry. And strike down those you misused your good will.

      You must strike down your enemies, feel your anger, join the dark side.

      posted in A Shout in the Dark
      Lotherio
      Lotherio
    • RE: Historical MU*s

      @Arkandel said in Historical MU*s:

      @Lotherio said in Historical MU*s:

      @Arkandel said in Historical MU*s:

      Players should provide the majority of Things To Do. But it's still staff's responsibility - on historical MU* and otherwise - to facilitate, encourage and get out of the way of them doing so.

      Agreed, completely.

      I'm okay talking about Things To Do on historical mu*s and pondering ideas for staff meta on such places, just not as defense of my own interest.

      Historical Mu*s have the advantage of more real challenges to groups and communities. Its not played up nearly enough though.

      That's very interesting, thanks for posting it.

      I had a question though - the fact the majority of players won't be nearly as versed as you are in the setting's history also reflects a different one; neither will most of your Storytellers. What are your thoughts about that other than pointing them to posts such as this one or (presumably) more detailed ones on a MU*'s wiki?

      While we're at it, even modern day games have had the blues about their players misinrepreting theme or simply using what's familiar to them instead of reflecting on the real thing; for instance St. Petersburg (set in Russia, obviously) often featured what I could only describe as the same kind of thing you'd run into any major US-metropolis based MU*, only with more vodka and different names. Is that something that would/could frustrate you as a game-runner?

      A few thoughts on it.

      If using Storytellers in an official context, not just PrP, I think staff needs to communicate with them on the tone/mood/theme. This goes beyond Historical, but is beneficial to Historical theme'd Mus. If I as staffer don't want the Western theme mu to be bandits every other week, to the point every play group of friends has their own bandit family clan living off I the nearby wilds, I would need to give them ideas from prospectors coming to bankers and swindlers, or you know, poker challenge one week to marshall in the area the next.

      If not using storytellers, I'm a fan of the +plot used on some places. I see this mostly on comic places oddly enough. Folks hit +plot and it finds a general thing to do (stop a robber, put out a fire, save a sinking boat, deal with protestors, etc), and it adds a potential villain (x villain, y group, z a friend unintentionally doing something wrong) and some synopsis of what may be happening (Doctor Doom is robbing the bank after being tricked by Apocalypse - where the code allows players to submit a snypsos with $villain on a line and the code searches the listing of Villains to put in random names). It is a quick access tool to general plot ideas for PrPs that do not involve staff approval and can be used to give a few random ideas to players unfamiliar with them. From plot ideas to aggressors to even mistaken aggression (Hero is tricked into doing something wrong - or Rancher puts up fence on neighbors land after receiving fake deed from swindler, a fight ensues in town by example - folks can stop the fight, or extend this into multiple scenes of figuring out the swindle by checking the law/deeds office, and tracking the swindler).

      And about St. Petersberg, as already said here, staff should ask themselves, are we only doing St. Petersberg to put on cool fuzzy hats, drink vodka, and look at girls in bikinis in the snow in cool fuzzy hats, then they probably shouldn't do St. Petersberg (I might just play there for this reason o.O ...). Location should be chosen for some other interest. Maybe some of the meta will involve certain locations and organizations known to exist now, or formely, in St. Petersberg.

      Sans staff telling storytellers, or using +plot code of some sort, news and wiki should cover a synopsis of ideas on day to day living. Also, I miss the days staff used to sit down in OOC rooms to meet with and do Q&A with players. We had a couple of these on Realms that went over fairly well.

      \Dissemination of information is the key and not just pointing them to threads, but honestly answering questions and talking with Storytellers and players.

      posted in Adver-tis-ments
      Lotherio
      Lotherio
    • RE: Historical MU*s

      @Arkandel said in Historical MU*s:

      @Lisse24 said in Historical MU*s:

      I think any game that is depending on staff to create all the Things to Do is ultimately going to fail. I just haven't seen a sustainable model for that - unless you count Fallcoast/TR, which is its own beast.

      Players should provide the majority of Things To Do. But it's still staff's responsibility - on historical MU* and otherwise - to facilitate, encourage and get out of the way of them doing so.

      Agreed, completely.

      I'm okay talking about Things To Do on historical mu*s and pondering ideas for staff meta on such places, just not as defense of my own interest.

      Historical Mu*s have the advantage of more real challenges to groups and communities. Its not played up nearly enough though.

      Despotism is a real thing in most places, and your neighbor is likely to just come and want to take your stuff. Western Mu* this should be played up more. The whole law of Adverse Possession is pretty serious business and is a real thing, especially in this time, which helps solidify the necessity of making such laws. Cattle wars, land rights, heck in the territories, even other 'nations' wanting you out is a real thing.

      In the settings I mentioned there are a handful of groups that are easily serious aggressors. Outsiders, neighbors, even religious entities. I would advise against the religious one, because while contemporarily we are very diverse and live side by side in most cultures with various religions, it wasn't so easy to live with neighbors. It was more like being at war with. Look at Isreal and Palestine currently. Likewise we have different views of religion today compared to how they were in the past.

      Environment, the best of all. Every now and again you see, its a hard winter post. But staff can do more, randomly folks should be chosen for getting sick or coming down with some illness or another. I said I don't want to play dirt toiling farmers, but a group of friends RP'ing around a sickness can create a lot of things do to. If a town/location is full of NPCs in positions, this is a quick way to knock off one or two, upset power balance, create a vacuum/void to be filled by characters. Do they train their own doctor, do they send away for one from the school, do the RP trips to the next town to get medical attention and face the elements in dangerous voyages? Fires running rampant, nearing the town that is mostly wood ... drought, hunger critters starving cause their normal food source has stayed south too long, or been hunted off.

      Internal struggle, there should always be an internal struggle in whatever group structure exists in the game, and this is heavily player driven. Small band, no everyone should be happy with the leader, any collection of families, groups, clans, organizations, they should not simply be happy with the leader.

      The three periods I choose had all these elements that could easily be woven into meta for players. The day to day is really up to the players, I'm not going to stop bar RP if I was staffing such a place, but things to do are numerous from socio-political to living (hunting, dealing with a sick animal they own, dealing with a sick neighbor, scavenging for resources, whatever). But its all coupled with the threats as noted above, internal despots, external threats (other cultures/neighbors/religions/enemies), and harsh environments.

      Why I choose those three times:

      1. Daneland/law: You are the aggressor, you just marched a badass army through Anglia/Mercia, sacked a very important city, and mean to settle the rich abundant lands about the city. There is a ton of things I could imagine doing without staff intervention in this setting. From dealing with neighbors, to dealing with raiders and bandits, to aggression against others and the moral implications some folks would have a hard time accepting that is what you do. Would I join in against North Umbria invasions, would I sell out to North Umbria for some gold coin after getting a name for myself, would I take land in Mercia to help Aelfred? Would I help my neighbor during the winter, or watch him rot away and take his land come spring?

      2. Formation of Novgorod to invasions by the Swedes: More political, the clans would be like houses in typical L&L play, a leader and some top warriors. They'd probably have regular meetings deciding what to do, where to go. Divide the land, get rid of those who don't agree with the new system, deal with external threats from the east and the far east (the puppet of the Tsar, the Mongols, etc.). Plus as you start to establish and show some resources, its an invitation to the Swedish Vikings to come and take what you have, you have to decide as a group, defenses in the east/to the sea, defense to the west against Russians and the horse riding Mongol overlords/tax lords.

      3. The Roman settlement of Obuda near the Celtic settlement in the area. Same as all the above, same things to deal with the added internal struggle of Roman vs Celtic. This one could be more rife for PvP simply because of this and folks would have to be willing to accept death potential. This is hard everywhere, but seems more difficult on L&L games, there was no end to comments after each PC death in Realms. Maybe more sustainable in bouts of short term as players will ask 'what do I do today' far less, cause it easy to play Celts and have Romans come to favorite hangout or vice versa, without stretching the adventure of the week/month to wolves, bandits, other aggressors.

      posted in Adver-tis-ments
      Lotherio
      Lotherio
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