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Walsingham

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Everything posted by Walsingham

  1. I recently finished series 1-3. I think it was undersold with the smoking and sex etc. Or maybe, like an old fashioned, it's about how they are mixed.
  2. Gibraltaaaaaar Groovy. We give Gibraltar to Argentina, and etc.
  3. This thread has established that either I'm extremely picky, or I'm just not gay yet.
  4. Slings aren't the only one. Think of tank and AT guns. You have sabot rounds that are subcalibre, and even squeezebore rounds that are (kind of) super-calibre.
  5. At least it would give some novel tropes to work with. EDIT: It would also bring in Peter Capaldi's famous swearing.
  6. Me too. And by that I mean 'urination'.
  7. Fortunately, the Spanish don't have a cultural black hole surrounding it. My Spanish friends often bring it up, but they know there is always going to be something more important going on.
  8. Listened to test match special backlog. Watched two horror movies. Hoping they cancel each other out.
  9. Right wing doctor. Just strolls around telling people to grow up.
  10. Query: If the claim is for the Spanish empire, doesn't that mean we should hand them to Spain? I know they apparently inherited them. But, you know.
  11. Looks interesting. Would that be intelligible to a non-techie?
  12. I guess I can understand you not liking him. But I think that's more to do with the scripts than him. I think he plays them well.
  13. Credit where it's due. That art's a good find.
  14. I've read through the thread and I'm surprised no-one has said this already: Putting in a truly evil option. One where the context is immersive, the consequences equally so, the pain, the suffering. There's only two kinds of reaction to that: horror or delight. If the former then you won't be happy you got the evil. If the latter then not only do I not want to provide you with your jollies, but I want you locked the **** up or in therapy. Illustration, given you've been talking about child killing; from the news in the UK recently:
  15. Sounds a bit cowardly to me. A safe play. I'd prefer to see less well known actors coming in.
  16. So, hold on. If I can winnow your last post a bit, fearabbit... 1.Don't be noticed. [test, using: ambient distractions, plus players distraction, plus skill, less any observers] 2. If you are noticed, don't hang about [player intervention on warning] 3. If you do hang about, don't get grabbed [test? player intervention? Combination?] 4. If you do get grabbed, don't get caught [unclear, depends on tactical combat engine, probably] 5. If you get caught, don't go to jail [bluff or fight?] 6. If you go to jail, don't do time [escape use case] 7. If you do time, don't do hard time [within jail use case; alliances, guards etc] 8. If you do hard time, don't die [fighting, alliances, psychological resilience]
  17. I'm a wee bit tired so I may be oversimplifying. But my feeling is that tinkering a great deal with the looting is most likely to just alienate players. I feel certain that the majority of games players will want as much goddamn looting as they can get their greasy paws around. It's what someone smarter than me has already called the 'pinata effect'. You whack the target, candy comes out. I guess the really interesting point here is that, being a kickstarter the devs don't have to just go for the mass market. But whatever they do must still have a reliable orientation on what people will stretch to. I therefore wonder if the correct approach wouldn't be to think WHY traditional looting makes for enjoyable play, and then see how far that can be developed or blended.
  18. Watching The Children on the BBC iplayer. Low budget but it's solid shocks. Highly recommended if you've ever looked at somebody's kid and been just little bit scared by their apparent psychotic streak. EDIT: Ended weaker than I'd hoped. But still the first scare I've had from a film in years.
  19. Poor bugger's got it so bad he's even thinking of us in a good way!
  20. Curve-ball query: does looting give a useful cooling-down period between fighting? Without it would players get their rush in the right way?
  21. I find it hard to imagine that HunterOG is wrong on this one. Full voice is a foolish dead end. It's quite impossible to believe that being forced to record new lines with actors hasn't cramped the writers, and resulted in poorer QA. EDIT: Although having it as an excuse has probably saved the hair of many team leaders!
  22. I would merely amplify your latter point about context. I would suggest that tactical combat needs to bring out context more. That would make weapons more situation dependent. I'm not saying that would be easy, though...
  23. It's cheap filler. Find a way to do something more meaningful cheaply.
  24. I almost never pickpocket, because it's such a save'n'reload fest. I'd rather not do it at all. I can understand leaving it in as is. But to get me fired up I'd want to be able to think tactically and improve or decrement my odds sensibly. FWIIW I believe it would make much MUCH more sense to follow someone and wait for them to put stuff down than try and lift it off them. Or to con it off them.
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