captain_slinky (
captain_slinky) wrote2005-10-08 05:27 pm
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Just in time for Halloween?
This is by far the most horrifying drink experience I can think of. First of all, wtf is Steven Segal's "Asian Experience"? Two cans of Sopporo and a Phillipino hooker? Why would I want to drink something that tastes like that?
And really, I can think of SEVERAL cheesy action stars I would rather drink the juices of so I could gain their power.
- Chuck Norris (Walker Texas Ranger Red Raspberry Iced Tea)
- Ralph Machio (Karate Kid Kooler)
- Jackie Chan (JackieChanInnaCan)
- Jean Claude VanDamme (Bloodsportorade)
- Dolph Lundgren (Universal Soda)
- Kurt Russell (Escape From Dehydration and/or Snake Pliskenergy)
The list could go on and on! But Steven Segal?!?!? I'm just... I can't even put in to words that make sense!
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I like how we went from Steven Segal's juices to advanced rpg theory.
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I managed to condense everything to a few simple sentences to someone else. (I was comparing this convo to another one in an online game, mere hours ago)
There I mentioned a shorthand theory on why I don't like 2nd ed and an idea on why so many others love it:
I like functionality of game mechanics, but never thought ease of use was all that important, while others seem to like the whole ease of use idea and don't care about the technical aspects at all. Oh well, I feel 3rd wins out over 1st and 2nd on both those points anyway.
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3rd is my favorite, but Second is nice because as a DM if I decided that the story calls for monitoring how many potty breaks the party has to make during their trip to the dungeon? Most likely there's a tale to roll on for it, plus a cross-reference table to see what types of wandering monsters the smell of urine is most likely to atract :)
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While first had plenty of charts, I didn't use many of them, especially since they were so hard to find much of the time. (That was on page what of the DMG? Are you sure it's not from one of the Survival Guides?)
Third, plenty of straightforward info so you can roll dice when you feel like it, but don't always have to. (I don't have to roll to make arrows any more? Awesome!)
I guess since I'm now coming to realize (consciously anyway, it seems I always knew this subconsciously) that since the exact game rules aren't necessary to a fun game... I only have one remaining trouble with 2nd edition, and I guess it's not really the game itself:
90% of the people I've met who play solely 2nd are losers I don't want to game with.
But, really thinking on it, I've met plenty of losers playing every edition... Good gamers are a treasure to be prized, and nobody will ever agree on what truly makes a good gamer. ;)
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2nd Ed has stacks upon stacks of rules for every situation and can be used to almost mathematically create an entire new lifeform on paper.
3rd Ed forgoes all that stuff in favor of creating a good, dramatic, entertaining adventure.
Both are great in their own ways to me!
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The combat rules are so detailed that it's practically a tabletop wargame. (and thus, he felt it was RP-light and combat heavy when compared to other current RPGs)
I guess it really does boil down to the players rather than the game itself! :)