The Sword of My Father and the moustache of Strum
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Encouraging people to care about it.
Writing a game where people are told that playing heroes is fun, exciting, interesting, and all those good things is a lot more likely to get heroes than a game where people are told that Good Guys Finish Last, even if you use the same mechanics.
Writing a game where people are told that playing heroes is fun, exciting, interesting, and all those good things is a lot more likely to get heroes than a game where people are told that Good Guys Finish Last, even if you use the same mechanics.
Trust in the Emperor, but always check your ammunition.
Example?Elennsar wrote:Encouraging people to care about it.
What are you talking about?Writing a game where people are told that playing heroes is fun, exciting, interesting, and all those good things is a lot more likely to get heroes than a game where people are told that Good Guys Finish Last, even if you use the same mechanics.
Last edited by Leress on Wed Mar 11, 2009 2:49 pm, edited 1 time in total.
Example: None are coming to mind off the top of my head.
As to what I'm talking about: If you describe a game as about brave and bold heroes who do gallant deeds, you're likely to make people (who find that interesting) do heroes.
If you describe it as a game where Nice Guys Finish Last, even if you used the exact same rule system as the first game (let's say you're using some "generic" system like GURPS here), you'll depress that interest.
As to what I'm talking about: If you describe a game as about brave and bold heroes who do gallant deeds, you're likely to make people (who find that interesting) do heroes.
If you describe it as a game where Nice Guys Finish Last, even if you used the exact same rule system as the first game (let's say you're using some "generic" system like GURPS here), you'll depress that interest.
Trust in the Emperor, but always check your ammunition.
Heh heh. I like this image of your PCs playing a roleplaying game.Elennsar wrote:The game should encourage people who actually want to roleplay roleplaying.
Yeah yeah yeah, I get what you meant, it was just amusing.
Okay, so you are saying that:Elennsar wrote: I'd be very disappointed in it if it made it just another mechanic to be used to gain bonuses and didn't bother with making playing a character who believed in that sound like fun whether it was beneficial to the character or not.
That is the goal, isn't it? Having fun?
Why do we have to say "Here, you'll get bonuses." when we want a game that makes people say "I had fun."?
Mechanics should not sabotage the guy who wants to honor his father, but making them reward that doesn't make that style of play more desirable than any other method of using a game system to get the same reward.
- The game should encourage roleplaying choices
- Making a roleplaying choice have no mechanical effect is silly.
- Mechanics should not sabotage a character due to a roleplaying choice.
- Mechanics should not reward a roleplaying choice because then people will do it for the rewards not the roleplaying.
A lot of people would argue about the second one. But anyway, is this your position on the matter?
Last edited by Parthenon on Wed Mar 11, 2009 3:04 pm, edited 1 time in total.
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Why does the game only promote roleplaying when it promotes people behaving in the manner that you want them to?
Look, people making sub-optimal choices for sentimental reasons are people making sub-optimal choices for sentimental fucking reasons. No one gives a fuck that you enjoy programming in BASIC, or that you love shooting your father's blackpowder rifle, or that you prefer handsaws to power saws. When you're called upon to perform these tasks in a professional capacity (as adventurers are) you are expected, and probably required, to use the best tools available for the job.
What if your father was a minor hero, level 3 at best, and was killed by an owlbear while using a sword he gained from a bandit he killed at level 1? Why should that sword have any special meaning? Why should that sword be effective against outer plane horrors when you're level 13? Unless you plan on incorporating some Huey Lewis Power Of Love mechanics, the answer is that it shouldn't.
Look, people making sub-optimal choices for sentimental reasons are people making sub-optimal choices for sentimental fucking reasons. No one gives a fuck that you enjoy programming in BASIC, or that you love shooting your father's blackpowder rifle, or that you prefer handsaws to power saws. When you're called upon to perform these tasks in a professional capacity (as adventurers are) you are expected, and probably required, to use the best tools available for the job.
What if your father was a minor hero, level 3 at best, and was killed by an owlbear while using a sword he gained from a bandit he killed at level 1? Why should that sword have any special meaning? Why should that sword be effective against outer plane horrors when you're level 13? Unless you plan on incorporating some Huey Lewis Power Of Love mechanics, the answer is that it shouldn't.
It is. Can't argue with that.Heh heh. I like this image of your PCs playing a roleplaying game.
Yeah yeah yeah, I get what you meant, it was just amusing.
Yes. It may be less powerful, but you should be choosing between...let's say...A lot of people would argue about the second one. But anyway, is this your position on the matter?
50% chance vs. 60% chance, not 30% chance vs. 90% chance.
Unless of course the thing is supposed to be really important, in which case there may be times its justified.
But for the sword, 50% with "my father's" and 60% with "the sword of the guy who slew him" isn't too bad, assuming one is aiming for that general range of success to begin with (for those aiming to hit 75%+ of the time, adjust these numbers accordingly).
What's your point? People DO those things.Look, people making sub-optimal choices for sentimental reasons are people making sub-optimal choices for sentimental fucking reasons.
Are we playing a game about adventurers who seek adventure and excitement and challenges, or are we playing (Not-so-)Techno-Dungeon: The Looting where risk is only acceptable in exchange for a pay off?
Seriously. A game where you're supposed to care about your father does not have to be a game where the Power of Love is an advantage.
Last edited by Elennsar on Wed Mar 11, 2009 3:21 pm, edited 1 time in total.
Trust in the Emperor, but always check your ammunition.
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Do they do these things when there is an obviously better choice or when they know that their preferred tool won't cut it? How many Jedi use rapiers instead of lightsabers, for example? Didn't Beowulf toss aside the sword he was given when it was clear that it wasn't doing squat to Grendel's mother? Do we have a division of U.S. Marines that insist on using their great-great-grandfather's Winchester Carbines when they head into battle?Elennsar wrote:What's your point? People DO those things.Look, people making sub-optimal choices for sentimental reasons are people making sub-optimal choices for sentimental fucking reasons.
That depends, are we playing a game of romantic fools or calculating professionals?Are we playing a game about adventurers who seek adventure and excitement and challenges, or are we playing (Not-so-)Techno-Dungeon: The Looting where risk is only acceptable in exchange for a pay off?
Do we have people prefering black horses over white horses even though there's no difference in anything but color?Do they do these things when there is an obviously better choice or when they know that their preferred tool won't cut it? How many Jedi use rapiers instead of lightsabers, for example? Didn't Beowulf toss aside the sword he was given when it was clear that it wasn't doing squat to Grendel's mother? Do we have a division of U.S. Marines that insist on using their great-great-grandfather's Winchester Carbines when they head into battle?
Do we have people have people believing that something is good enough even if it isn't the best possible choice?
Just because people don't use actively BAD choices if they can help it (and recognize it) doesn't mean people do only choices that are the best possible choices - unless you honestly think there's some bonus to wearing robes as a Jedi.
Apparently, we're forced to choose between morons and professionals.That depends, are we playing a game of romantic fools or calculating professionals?
No room for actual humans who make actual decisions based on their feelings as well as logic.
Personally, any game where the mechanical benefit of using a better sword is more important than insulting the character's father's spirit (which may well have no actual effect or even be true, but the character doesn't know that) because who cares about the character's father is a game that really doesn't have the kind of people I want to play or play with.
Last edited by Elennsar on Wed Mar 11, 2009 3:48 pm, edited 1 time in total.
Trust in the Emperor, but always check your ammunition.
Okay, how about this:
Some MMORPGs have started having two weapon and armour slots: one for what you look like and one for the mechanical benefits.
We could do something similar. You do use the most up to date weapons but it is described as being your chosen weapon. However you get a -1 to hit and damage. Similarly, you just take a -2 on your disguise check rather than it being impossible to disguise your moustache.
This means that you can roleplay that you are still using tSoMF and that there is a cost to it but it is still level appropriate. Unless you make a lot of roleplaying choices affecting the same number which could lead to you being shit anyway.
Then, you ignore the fact that this happens and pretend that you are still just using the original sword. Maybe only swap them around at blacksmiths, repairing the pommel or replacing a worn out blade but it still being the original sword.
Some MMORPGs have started having two weapon and armour slots: one for what you look like and one for the mechanical benefits.
We could do something similar. You do use the most up to date weapons but it is described as being your chosen weapon. However you get a -1 to hit and damage. Similarly, you just take a -2 on your disguise check rather than it being impossible to disguise your moustache.
This means that you can roleplay that you are still using tSoMF and that there is a cost to it but it is still level appropriate. Unless you make a lot of roleplaying choices affecting the same number which could lead to you being shit anyway.
Then, you ignore the fact that this happens and pretend that you are still just using the original sword. Maybe only swap them around at blacksmiths, repairing the pommel or replacing a worn out blade but it still being the original sword.
WTF? You just stated a moment ago that "- Making a roleplaying choice have no mechanical effect is silly. " but you are now arguing from the position that choosing a different colour is on the same level as the choices you want to make? Sorry, but if your argument starts changing and you use examples that don't relate to the argument then you stop making sense.Elennsar wrote: Do we have people prefering black horses over white horses even though there's no difference in anything but color?
I understand it quite well. And it is quite simple: The group, as a whole, has to care more about RP than mechanics. Thats it. That is the only solution to this 'problem.'Elennsar wrote:Congradulations on utterly failing to understand why anyone would want a roleplaying game to encourage roleplaying things without rewarding them with big numbers.Elennsar, speaking as someone who has to deal with undergraduates in a grading capacity, and has to deal with their almost complete inability to express themselves in a clear and meaningful manner, let me just say:
You are a complete waste of flesh.
Let me explain a simple concept that you should have learned long ago:
a choice that is purely for roleplaying reasons happens regardless of the mechanics. If the system is *encouraging* that choice, it is no longer done for roleplaying reasons. There is no way around this inherent contradiction. So...
Shut. Up.
Find some people who want to play the way you want to, and stop fucking whining already.
You want it without numbers? Then no one at the table can care about numbers. This actually happens with real groups. It isn't a problem to solved- but you can't snivel at people on the internet about theoretical game problems and expect them not to talk about numbers.
Your problem is simply that you have no ability to communicate effectively, and you ignore the simple and obvious solutions.
Then don't, and shut the fuck up about it.Elennsar wrote: Personally, any game where the mechanical benefit of using a better sword is more important than insulting the character's father's spirit (which may well have no actual effect or even be true, but the character doesn't know that) because who cares about the character's father is a game that really doesn't have the kind of people I want to play or play with.
Last edited by Voss on Wed Mar 11, 2009 4:02 pm, edited 1 time in total.
Or you could make it so that you don't NEED to succeed as close to 100% of the time as possible under the system to be level appropriate so that a +2 flaming sword is fine - sure, you'd be less powerful than someone using a +4 fiery doom sword, but the game doesn't assume everyone and their mother has a +4 fiery doom sword by 16th level.This means that you can roleplay that you are still using tSoMF and that there is a cost to it but it is still level appropriate. Unless you make a lot of roleplaying choices affecting the same number which could lead to you being shit anyway.
My arguement is that the game should encourage making roleplaying decisions for in character reasons that make sense to the character - using your father's sword to honor your father, even if there are better swords out there in terms of attack/damage (or whatever).WTF? You just stated a moment ago that "- Making a roleplaying choice have no mechanical effect is silly. " but you are now arguing from the position that choosing a different colour is on the same level as the choices you want to make? Sorry, but if your argument starts changing and you use examples that don't relate to the argument then you stop making sense.
Making it so that you need a +4 fiery doom sword to be level appropriate and anything less is not level appropriate is making the game entirely too gear dependent.
At least if you regularly fought people of equal ability in all other respects so it became a question of equipment alone and that was the point that would make sense - but last time I checked, that's not what we have for Drizzt, Gawain, Aragorn, Luke, or Conan.
False and useless solutions.Your problem is simply that you have no ability to communicate effectively, and you ignore the simple and obvious solutions.
I want a roleplaying game that encourages roleplaying. Not a roleplaying game where it is "big numbers if you do what the designers want to encourage" whether it makes sense for people to have big numbers there or not.
You could roleplay in a sense in Monopoly. The game is not designed to encourage it either by mechanics or the fluff it doesn't have.
A so-called rpg being no better is bad design.
If you don't like this discussion, then ignore it. Simplest thing in the world.Then don't, and shut the fuck up about it.
Of course, that would require you to accept that you don't get to make other people shut up whenever you want to, which doesn't seem likely to happen any time soon.
Trust in the Emperor, but always check your ammunition.
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How does this mythical game handle the players who decide they're not going to buy into that stuff? How is it going to handle players who will have their characters antagonize your character for his choices and sentimentalities?Elennsar wrote:My arguement is that the game should encourage making roleplaying decisions for in character reasons that make sense to the character - using your father's sword to honor your father, even if there are better swords out there in terms of attack/damage (or whatever).
The answer is, it won't. What the game "encourages" is meaningless. D&D supposedly tries real hard to encourage good and noble heroes, and people will still play evil, bastardly villans. It comes down to what your group wants to play, and how they want to play it. You can play hyper-cooperative games of Vampire or cutthroat games of D&D. You can play serious, dystopian games of Paranoia or silly games of Shadowrun.
The reality is that inividual groups will take your baby and delete, edit, and change whatever parts of it they want. If you ever made a finished version of your Arturius setting available to other human beings, they will play it in manners you haven't expected and that probably offend your dainty sensibilities.
D&D doesn't try really hard to begin with (D&D tries very hard to avoid emphasising roleplaying and the situations that involves at all), and players who play evil, bastardly villains are fine - so what the game encourages isn't meaningless just because there are players who want to play something else and don't care for what the game tries to encourage.How does this mythical game handle the players who decide they're not going to buy into that stuff? How is it going to handle players who will have their characters antagonize your character for his choices and sentimentalities? The answer is, it won't. What the game "encourages" is meaningless. D&D supposedly tries real hard to encourage good and noble heroes, and people will still play evil, bastardly villans. It comes down to what your group wants to play, and how they want to play it. You can play hyper-cooperative games of Vampire or cutthroat games of D&D. You can play serious, dystopian games of Paranoia or silly games of Shadowrun.
So if someone wants to play a dystopian game of Paranoia - so what? Does the fact the game claims to be about something else mean that it should be forbidden on pain of being whacked by the rulebook to do something else? No.
But a game that claims to be about dystopia should have dystopian fluff as well as the hard rules, and not have the fluff treated as secondary or incidental.
My danity sensibilities are neither dainty or relevant. If you want to modify the game (fluff or crunch) because you don't care for the intended theme, then do so.The reality is that inividual groups will take your baby and delete, edit, and change whatever parts of it they want. If you ever made a finished version of your Arturius setting available to other human beings, they will play it in manners you haven't expected and that probably offend your dainty sensibilities.
If you actually want to play the intended theme, then I hope it works.
If you want to play a game where seeking every advantage you can get is the encouraged style of play, then play a game built for that type of playing.
Trust in the Emperor, but always check your ammunition.
No, because you can encourage people doing something without making it a mechanically superior choice or even mechanically even.
That's my objection. Any and all of you can find nice rich rewards within the system to give bonuses for any action concievable.
Encouraging people to do something because it is fun and interesting to play heroes or whatever?
No sign anyone wants a game to even mention the concept. No, the best it can do is make it a no brainer to be a good donkey and eat the carrots.
What an unattractive game.
Let's take a situation in Arcanum.
There are several points in which someone offers you money in order to do something.
You can haggle/hold out for more money, or accept their offer.
I would sincerely hope that if the game was converted to pencil and paper that people would not say "I always haggled/held out." and claiming to be playing good and (at least somewhat) selfless/generous characters at the same time.
After all, there would really only be minor consequences for doing so if any most of the time - and having more money lets you get better stuff and such.
That's my objection. Any and all of you can find nice rich rewards within the system to give bonuses for any action concievable.
Encouraging people to do something because it is fun and interesting to play heroes or whatever?
No sign anyone wants a game to even mention the concept. No, the best it can do is make it a no brainer to be a good donkey and eat the carrots.
What an unattractive game.
Let's take a situation in Arcanum.
There are several points in which someone offers you money in order to do something.
You can haggle/hold out for more money, or accept their offer.
I would sincerely hope that if the game was converted to pencil and paper that people would not say "I always haggled/held out." and claiming to be playing good and (at least somewhat) selfless/generous characters at the same time.
After all, there would really only be minor consequences for doing so if any most of the time - and having more money lets you get better stuff and such.
Last edited by Elennsar on Wed Mar 11, 2009 11:41 pm, edited 1 time in total.
Trust in the Emperor, but always check your ammunition.
Welcome to Elennsar-land, where he contradicts himself left and right all the time.Parthenon wrote:WTF? You just stated a moment ago that "- Making a roleplaying choice have no mechanical effect is silly. " but you are now arguing from the position that choosing a different colour is on the same level as the choices you want to make? Sorry, but if your argument starts changing and you use examples that don't relate to the argument then you stop making sense.
Elennsar, I don't understand what you want or even mean when you say a system should encourage roleplaying. Would you please clarify?
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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It's all fine and well that a character would be devoted to honoring the memory of a deceased parent, but given how important powerful magical items are in the D&D game system, most professional adventurers would consider you to be quite insane if you opted to use a non-magical weapon in combat. It's not a question of how the character feels or if the rest of the party is dismissive of those feelings - it's a question of using the best tools to survive a lethal encounter. If you opt to charge into battle with a Masterwork Bastard Sword instead of a +4 Holy Avenger Bastard Sword, you're letting your emotions overwhelm your logic and making yourself into a danger to yourself and others.Elennsar wrote:Apparently, we're forced to choose between morons and professionals.
No room for actual humans who make actual decisions based on their feelings as well as logic.
Do you think that the spirit of the character's father would be offended if he set aside his father's sword to wield a weapon that would allow him to better survive the perils of an adventuring life? Especially if that weapon had a special purpose that the father would approve of (such as the aforementioned Holy Avenger)? And once again, it's not a question of "who cares about the character's father" and more of a question of "how can we avoid joining said character's father in the afterlife". Unless you take magic out of the equation (or severely reduce the power of magical items), that non-magical sword is going to stop being used in combat at around level 5.Elennsar wrote:Personally, any game where the mechanical benefit of using a better sword is more important than insulting the character's father's spirit (which may well have no actual effect or even be true, but the character doesn't know that) because who cares about the character's father is a game that really doesn't have the kind of people I want to play or play with.
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No, that is the height of insanity.Elennsar wrote:
Do we have people prefering black horses over white horses even though there's no difference in anything but color?
People pick a horse based on the individual horse.
If the white horse is a worn out mare, and the black one is a young gelding in their prime, everyone is going to pick the black horse. Even people who like white.
The father's sword only works if the character was actually presented by something much better, and still decides to use their inherited weapon.
It would be the equivalent of Luke prefering to use a Gaffi stick that he got off of a tusken raider on his own, over the lightsaber that Obi-Wan fobbed off on him.
Gaining new, or replacing old, equipment is a very common theme in fairy tales.
On the other hand, using an existing tool the whole story also occurs.
But you cannot have both in the same setting. Either everyone replaces their axes with ogrish axes once the group loots an ogrish village, or the party never encounters weapons better than their inherited/discovered/gifted heirlooms.
The moustache.... there's actually a fairly rules-light system that has players be able to gain the equivalent of "fate points", but only after they are nominated by an other player (and approved by the GM, or a second player) and only when they have described their character failing at something.
I think the "fate points" handed out are based on how many adjectives you use to describe your failure. I think that most failures default to you just not quite making it, or doing a poor job. Then as a player you describe how the failure is worse than the default.
Which leads me to believe that the system promotes really geeky klutzes day-to-day, that are able to lay the smack down on life or death challenges.
http://www.schlockmercenary.com/blog/in ... ying-game/
Is an article about it, and the link to the 4 page PDF.
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Choosing to use a +2 defending sword (Dad's) over a +3 flaming sword (father's slayer) should not be the same thing as choosing to use a MW sword over a holy avenger in terms of "using a lesser weapon".Unless you take magic out of the equation (or severely reduce the power of magical items), that non-magical sword is going to stop being used in combat at around level 5.
So the PCs can't use anything other than the best gear available, whatever that gear happens to be?But you cannot have both in the same setting. Either everyone replaces their axes with ogrish axes once the group loots an ogrish village, or the party never encounters weapons better than their inherited/discovered/gifted heirlooms.
How unappealing.
I'm not sure if "really geeky klutzes day-to-day, that are able to lay the smack down on life or death challenges." is appropriate for heroes - but its an amusing thought and probably a fun(ny) game.The moustache.... there's actually a fairly rules-light system that has players be able to gain the equivalent of "fate points", but only after they are nominated by an other player (and approved by the GM, or a second player) and only when they have described their character failing at something.
Thanks for pointing out the link - whether its appropriate or not, it sounds like it would be fun in a way.
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It's been a LONG time since I read the Drizzt books, but I seem to recall that he upgraded his gear regularly enough. Aragorn had level-appropriate weapons (though to be fair, he was probably only level 6). Luke had the equivalent of a +1 Adamantine Bastard Sword that deflected blaster fire, and in the film Conan The Barbarian, Conan uses a magical sword that he found in a ruin throughout the majority of the film. These guys really weren't any slouches in the equipment department.Elennsar wrote:At least if you regularly fought people of equal ability in all other respects so it became a question of equipment alone and that was the point that would make sense - but last time I checked, that's not what we have for Drizzt, Gawain, Aragorn, Luke, or Conan.
And interestingly enough, the "ancestral swords" that belong to Aragorn, Conan, and Luke all end up being destroyed, lost, or used to make new swords. At least amongst these characters, the common trope seems to be that these heroes are forced to forsake their father's weapons and must either find or create their own sword in order to make their way in the world. Aragon's busted sword is used to create an entirely new weapon, Conan actually sunders his father's sword in combat with Rexor towards the end of the film, and both of Anakin Skywalker's lightsabers end up falling into chasms, never to be seen again.
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The problem is that if they start off with the weapon at the beginning of the campaign, it's going to need to be much, much weaker then a weapon that would be used at the highest levels of play. If the character finds his father's weapon later on in the campaign and is all magicked up, it can still be fairly competitive. But most GMs are not going to let a 1st level character start the game with a +2 Defending Bastard Sword. They may, however, be inclined to let the character magically upgrade a Masterwork Bastard Sword over the course of the campaign in some fashion.Elennsar wrote:Choosing to use a +2 defending sword (Dad's) over a +3 flaming sword (father's slayer) should not be the same thing as choosing to use a MW sword over a holy avenger in terms of "using a lesser weapon".Unless you take magic out of the equation (or severely reduce the power of magical items), that non-magical sword is going to stop being used in combat at around level 5.
Well, he started off with ordinary steel scimitars. Then he replaces one of them with a magical frost scimitar. Then he replaces the other with a scimitar which is gifted to him. He hangs onto them.Ganbare Gincun wrote: It's been a LONG time since I read the Drizzt books, but I seem to recall that he upgraded his gear regularly enough.
Later, he gets some mithril chain shirt armor (or something), and he gets the super-speed bracers.
He gets new things fairly often, but he hangs onto them.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!