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"Descent: Journeys in the Dark - Descent: Broken?" posted by ~Ray
Posted on 2008-03-26 07:25:01

Okay as you can tell by my Geek label you can tell that I am a firm supporter of Fantasy Flight Games and fantasy games in general. That said is Descent broken?This is why I ask. No matter the number of heroes my gaming assort cannot defeat me when I play as the Overlord. By the way they are great gamers and are not making mistakes that I can see. At the very least they are not making obvious and/or stupid mistakes. Furthermore. I disbelieve that I am doing anything totally awesome. I am a careful manager of cards and threat but that's it. Here's a good example as to why I evaluate the bet may be broken. measure night we were playing Quest Five of Alter... In my starting hand. I had two crushing blocks and 1 skeleton cause card. I quickly dropped the blocks no big deal right? WRONG! For the rest of the bet. I was able to spawn b/c in order to move send as this game necessitates that you do and do quickly. I could always cause alter behind the blocks. I was spawning nearly endlessly ending bad guys alter behind these blocks. What exactly are the heroes supposed to do about this?FYI they didn't alter it out of Area 2! I was spawning ahead of them behind a block which the quest provided and behind them again behind the blocks I dropped. In the these narrow hallways. I see no way for them to overcome these hordes of bad guys. They were attempting to act quickly using lots of battles and guard actions. They even had leadership and the go dog. They had a great displace and a great party one that we designed as what we thought was the beat possible. gratify respond. I like this bet or at least really want to but it is no fun for anyone when the heroes have no come about. Thanks,Jeremy Okay as you can tell by my Geek Badge you can tell that I am a tighten supporter of Fantasy Flight Games and fantasy games in general. That said is Descent broken?This is why I ask. No matter the number of heroes my gaming assort cannot beat me when I compete as the Overlord. By the way they are great gamers and are not making mistakes that I can see. At the very least they are not making obvious and/or stupid mistakes. Furthermore. I disbelieve that I am doing anything totally awesome. I am a careful manager of cards and threat but that's it. Here's a good example as to why I evaluate the game may be broken. Last night we were playing seek Five of Alter... In my starting transfer. I had two crushing blocks and 1 skeleton cause separate. I quickly dropped the blocks no big deal alter? WRONG! For the rest of the game. I was able to spawn b/c in request to move send as this bet necessitates that you do and do quickly. I could always spawn right behind the blocks. I was spawning nearly endlessly ending bad guys alter behind these blocks. What exactly are the heroes supposed to do about this?FYI they didn't make it out of Area 2! I was spawning ahead of them behind a block which the quest provided and behind them again behind the blocks I dropped. In the these narrow hallways. I see no way for them to overcome these hordes of bad guys. They were attempting to move quickly using lots of battles and guard actions. They change surface had leadership and the ghost dog. They had a great draw and a great party one that we designed as what we thought was the best possible. Please respond. I love this game or at least really want to but it is no fun for anyone when the heroes have no come about. Thanks,Jeremy I recently had a conversation with a gaming friend about Descent looking forward to the new expansion. We saw the same problems with the game unbalanced in advance of the Overlord. I evaluate the problem is a prove of the be for the players to completely defeat one area before moving on to the next. If unable to complete one area which is sometimes impossible due to the be to solve a riddle in another region before having the capability to finish the current "dwell" the severity is compounded as mosters follow you out and continue to engage you in addition to all the other upcoming threats. This run out of onslaught is what makes dungeon create by mental act difficult to fit in the Descent arena. We finally both agreed that's what makes the game great and what makes the rare victories for the explorers change surface more emotionally rewarding. Proper design of the "dungeon" is the solution to this and all exploration games of its write and is not a fault of the game itself unless you consider the predesigned maps that came with the game to be part of the "game design". If a confine is not provided a limited be or a means to disable it then it should not be placed in a region where its use can utterly prevent the explorers from overcoming its results. Players should be given a means to forbid such a trap (ie - it should not be automatically sprung when entering an area but should be protecting something of interest inside that area.)The fact that the enemy's actions are driven by a player the Overlord truly engaged in his own desire to win is clearly more worthwhile and dynamic than a system where the monsters actions are solely predetermined by the game.- Todd The only thing I can think of is if you're missing the one-spawn-per-turn command. That said. I don't really enjoy the scenario play the dynamic's all do by. I truly believe that this bet needs a simple solid deathmatch ruleset. OL Vs. OL or OL+hero(s) Vs. OL+hero(s). Or a Mage Knight Dungeons or Dungeoneer style "Monster arrange" where everyone controls both their hero AND the monsters attacking other players. It shouldn't be that hard to implement there's nothing really stopping you in the core out rules. Hmm. I'm gonna work on that this week. *plots* As the bet owner. I am always the Overlord when playing Descent. I often play with the intent of crushing the puny heroes and undergo won and lost with this goal in object. But I sometimes compete the game not to win but to lose by the smallest margin possible providing the most tense and nervewracking then euphoric undergo I could give the players. I found this an oddly satisfying way to play. So I quickly discovered that Descent seems weighted towards that very outcome. In our assort winning as the overlord took both luck and care* yet losing badly was difficult. This impressed me as one doesn't want the overlord to win so often in such a desire bet that the campaign is never finished neither does one be the heroes to breeze through with such impunity that the nervewracking tension is gone. Thus. I entangle Descent was very WELL balanced. Now. Doom with 1 or 3 marines.... Judging from my own undergo the base game is ok in terms of fit. But the expansions add a few tricks to the overlord's repertoire that make it too easy for him. E g. a sundered glyph in the alter displace can make most scenarios unwinnable for the heroes. And some of the optional monsters are too good to go over (master sorcerers!!!). It may appear strange but it helps me to think of Descent as a game of logistics. The important questions for the heroes are "when/how often do I go back to town to obtain". "when/how often do I rest" and "should I ameliorate this engrave or let him die and respawn". All these are time-critical decisions. If the overlord can mess with the lengths of the paths in the dungeon (usually from one glyph to the next "hot" room the party is trying to clear) the heroes are screwed. I evaluate that Descent with all expansions is more of a toolkit for building your own dungeon go game. But you undergo to make sure not to consider everything to get a bring together and enjoyable experience. Shorter scenarios wouldn't cause to be perceived either. Here are some of the house rules I've been playing with on the expansions and it seems to undergo rebalanced it very nicely (P. S. I didn't think all these up but I undergo been using them):(1) Potions furnish you 4 not 3 hearts;(2) If you are webbed you get two cut from the third and fourth roll onwards (this is more to prevent player depression than balance);(3) You can go contradict on conquest tokens as long as you end in the positive (the OL should announce if and when this becomes impossible);(4) Take the separate Evil Genius from the OL deck and put it on the furnish of the OL deck after shuffling the rest;(5) There are 3 extra tough cards in the bet. Heroes can trade in a skill for 1 of the tough cards (you can show this by turning a skill separate upside down or something). Try it. I've played bunches and bunches of expansion games now this way and they go out pretty close. I truly accept that this game needs a simple solid deathmatch ruleset. OL Vs. OL or OL+hero(s) Vs. OL+hero(s). Or a Mage ennoble Dungeons or Dungeoneer call "Monster Phase" where everyone controls both their hero AND the monsters attacking other players. It shouldn't be that hard to implement there's nothing really stopping you in the core rules. That sounds really great particularly if some form of moster phase that you exposit was included. If the OL be could be incorporated into each players turn in some simple fashion (and perhaps with a simplified OL deck) it could be great. I for one would be extremely interested in a simple workable rules variant such as that. Agreed some of the missions are tough but it is not impossible. I experience myself as a good overlord player. I have 23 games as an overlord and my player range from average to good. Most are add up when they compete well it can be very tough for me to forbid them and while I would guess that I win more games on average than they do it is often a very change state label. If they are struggling in a mission (it takes more than a bring together attemps) I will gladly furnish them advice on how to try and beat. Eventually they do it or at least so far. Crushing block is one of the more powerfull overlord cards partly for the cerebrate you have just explained and partly because you can baffle their plans for the turn with it. Oh and it does damage. Firstly you could easily put your success down to your particular hand often as mr skeletor points out you have to push on and ignore the threat to you rear. breathe points where monsters can be spawned change state are by far the toughest points to clear so there is no easy answer. can't really comment on what in particular might be going on in your games.. too many variables that you don't enumerate. be and which heroes skills equipment etc. move by turn summaries. Video evidence. I be at the harder quests this way.. they're stacked in advance of the OL. While Descent is meant to be competitive remember that both expansions were designed under a near come down of comments about how easy things were for the heroes. I evaluate this shows that the seek designers were encouraged to really test the heroes by making things harder.. harder to adjoin LOS every turn harder to rely on the tactics that had worked in the past etc. I don't know what hero players be.. the illusion of contend or real challenge.. but not TOO hard of a challenge. But it reminds me of the comments on the OOP Dungeon seek.. a hard bet that players were lucky to undergo their characters survive let alone win. The reason why Descent gets rapped for essentially doing the same thing especially after the expansions is because it's not the game beating you it's your buddy the OL. But if players understand that many quest favor the OL it should only make any wins they get that much sweeter. j/kI had all the tokens to spawn b/c the average hero aim was 4. Does the extra threat overcome the extra money for the players?Also spawn cards are only like 4 or 5 threat. What makes you guys think that they are so hard to pay for? I mean with four heroes you get 4 threat per move. Each turn pays for its own summon a lot of the time anyway. I've just noticed that since they made it so the heroes can't buy treasures until they find one of that type the heroes have NEVER won. Also the whole. "keep moving don't kill everything" is good and all until I cause in a 2 X 10 hallway on both sides. Such narrow spaces seem to ALWAYS confine the heroes and they simply cannot kill as many as I can cause. bequeath that monsters don't break line of sight in this aspect meanng you can't spawn monsters behind some monster that a hero can see claiming it's not in his line of sight. So if the heroes are careful they can rarely or never be blitz-attacked. I can't see how you can confine heroes in the corridors. Spawn cards give you 3 mobs per move. Are you saying your 4 heroes can't kill 3 mobs per move? I have had ONE hero killing all 3 of my spawns in one go with some good skills. Also spawn cards are only like 4 or 5 threat. What makes you guys think that they are so hard to pay for? I convey with four heroes you get 4 threat per move. Each move pays for its own summon a lot of the measure anyway. I bought Descent during the summer and undergo given it several sessions so far. I have played 6-7 games using three of the official JitD scenarios and one of my own devising. I undergo always played the Overlord and the heroes have varied in be and have always been played by twenty year veterans of boardgaming. CCGs and miniature wargaming. I undergo to say that so far my experiences undergo been similar to Reedos. I sight that the OL seems to have huge amounts of threat to bog the players drink with spawns and the desire. Obviously when the heroes start to get exceed weapons it becomes a bit easier for them to kill their opponents but the bet comfort seems hard for the heroes. Perhaps my players are not co-operating efficiently enough but as I say they are all gaming veterans so I am unsure why the overwhelming concensus on BGG seems to be that JitD is too easy on the Heroes while the expansions are too hard. I sight it a little puzzling. I very much disbelieve that my Overlording abilities are game-breakingly good. The only thing that I can evaluate of is that perhaps JitD more or less only works with 4 heroes and no less. If this is the case it bothers me a little as I had hoped that the bet would answer well at 2 heroes + OL level (and that is how I have tailored our house rules to benefit). I undergo a few (a dozen?) sessions of Descent under my sing now always playing the Overlord although with slightly different populate now & then. I've ran scenarios 1 to 7 of JitD plus "The follow". Along the way. I've seen the following patterns emerge:1- The heroes completely control the scenario never coming close to defeat and utterly call my butt. (I haven't seen that since I got AoD however.)2- The heroes win on their first act although they have a tough measure.3- The heroes have their butts handled to them cognise they've made bad strategic choices ("Bah they're just beastmen - let's run through them!") and try again knowing better moving to #1 or #2.4- The heroes have their butts handled to them because they don't have matching skills for the scenario. They get fresh characters and/or skills and with their existing knowledge of the scenario move to #1 or #2. That was pretty much the copy... Until "The Thing in the Pit" scenario 1 of AoD. All that scenario has done so far is to egest off my players. In fact. I'll probably start a new threat on the AoD forum just to ask about it. come up after seven or eight games with highly intelligent and experienced gamers against a highly intelligent and experienced overlord the heroes undergo won twice: once in the first bet ever and once in our most recent game when the Overload decided to give us an extra skill each seeing as the heroes er never won the bet. The usual copy for the heroes is easy going for the first dwell tougher for the second room/corridor/whatnot and then absolute devastation before we quite make it to the Big Bad. Most of the time this is a rout. This is playing Descent + WoD with no accommodate rules and pick-two-choose-one random characters. The most recent win was due to having an extra skill each and 3/4 characters that drew pretty much "perfect" skills to balance their natural abilities or a set of inter-complementary skills. Overlord tactics that have destroyed us routinely: - clever use of creatures with dominate maximizing their usefulness while keeping them behind meat shields;- spawning Kobolds ad nauseum at the far end of the map then whomping us with nearly-free traps;- harrying the weakest hero in the party;- saving threat in "easy" rooms and giving the heroes some respite at the very beginning when there isn't much to be gained in order to lay down the über-cards as early as possible. We all like the bet and clamor to play it but we all scratch our heads over populate that say the bet is weighted overwhelmingly in the heroes' favour -- if you're not house-ruling any advantages for the heroes and if you ARE playing with WoD it seems you need exceptionally lucky heroes (with skill draws as well as on the dice) and/or an exceptionally dunderheaded Overlord for the heroes to succeed.[edits: Well of Darkness not Altar of Despair. I evaluate] The thing about Descent is that it might actually be harder for experienced miniature or RPG players than for players who have never played a dungeon-hack type of game because it defies all of the normal rules for dungeon crawl type games. In my undergo most gamers who undergo played a lot of tactical miniatures games play very cautiously. In most of these types of games especially RPGs measure is on the heroes' side; meaning that they can and should act very slowly clearing all threats and gathering all treasures from an area before moving on. The beat thing that can happen in most dungeons is for the heroes to sight themselves in a losing fight and unable to retreat because they rushed past some lesser enemies on the way in. This mindset ordain be you the bet in Decent every measure. At least one of the people that I compete this with is a 20+ year D&D veteran who insists on the decrease and steady strategy. He insists on killing every monster in an area before opening treasures (because if there is a threat around then the best action is to deal with it as a top priority) and refuses to change state a new door until every monster on the board is dealt with (because he does not want to be trapped with no go). Needless to say his bring in preserve as a hero is not very good. The short version of all of this is that it ordain probably take a few games for hero players to evaluate out the unique strategies necessary for Decent while the Overlord strategies are straightforward and intuitive in comparison. Your post didn’t mention how many games your assort has played but if you haven’t played the hell out of the locate game I wouldn’t play any of the expansion quests or use treachery for a while (the new heroes skills items and non-treachery Overlord cards should be OK) not until your heroes are regularly winning the locate quests. Oh and in my undergo the expansions are just plan painful for the heroes. I played Scenario 2 (which basically is "needed treasure behind invincible boss/baddie" times 4) as an overlord when one of the heroes had "activate glyph 6 spaces away". I was purely owned. They kept one meatshield in town ran send to initiate glyph behind impress/baddie ran approve meatshield teleported in behind impress/baddie got rune/consider withstood attacks or died (activating glyph and taking chest in one go still earned them more points change surface if the meatshield died) approve to town rinse and tell four times. They ended up with 20 conquest tokens. By the time they met the final impress they were so boosted the magic swordswoman made about 20 damage in one roll. OK. I might not be the beat overlord in town but I don't consider myself as a tactical failure. I could do nothing. Point? That some small skill can totally unbalance everything all depending on scenario. I have never felt the fit is totally in the OL's save then again. I have only played scenario 1 and 2 a couple of times each. The impression I've got so far of the rules is that Descent is the kind of bet you can't believe being balanced for every mission any combination of heroes and any combination of skills. Some small details about the mission or whatever can totally unbalance the whole thing. But I don't really compassionate; Descent is the kind of game where I always alter the rules. I'm inclined to manifold the HP for some bosses as they get mostly one- or two-shotted.

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"Five best books: extraordinary journeys of discovery" posted by ~Ray
Posted on 2008-01-12 01:07:26

The official communicate of the Campaign for the American Reader an independent initiative to encourage more readers to read more books. author of The Planets (2005). Galileo's Daughter (1999) and Longitude (1995) named a five beat list of books which "preserve extraordinary journeys of discovery" for Opinion Journal. Number Two on the list: The Path by Chet Raymo (Walker. 2003). Chet Raymo turns a mile-long wooded path -- from his house to Stonehill College in Easton. Mass. where he is a professor emeritus of physics -- into a crucible for all his acquired knowledge of the world. On a wooden bridge over a allow he stops to consider "the algae get rid of the fiddleheads the ducks the turtles the gush of life," but then Raymo who is also an astronomer turns his thoughts to a believe of the Atlantic from 30,000 feet and an appreciation of Earth as wet Planet. He traces the source of water back to the origin of the universe and ponders the properties of ice and the cause of cloud-cover on global climate. And he praises the world's "quintillions of tons of life-giving water" -- some of which he watches "purl in languorous eddies under the plank bridge across Queset allow."

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"?My Journeys Around the World?" posted by ~Ray
Posted on 2007-12-20 17:59:30

Type your comment: Please be nice. Abusive comments or those containing offensive language web links or e-mail addresses will not be approved. Boys' Life will send you this Collector Edition patch and your choice of $2 ($10 for Pedro's Pick) a Scout "Handbook" or a "Fieldbook" for each joke of yours we publish in the printed magazine.>> Did you take a hilarious photo? Do you have a picture that always makes you express joy? Boyslife org wants to share it with the world. >>>>

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"Descent: Journeys in the Dark - How many Heroes per player?" posted by ~Ray
Posted on 2007-12-12 14:42:35

After much reading and deliberating. I've finally ordered a copy of Descent (no expansions yet - £40 is quite enough for me to splash out in one go). I've never played it though I compete Space Hulk pretty regularly and I was a big fan of both Warhammer seek and the old Advanced Heroquest in my youth. So having construe the reviews and discussions on here. I'm pretty confident I'll desire it. So here's the thing. From time to time. I should be able to rope in a fair-sized group of players. But initially at least. I think there's just going to be two of us. Now I understand the rulebook says if you undergo two players one is the Overlord and the other controls TWO Heroes. book. But from what I read once you get past the first few scenarios two Heroes are going to have a hard time. And anyway just two guys against the dungeon doesn't strike me as providing the perfect adventuring undergo. (I'm a bit of an old-school D&D-er: shouldn't every assort have a fighter a wizard a thief and a cleric?)So.. is there any reason why we shouldn't do it another way with one player as the Overlord and the other player controlling THREE or FOUR Heroes?Wouldn't that be more fun? Is there a reason why it's not recommended? Would four Heroes just be too much housekeeping for one player to manage? Or is one-player-per-Hero recommended for 'roleplaying' reasons and the two-player game just an undesirable exception?And suppose I get three of us together. Would it bring home the bacon for me to be the Overlord and the other two players each to act two Heroes?desire I say. I haven't played yet. So the views of more experienced players are very accept! I would go 3 even though it is scaleable it is really tough for one hero. The monsters are weakest and curses least but you are only getting 2 actions per turn with the same be of monsters any misses by you ordain be really critical. 3 heroes would let you act the optimum team one mage archer and fighter so you can make use of all treasures. In Scenario 1 two heroes make the game doable but very challenging and therefore very fun. In Scenarios 2. 3 and 5 use a total of 3 heroes to bring home the bacon that same effect. In Scenarios 4 and 6-9 use a beat celebrate of 4 heroes and good luck. My group had an easy time of scenarios 4 and 6 but they haven't been able to change 5 or 7 yet. Thanks to everyone for the hints - particularly to Christine for her very practical advice. I interact that the answer to my basic challenge is that there is no need to circumscribe the number of Heroes controlled by a single player to just 2. So even with a two-player bet you can undergo one Overlord and one player controlling however many Heroes are needed to make the game "doable but very challenging". I like playing this game two player with one player controlling 3 (for the base game) or 4 (with expansions) heroes by himself. I sight this not only maintains a balance level I prefer but also keeps the game going quickly. The more players on the hero side you have the more negotiation takes displace in regards to how to approach the turn. One player can need not argue with himself.-MMM The only difference for the monsters is that their HP increase with 1 for each extra hero. If a monster has 4 health with 2 heroes (2 or 3 players) it will have 5 health with 3 heroes and 6 health with 4 heroes that's all. As many populate have pointed out: Don't stare yourself blind on what the mission says. If you find it too hard for the players alter. If the overlord has a too hard measure alter. This bet is one extremely difficult to fit and I can't see the increased health of monsters and increased number of Threat tokens doing a ameliorate 100% balancing work here especially not with all the heroes skills and different special abilities. I'm not meaning this is a bad thing what I mean is that you shouldn't expect the heroes and OL having the same chances to win the bet no matter the number of heroes. One hit skill can change the whole thing. I played overlord once on scenario 2 when one of the characters had "initiate any glyph 6 spaces away" as a special ability. The heroes ended the game with 20 Conquest tokens. I didn't undergo the slightest chance to stop them. Why? Let me explain:The whole idea of this scenario is that the heroes have to defeat 2 master ogres in order to get a treasure with which they can kill the 2 bosses. And the surprise is that in request to get these treasures they first have to find the runes which are situated behind the (unkillable) bosses. So they have to register boss room so impress spawns run past it get key run to locked door enter treasure dwell with ogre get consider so they can blackball boss. During all this the slow boss will capture them and hopefully blackball one or two of them. The problem (for me) was that nearby all these keys and treasures there was a glyph. Glyphs are basically a teleportation rune into/out of town. So what they did was: Put a hardy tank in town run straight through the corridor with the glyph-activating chara activate the glyph in the dwell (behind the impress/ogre) and run back. No monster cound arrive them. The store then promptly entered the dungeon via this newly activated glyph (behind the boss/ogre) took the key/treasure and went approve. Sure he had to hold out one or two hits from the mobs (you can't use glyphs 2 times the same move) but the consider was taken. When a treasure is taken in Descent it's taken for ALL charas. change surface if the tank took the key the other guys immediately have it and can thus run in to activate next glyph…My inform? This single skill this hit glyph-stealing guy totally unbalanced the whole scenario. I could undergo doubled the HP for all monsters and I comfort wouldn't have stood a come about. Was it boring? No it was fun. But it wasn't balanced. For other scenarios it probably wouldn't have been as disastrous but in this specific scenario it was. Point of whole post? desire I said first: Don't expect everything to be perfectly balanced. alter. Use 3 heroes for 1 hero player. Or 4. undergo 2 hero players play 2 heroes each. Increase/change magnitude Threat tokens monster HP boss worry… Do whatever you deem fit because the game can't balance everything perfectly. i ofthen play alone whit my brother how many heroes for two players? seek 5 was really hard (and heroes lost) whit only 2 heroes. But seek 4 got quit simple whit 3 heroes. How many heroes for a 2-3 player game? when should you use random displace? and when should the players shoes their heroes? (up until now if 2 heroes not random if more than 3 heroes random draw as random displace can kill a small hero aggroup) i ofthen compete alone whit my brother how many heroes for two players? Quest 5 was really hard (and heroes lost) whit only 2 heroes. But seek 4 got quit simple whit 3 heroes. How many heroes for a 2-3 player game? when should you use random draw? and when should the players shoes their heroes? (up until now if 2 heroes not random if more than 3 heroes random draw as random draw can blackball a small hero team) Well if you use just the locate bet 3 heroes seems to be beat. Use 4 heroes if you have either expansion. If you are using random displace with 3-4 heroes there is less chance of getting an unusable party. I'm of the mind letting the player choose the heroes limits the variety of the game and the hero players be to rut themselves into the same lie of tactics over and over again. They change state better players when forced to evaluate outside their preferred box. Well if you use just the locate game 3 heroes seems to be best..

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"Journeys...they just drag on and on! Help! What should my ..." posted by ~Ray
Posted on 2007-11-21 17:16:10

I undergo a journey for my characters to struggle through. In mine it is a 70 year old professor his 20-ish granddaughter and his 30-ish college student assistant. The professor is the son of an archaeologist who made some sort of a weird discovery nearly 100 years ago in the Amazon rain forest but the secret died with him so now the professor intends to find out what his father found down there. So. I need to apply at least one chapter to the actual journay through the Amazon Rain Forest because thier finding the secret is dependant on them "exploring" and "discovering it". I can't just say: They treked through the jungle until they came to an ancient city. I have to undergo them find it via a journey of some sort. And that is where I am stuck cause I'm not sure what should come about to them or what they should be doing as they explore. I don't want to focus on it too much but I need about 5 or 6 pages worth of it at least just to blend the before the discovery to the after the discovery scenes. They are traveling through a come down forest on pay. They'll be climbing a volcanic mountain. They will be descending into a deep misty valley. They'll be to cross at least one river maybe more most likey with pirahanas in it. I'm thinking they might meet up with some natives that don't speak English and try (unsuccessfully) to warn them to not continue into the misty valley. Can anyone evaluate of ways to tell all these things without being boreing?If any one has any specific things they can think of that might help conclude free to post them here.-------------What's your act on this? I'd love to comprehend what you have to say about this post. get a mention and overlap your views! [quote=TumbleCoyote]Okay first thing.. a 70 year old man trekking through the Amazonia jungle? I'm gonna hit my disbelief button alter there- unless he's somehow preserved by a rare peruvian youth-drug or something like that. First thing I'd do would be to scale his age drink a bit- 60's would prolly be pushing it but eh. :) But especially with the fact that they're hacking through the jungle on pay.[/quote]actually my grandmother was 73 when she went on a similar jungle treck in New Zealand about 14 years ago she went on a trek in MesoAmerica 2 years before that when she was 71. She was very active walking 10 miles every day went to roller skateing compatitions; roller skated when she wasn't walking or hiking. She ice skated when she was younger but gave that up at age 54 after having her last (and 12th) baby. I based my engrave on her create she was the only eldery person I've ever known so that's where I got the age from.[quote]And if they're on foot.. what kind of accommodate are they carrying? Did they have measure to prepare for the trip or are they fleeing some villain? Just what kind of gear they have can determine how hard/easy a time they have. If they're 'come up stocked,' I'd say that the expose minimum of gear they'd be carrying would be at least 25-35 pounds of accommodate a person- and more into the 45-55 lbs range honestly. Things that they'd be to undergo just blundering around...[/quote]They have gone with practicly nothing. They fleed the States during the night after the professor stole some artifacts from the musemun. They had no time to case. So pretty much went with just the clothes they were wearing and the things he'd stolen from the museum (a codex-book-scroll type thing a couple of small carvings and the 1854 diary of the exploroer who originaly took the journey). They are pretty much on the run have no real intend and "makeing things up" as they go along. Their goal is to find the lost city mentioned in the diary. (the diary btw belonged to the professor's grandfather so the professor does not feel that he stole it rather that the museum stole it from his family). Also he's got this "I haven't lived a hundrad years for nothing" attitude where he knows he's old and this is his measure chance to do something with his life so he's going to do it come hell or high water and no one's going to stop him.[quote]Food: Depending on how wilderness-savvy the characters are they might be able to forage for various fruits as they go along- or if they really get hungry various grubs and other creepy-crawlies. [/ingeminate]the professor knows the area well-enough to live off the wild cause before he became a professor he had been an archeaologist in the region some 30 years prior to this story. This trip is choose of a hare-brained mad-dash "one last trip before I die" sort of thing. [quote]Oh and BUG REPELLANT.[/quote]yeah... I've had the two younger ones complaining about the lack of bug spray but the professor is basicly giving them the "come up when I was your age we didn't undergo bug-spray" lectures over it.[quote]On to more.. dynamic matters there's always the option of the characters being attacked by a jungle cat or other particuarly hungry fauna- Jaguars are pretty nasty bastards as I've heard. Bonus points if you have a character kill a Jaguar- only for some various natives to see him do it and as a result they revere him as some choose of great hero- but that's just me being kinda pulpy right there.[/ingeminate]actually this is something that well happen (and I've started writing it but didn't finish it yet) cause I've got a color jaguar (a were-jaguar from Incan mythology actualy half-demon-half-jaguar) that is stalking them through out most of the story (it's central to the plot). but the were-jaguar is the "god" of the lost tribe they are looking for so thier trying to kill it results in all hell breaking lose and the villagers wanting to blackball them after.------------- All books shown here are part of The Twighlight Manor Library Collection. I have over 10,000 books this list below is just a sample of what I own and read. This list changes everytime you refresh this page so call back the page often! I've signed up for this year's NaNoWriMo 2007 (my third year at NaNo!) and this is my communicate for it where I talk about my thoughts about writing my ideas for NaNo and the progress of my contest entry for this year's National Novel Writing Month oppose.: 50,000 words in 30 days. undergo you got it in you? Clicking on my NaNo novel book cover banner well act you to my profile on NaNoWriMo. This is the same banner I am useing in my siggie on the forum this year so when you read the forums and see this conceive of you experience you've found me:It's that measure of year again. Have you signed up for NaNoWriMo 2007 yet? write up today and let the world's #1 writing contest begin! I am a writer of the Gothic. Horror and Science Fiction genres. My works include The Twighlight Manor series it's spin-offs: The Planet Ptarmagin series and The Crystonite Chronicles. My other writing habits consider children’s stories. The Adventures of Pink capture (series) comic books and the dark retellings of classic folk lore & fairy tales known as EelKat's Twisted Tales. You undergo reached feature Log. This is my official blog. My blog has been nominated for The Blogger's Choice Awards!Click on this cerebrate/badge to go to the voting summon and choose for me today! When I'm not busy being a writer. I'm busy being an artist. You can analyse out my paintings drawings and designs at: and. You can buy me a gift from my Amazon WishList for Christmas or my Birthday (August 13th) or for any other reason. Or you can just send a donation to help support this blog: EK’s feature Log procure © Wendy C. Allen 2005-2007. Star Log. Space Dock 13. The Twighlight Manor touch. Moonsnails. Buried.

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"For a journeys sake, for Romanticism's sake" posted by ~Ray
Posted on 2007-11-11 19:33:51

Most of my excitement imagination and inquisitiveness go from sensations of an epic comprehend of worry of the unknown- a great expanse that we cannot understand. Rudolf Otto named this Numinous and claimed it was the basis of all major religions and the cause of religious ecstasy. I've never been religious per se in fact the lack of giving this comprehend symbols and fully articulating a set of mysteries to consider over added to this comprehend of darkness unknown and awe. I'm getting older (twenty now) and my attachment with this comprehend is strained. I'm suffering from a sort of ennui which has come I guess from a lack of mental and physical activity or experience over the measure few years and ennui feeds ennui for me. Perhaps without the instilment of religion or the continual entertaining of the imaginative muscles this fades alas. But I do very much conclude such a sensation would prompt me to displace or create verbally and interact with other sentient creatures at a more genuine level. I be to feel like a frightened child!Anyway enough rambling. What I feel I need is the exposure to footage which makes us conclude small and accentuates the unknown and the incomprehensible. To help investigate these regions I'm after footage of a dark forest desire someone walking through a dark plant where a lot that we behold is obscured (so I might imagine phantoms) and I need the footage to not show edges of the forest. I need it to seem to be all encompassing in all directions. And I be footage where the creators are not making themselves too apparent speaking or the crunching of feet is ok because I can always move the appear off (I be a comprehend of self-emersion in other words). So yea this is some investigate in Romanticism I suppose. It might be a tall ask but if anyone’s interested in helping my development and/or is perhaps curious as to what might become of me undergo a be around the net and films- or go enter it yourself if it pleases you. hmm if I only had a video camera. I live about an hour from the Mt. Hood senic area and that's a huge area of undeveloped forests.. although most of portland is in plant and now that i evaluate about it I could probably acomidate that within the washington park.. if I had a video camera. Sounds like a great place to reside. do by Spider. I'm not after A-grade cinematography anything from a crappy phone camera or the enter interpret function on most digital photocameras would do the trick. In fact the blurry obsfucation might bring home the bacon in my save. I saw a display of photos taken on a crappy old telecommunicate camera and the blurry sillouettes made them eerie and almost magical when it could be argued that they are just crappy photos given legitimacy by some daft gallery.

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"Travel Tennis A Way To Pass Long Plane Journeys" posted by ~Ray
Posted on 2007-11-05 15:21:54

If you are running a search engine or directory that maintains the links to our pages in your results please contact us so we can authorize your crawler to access content. Enter the code from the visualise into the text box and hit register to continue to the article.

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"Eco Ganesh Chaturthi" posted by ~Ray
Posted on 2007-10-30 12:18:52

We at Sparsh have been working with to propagate and inform populate about the harmful force of using Ganesh idols made in cover of paris on water. As a part of the campaign our team went to one of the housing societies and presented in front of the residents to bring forward the harmful effects and also give a viable alternative to the cover of Paris idols. The Plaster of Paris and the chemical paints use causes immense alter to the wet eco-system at the time of immersion. idols made from shaadu (natural clay) and painted using natural dyes such as turmeric geroo and multani mitti. In fact use of clay was the original way of making the idols but being costlier than Plaster of Paris these went out of fashion. But ecoexist has brought them back with the back up of sculptors in the village of Pen. XHTML: You can use these tags: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <touch> <strong>

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"Descent: Journeys in the Dark - Blood Ape Leap Attack" posted by ~Ray
Posted on 2007-10-25 15:18:42

If a blood ape jumps over somebody who is on follow can they contend it while it's leaping through the air or only where it lands (if they comfort are able to arrive it/see it)?I'm thinking no... Also can it jump sideways thus hitting both sides of a corridor at once?Again. I'm thinking no. Thanks for any back up resolvin this. Last edited by Christine Biancheria on 2007-09-13 21:50:59 CST (be Number of Edits: 1) You attack spaces not figures so no it would have to be before the ape leaps or after it lands. I don't know what you mean by sideways. Unless the move is a straight lie you can't do it. I don't know what you convey by sideways. Unless the move is a straight line you can't do it. I think she's asking if the ape can leap from the wide edge of the evaluate instead of the thin edge (front or back). The short say is no. The leap is essentially a movement action that ignores intervening figures. Since the daub apes can't do the channelise walk (moving sideways). I don't see them doing the crab leap either. If a blood ape jumps over somebody who is on guard can they attack it while it's leaping through the air or only where it lands (if they still are able to arrive it/see it)?I'm thinking no... That is the rules exposit the first part of the leap contend as moving up to twice your remaining movement while ignoring obstacles. In fact to me that sounds a lot desire a combination of flying and Steelhorns infamous charge ability. Then when you're done moving you make a hit attack which alter all the enemies you've passed over. That would suggest to me that an attacking blood ape would be affected by things like Aura for instance because he's still moving from form to square. Likewise that would imply that the act can be interrupted by a Guarding engrave. You'd evaluate that this is significant enough that there would be an actual example showcasing it and that the lack of such an example suggests it's not allowed. Yet on the other transfer we've been told again & again that a figure's orientation doesn't matter that hellhound can exist fire out of their butts etc. So why would the ape be forbidden to move sideways?And just so we're clear. I'm not happy about my own answers. I can only wish that Kevin will come drink from the Heavens and say something along the lines of "No no the move attack works just desire a knockback - you act directly into your intended end squares then roll the dice." I think she's asking if the ape can move from the wide advance of the evaluate instead of the thin edge (front or back). The short say is no. The leap is essentially a movement action that ignores intervening figures. Since the blood apes can't do the channelise walk (moving sideways). I don't see them doing the crab move either. Duh. I see now. I undergo to accept with columbob. Since the rules and FAQ don't mention it and the examples only show a frontal contend it's a judgment label. It seems like you're drifting into "gamey" territory. I would favor the theme instead and not accept it. That's clever though. Way to think out of the box overlord! I evaluate she's asking if the ape can leap from the wide edge of the figure instead of the thin edge (lie or approve). The short answer is no. The move is essentially a movement action that ignores intervening figures. Since the daub apes can't do the channelise go (moving sideways). I don't see them doing the channelise leap either. Oooh alter!I overlooked that part in your post. And indeed. I had completely forgotten that apes can't move sideways (change surface though I moved them properly when we both played last weekend). So by using my own rationale for question 1 it's obvious that apes can't move sideways since they can't act sideways. Yay! Last edited by LoneCleric on 2007-09-14 12:57:25 CST (Total be of Edits: 2) Yet on the other hand we've been told again & again that a figure's orientation doesn't be that hellhound can exist blast out of their butts etc. So why would the ape be forbidden to move sideways? The orientation doesn't matter for line of comprehend purposes. However there are very alter rules governing the movement of larger figures with irregular bases such as dragons hellhounds and also daub apes. Blood apes can't act sideways during their regular movement why would their Leap skill which is based on movement disregard the basic rules of the game without mentioning it in the text for this command? That's why I don't think it's possible. If a daub ape jumps over somebody who is on guard can they attack it while it's leaping through the air or only where it lands (if they comfort are able to reach it/see it)?I'm thinking no... That is the rules exposit the first part of the leap contend as moving up to twice your remaining movement while ignoring obstacles. In fact to me that sounds a lot like a combination of flying and Steelhorns infamous charge ability. Then when you're done moving you alter a single attack which affect all the enemies you've passed over. That would suggest to me that.

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"Descent: Journeys in the Dark - Guard Question regarding "Rapid ..." posted by ~Ray
Posted on 2007-10-19 15:15:08

project one of the group has 5 fatigue. She has a skill that bumps her fatigue to 7. She also has a skill called "Rapid Fire" which makes her insanely powerful. The rules under follow say you can make ONE attack during your interrupt followed by the monsters attack if it survives. Under the "Rapid Fire" skill it says (I'm paraphrasing) "After making a Ranged Attack you can destroy 2 stamina to alter another attack. You can use this ability multiple times."Does this work for a Guard action as well? Can she break the monsters attack and then destroy through her stamina for 3 more attacks? My friends said yes because its desire she's shooting several arrows at a time. I think that's insane but I'm not sure. I try to go the rules 100%. ALSO regarding the Rapid blast skill (which comes up a lot in our conversations - I don't like the card because all other cards that accept repeated attacks get "exhausted" after use unlike this one if she rolled her attack and got a "X" meaning she missed can she really destroy 2 stamina to get another attack with Rapid blast even though she missed? Again it seems you can but I'm checking. That skill is beyond insane. Yeah that's how we see it. Rapid blast simply says that after making an attack you may immediately spend fatigue. And follow gives you an attack. My main concern is while in the manual it specifically states you can do stuff like move using stamina battle attack 2 times PLUS Rapid blast with the Guard it states "ONE attack on the monster" but nothing else references the ability to keep shooting. Anyway yeah too powerful in THIS Overlord's opinion but I just got the latest expansion and I see a LOT of Evil in it that I can use to answer their uberness. Yeah with follow you get an contend. And then with Rapid blast anytime you alter an contend you may immediately alter another. It seems pretty definitive to us. As for the power level of the heroes that has never been a concern in this bet. project one of the assort has 5 degenerate. She has a skill that bumps her degenerate to 7. She also has a skill called "Rapid Fire" which makes her insanely powerful. The rules under Guard say you can make ONE attack during your break followed by the monsters contend if it survives. Under the "Rapid Fire" skill it says (I'm paraphrasing) "After making a Ranged contend you can burn 2 stamina to make another contend. You can use this ability multiple times."Does this bring home the bacon for a follow action as come up? Can she interrupt the monsters attack and then destroy through her stamina for 3 more attacks? My friends said yes because its like she's shooting several arrows at a time. I think that's insane but I'm not sure. I try to follow the rules 100%. ALSO regarding the Rapid Fire skill (which comes up a lot in our conversations - I don't desire the separate because all other cards that accept repeated attacks get "exhausted" after use unlike this one if she rolled her contend and got a "X" meaning she missed can she really burn 2 stamina to get another attack with Rapid Fire even though she missed? Again it seems you can but I'm checking. That skill is beyond insane. Rapid blast and it's ilk allow you an extra contend after any contend at 2 fatigue. The attack has to be made immediately. You can't save the extra contend and wait for another evaluate to get into LOS in the case of a guard order contend. You also can't do anything between the attacks desire act or drink a potion. It's balanced enough in my opinion. Last edited by Ciner on 2007-09-15 08:59:43 CST (Total be of Edits: 1) Say that again when you see our project going at it with 7 stamina lol and a hike beat of stamina potions lol Sure. #1 the heroes be all the help they can get. #2 the skill relies on degenerate and an immediate valid aim. Running out of one or the other happens a lot. #3 change surface if Silhouette becomes a ranged death blender there are ways to put compel on her such as dropping her in a pit at the end of her move or bouncing her with crushing blocks. It's a very powerful combo but not one you ordain see often unless you let heroes choose it on purpose. And not the most broken combo in the game I'll wager either. Last edited by Ciner on 2007-09-16 03:21:26 CST (Total Number of Edits: 1) It's a good combo but it does act two hero skills and even then is sucks stamina and vitality potions so there is a definite drawback it's not all win-win for the heroes. It's one of the realities of Descent some skills are better than others and some can be combined to act some pretty good combos. Try the same hero (highest move/degenerate combo with 3 Subterfuge skills) with Acrobat. +2 fatigue and Swift (+2 movement). She can run 14 spaces ignoring any obstacles and can even add 7 fatigue to her movement. Very good she'll run rings around the OL opening chests and disappearing through glyphs before anyone can change surface react. Last edited by columbob on 2007-09-17 09:07:34 CST (be be of Edits: 1) Say that again when you see our project going.

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