Joined: 25 Jul 2005Posts: 5547Location: Columbia City
I have yet to find a use for Wave. Someone mentioned to me that it would be an ideal format for D&D but I have yet figured out how to virtually roll D12 to determin teh gay
_________________ riders wanted for hazardous journey. Small wages, bitter cold, long months of complete darkness, constant danger, safe return doubtful. Honour and recognition in case of success.
Chip McShoulder
Posted: Mon Nov 23, 2009 10:21 pm
dog licking ice cream coneJoined: 11 Aug 2008Posts: 3022Location: Rainbow Road
langston wrote:
I have yet to find a use for Wave.
I heard that wave is your new bicycle, gave you a puppy, and is committed to Quality, Affordable Health Care for All.
langston wrote:
ideal format for D&D
They came out with that a long time ago.
I can't remember the exact name, but I'm pretty sure it came with a big table and a few couches. The deluxe version came with a bong and a fridge full of beer.
I'm pretty sure it featured advanced interactivity; when your friends rolled a critical miss, in addition to the usual "LOLZ, FAIL" you could actually physically point and laugh at them.
This model ultimately fell to the wayside once the internet was able to offer a vastly better experience. While participants were often compelled to extend gaming sessions long beyond the time they had agreed upon their girlfriend (or mom), they rarely spent more than 40 hours a week in-game.
Other shortcomings were focusing too much on human interaction, and lacking a monthly subscription fee.
jsmg wrote:
Would any of you miscreants like one? Gimme your email address.
Sure. I heard it was an ideal format for organizing raids. PM sent.
Joined: 31 Jul 2007Posts: 3092Location: Pos, aya, por la Corona-Alta-Madera y que no.
Chip McShoulder wrote:
langston wrote:
ideal format for D&D
They came out with that a long time ago.
I can't remember the exact name, but I'm pretty sure it came with a big table and a few couches. The deluxe version came with a bong and a fridge full of beer.
I'm pretty sure it featured advanced interactivity; when your friends rolled a critical miss, in addition to the usual "LOLZ, FAIL" you could actually physically point and laugh at them.
This model ultimately fell to the wayside once the internet was able to offer a vastly better experience. While participants were often compelled to extend gaming sessions long beyond the time they had agreed upon their girlfriend (or mom), they rarely spent more than 40 hours a week in-game.
Other shortcomings were focusing too much on human interaction, and lacking a monthly subscription fee.
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