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 Post subject: Episode 24: Maps and Small Towns
PostPosted: Sun Jun 07, 2009 11:05 pm 
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Announcements! Huzzah!
    * Our forums are back up and running!
    * You can play facebook with Jenn
    * If you need a hotel room for GenCon, shoot an email to Jenn
    * Last week errata: "story game" instead of "narrative game"
Taco Lounge: Maps, WTF?!
    * Maps as an enhancement
    * Sara likes maps
    * Bryn Athyn is a cool place with castle looking buildings
    * Battle maps vs. world maps
    * Virtual maps for chat-based or forum-based games
    * Letting players in on the creation of the maps
    * Element of surprise; fog of war
The Poll
    * Results from "resistance to new games" poll
    * Next poll: How far do you commute?
    * Click Here to vote
Small towns
    * Globetrotting vs. intimate setting
    * Can become "caged"
    * Difficult players
    * Needs buy-in
    * Can develop more personal relationships with NPCs
    * Better plot hooks
    * More opportunity for non-combat interactions
    * How do you keep players in a small town and maintain realism?
Lesson Learned
    * Maps can enhance game details
    * Decide the level of detail desired first, which will result in the scope

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 Post subject: Re: Episode 24: Maps and Small Towns
PostPosted: Mon Jun 08, 2009 9:57 am 
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This was a fun episode but you're wrong with such astounding frequency that my pedantic nature almost caused me to stroke.

TrapCast: We killed Joe! ;)

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 Post subject: Re: Episode 24: Maps and Small Towns
PostPosted: Mon Jun 08, 2009 10:00 am 
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No question that we are consistently wrong about all sorts of things

but, what specifically this episode?

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 Post subject: Re: Episode 24: Maps and Small Towns
PostPosted: Mon Jun 08, 2009 10:27 am 
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Just a bunch of little stuff that isn't worth correcting (e.g., distance values for square maps in D&D). I only felt compelled to post because there was a run in the middle where you were all arguing and correcting each other, but everyone was wrong. So it was just overwhelming to me (in a fun and humorous way). :)

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 Post subject: Re: Episode 24: Maps and Small Towns
PostPosted: Mon Jun 08, 2009 10:30 am 
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Joe wrote:
Just a bunch of little stuff that isn't worth correcting (e.g., distance values for square maps in D&D). I only felt compelled to post because there was a run in the middle where you were all arguing and correcting each other, but everyone was wrong. So it was just overwhelming to me (in a fun and humorous way). :)


We do the same thing off mic... you should (or maybe you shouldn't) hear some of the absolutely ridiculous arguments we've had.

There is a township called "Richburo" near where we live. A friend and I got pretty drunk one time and argued for well over an hour as to whether the "mayor of Richboro" had a difficult job or not. We damn near had a fist fight over it. The catch is, there IS NO mayor of Richburo... the position doesn't even exist.

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 Post subject: Re: Episode 24: Maps and Small Towns
PostPosted: Mon Jun 08, 2009 11:53 am 
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Ohh Mayor of Richboro, the complexity of your life is compounded by Descartian Existence problems


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 Post subject: Re: Episode 24: Maps and Small Towns
PostPosted: Mon Jun 08, 2009 12:24 pm 
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we never said we were an accurate show. :)

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 Post subject: Re: Episode 24: Maps and Small Towns
PostPosted: Mon Jun 08, 2009 12:47 pm 
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Jenn wrote:
we never said we were an accurate show. :)


That's actually what I hear most about you guys. "TrapCast, they're just wrong."

...maybe that's in response to George's humor...

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 Post subject: Re: Episode 24: Maps and Small Towns
PostPosted: Mon Jun 08, 2009 1:57 pm 
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Joe wrote:
Just a bunch of little stuff that isn't worth correcting


But, that's what we do here on the forums. That and we criticize their poll options.

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Last edited by WillH on Mon Jun 08, 2009 2:29 pm, edited 1 time in total.

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 Post subject: Re: Episode 24: Maps and Small Towns
PostPosted: Mon Jun 08, 2009 2:14 pm 
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hah. willH gave me a belly chuckle


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