This evening marks the official end of the Madboards Pathfinder game I have been running. Technically, the game has ended for 4/6 of the players (and really, if I were to be pedantic about it, it ended for one player a couple of weeks ago when he stopped posting altogether), and the final two have their last chance today. As a result, I figured I would devote a post to my thoughts on the entire game, and share what I have learned.
Lesson #1: Pathfinder on a Forum is a Terrible Idea
This was the first mistake. Pathfinder (or any other RP system that relies heavily on the use of maps) is way too complex for a forum based RPG. When playing in person with a physical map set it is trivial to move pieces, I found myself dreading the inevitable combat sequences in the game (which are, to me, some of the most fun I can have as a GM when I'm on a mean streak since there is a chance for me to kill off PCs in hilarious manner) due to the drudgery of opening my iPhone app for mapping, moving the pieces, doing all the die rolls, uploading a screenshot of the map, writing a description of said map for the people who can't read the pieces (and to make up for the shortcomings of the app - mainly a lack of required art assets), as well as writing the actual mod itself - a lot of work for 6 seconds of game world time!
Add to this the fact that the game is heavily based on number crunching, as well as player cooperation and discussion and you get a game that is a pain in the arse to run well on a forum. I found that the players, outside of a select few, rarely cooperated. The party didn't really form as a party, causing massive plotholes to form, which leads me to...
Lesson #2: On a Forum RP, Write Your Own Damn Plot!
I was using a pre-written module for the story. This worked perfectly well in my long-running face-to-face PF campaign, which hasn't yet ended (and really needs a session to get us going again). This worked in the online one for approximately 12 seconds, when the players immediately made moves that were breaking anything the future plot had in store for them.
For example, the party reached the inn, where the real adventure was to begin, by having a mercenary character claim that the dagger they had found during a combat sequence immediately before arriving at the inn actually belonged to him. This was to trigger a pub brawl which escalates to encompass all of the people in the pub, and destroy some valuable property, thereby giving the Sheriff (who was in the pub at the time) a reason to confiscate the blade, and to send them on a quest to pay off their debt.
This didn't go quite according to plan, since the party immediately split up upon entering the bar, and the character with the dagger tried to leave the pub. This forced the Sheriff to only see a few characters as being involved in the argument over the dagger, immediately splitting the party into those who were in trouble with the Sheriff (and therefore on track for the story), and everyone else. Considering that the majority of the game hinged on this, this was quite a problem!
If I had written the story myself, I would have been better equipped to add extra characters, items and events to force the party to stick with the plot (or even better - not force them into a single party, allow them to split, and by "coincidence" bring them back together). Time constraints lead me to only be able to read a little bit of the book ahead of playing, which made me much more hesitant to add these kinds of things, due to the very real possibility that I ruin what the book had in store.
Not to mention that when players irritated me I could throw in a random encounter with something, and alter the plot to accomodate it. I try not to railroad players, but this seems to only work for me with a group that works together to a degree, or with a plot I write myself.
On the other hand, I'm a fairly terrible plot writer, as anyone who played in my shambles of a first RP on that forum can attest to!
Lesson #3: Make Everyone Feel Part of the Game
Due to issues mentioned in the previous point, I believe that some players felt a bit left out of the game. Again, the source material is part of the problem here (a fairly specific set of knowledge checks were needed, and while we had the skills required in the party, since they were so specific, others were kind of left out). Add to this that I didn't really add any material to give these players interesting and useful things to do, and they kind of just stood around a lot.
This was compounded by a large percentage of the group creating "Lone Wolf" characters, which rarely work in a group RP game, since they simply want to do everything themselves, and segregate themselves. I have seen this happen in other RPs, and the players in question wondered why their character was being ignored and left out!
All in all, I think it will be quite a while before I try to run another RP on a forum anywhere (if I indeed ever try it again) since it seems to me that my GM skills aren't up to scratch. Players lost interest quickly, and frankly, so did I.
Showing posts with label RP. Show all posts
Showing posts with label RP. Show all posts
Tuesday, July 12, 2011
Sunday, February 20, 2011
Pathfinder: What Lies In Dust II
Friday night, and Saturday, somehow the gang managed to get together for quite a long Pathfinder session. Or perhaps I should correct myself to saying two Pathfinder sessions - since it was over two days, separated by an amount of sleep which was entirely not enough to GM off after a week of coding.
Nevertheless, we didn't get quite as much done as I had hoped, but fun was still had. Also, my fear that my players would simply stomp everything I was provided with by the Adventure Path was quelled, but more on that in a moment.
The session began with the group attempting to open the Wave Door - where a long-since-dead Pathfinder had stashed some supplies to assist whomever was involved in future attempts to secure Delvehaven. After finding the door (which proved quite simple due to two thirds of the party having insane Survival skills), they dealt with the crappy weakling shadows waiting for them, and got into the door. After being foiled by a locked chest, they decided the best course of action was to break the thing open. This worked perfectly - and they were rewarded with some notes, scrolls and potions. Hooray!
The next day was the prepared match at the Devildrome, where the group decided to send Dorn in to contend with Spammy McSpamalot (not his real name) 's army of summoned lemures. After intimidating the conjurer into losing two of his summon spells (which severely simplified the battle), he utterly stomped the lemures that managed to appear on the scene - enraging the summoner who decided the best course of action was to jump in the ring himself. He didn't last too long, though he did manage to deal a decent amount of damage to Dorn via the use of Acid Arrow spells. After restraining him, the group were awarded with their meeting with Ghaelfin - a passed Pathfinder who they intended to use a Grave Candle on to get some information about Delvehaven from.
Unfortunately, old Ghaelfin wasn't very useful. He was able to confirm the location of Coriana (which was a moot point considering they had already rescued her ashes from the Asmodean nuns), and to tell them that he believed Loremaster Liriam and Donatalus Bisby had left Westcrown, and teleported to the country of Absalom. This information conflicted with other information they had received... so who was to be believed? Was somebody lying, or is someone simply mistaken?
I'm not telling you. Not yet, anyway. I can't have the players read this and be spoilt can I? :P
The next day, they ventured into Delvehaven. This is where things got a little hairy for the players. After the party split (mainly due to Sarah getting bored whilst Mark and Andrew discussed things), a certain rogue (Sian!) appeared, looking for vengeance, appeared, stabbed Dorn, and then disappeared again. After regrouping, and tracking her to the library, she reappered and stabbed Azelia this time. After a few more rounds of combat, Sian fell - though she did manage to deal a decent amount of damage in the time.
The party then decided it was time to read - and they each had some memories of past Pathfinders imparted to them magically via books. This had the side effect of traumatising them slightly, however, the benefits were completely worth it. Permanent bonuses to certain skills, depending upon the book read! Azelia was unlucky in this regard - she learnt Draconic from her book. Being a Draconic bloodline sorceress, she already knew the language!
They opened the door to the next room, and were confronted by a large Triceratops skeleton. Wisely closing the door, the group decided to look upstairs.
Upstairs, they found the vanity room, where a water elemental had been bound to act as a mirror. Of course, over time, it became corrupted, and when Azelia looked into the water, the elemental attacked! After trying to escape over a rope bridge in the next area (which broke - dumping Azelia into a courtyard), the group managed to destroy the elemental - again which dealt some decent damage to the party via the use of power attacks and a high AC - although its inability to leave the pool it was bound to ultimately became its undoing. However, they had successfully avoided the triceratops room - since that was the room directly below them at this point.
Down in the courtyard, the group found some tiny toys which had malevolent spirits imbued in them - a tribal fetish; a teddy bear; a girls doll; a straw man and a dragon. After some fairly interesting (but ultimately simple) combat (mainly due to my forgetting that the long grass gave the tiny toys total concealment), the group annihilated all but the teddy bear.
They then entered the bottom area of the building they were heading for - and found a simple council chamber. There was nowhere else for them to go - without searching the triceratops room. Unfortunately, things weren't so simple in the council chamber. While Azelia and Dorn looked around, Kynan found himself being repeatedly electrocuted by an invisible force. When Dorn cast a field of protection against electrical energy on Kynan, the invisible force revealed itself by moving to attack Azelia. It was a Will-O-Wisp!
On the next round of combat, it was immediately surround by the party and pets, and annihilated before it could escape. However, it had definitely left its mark on the party - Kynan was left with a measly 8 HP, and Azelia wasn't in much better shape. The party resolved to return to the Shrine of Aroden, and rest up before returning.
And this is where the session ended.
Looks like I may be able to kill off a character! :P
Nevertheless, we didn't get quite as much done as I had hoped, but fun was still had. Also, my fear that my players would simply stomp everything I was provided with by the Adventure Path was quelled, but more on that in a moment.
The session began with the group attempting to open the Wave Door - where a long-since-dead Pathfinder had stashed some supplies to assist whomever was involved in future attempts to secure Delvehaven. After finding the door (which proved quite simple due to two thirds of the party having insane Survival skills), they dealt with the crappy weakling shadows waiting for them, and got into the door. After being foiled by a locked chest, they decided the best course of action was to break the thing open. This worked perfectly - and they were rewarded with some notes, scrolls and potions. Hooray!
The next day was the prepared match at the Devildrome, where the group decided to send Dorn in to contend with Spammy McSpamalot (not his real name) 's army of summoned lemures. After intimidating the conjurer into losing two of his summon spells (which severely simplified the battle), he utterly stomped the lemures that managed to appear on the scene - enraging the summoner who decided the best course of action was to jump in the ring himself. He didn't last too long, though he did manage to deal a decent amount of damage to Dorn via the use of Acid Arrow spells. After restraining him, the group were awarded with their meeting with Ghaelfin - a passed Pathfinder who they intended to use a Grave Candle on to get some information about Delvehaven from.
Unfortunately, old Ghaelfin wasn't very useful. He was able to confirm the location of Coriana (which was a moot point considering they had already rescued her ashes from the Asmodean nuns), and to tell them that he believed Loremaster Liriam and Donatalus Bisby had left Westcrown, and teleported to the country of Absalom. This information conflicted with other information they had received... so who was to be believed? Was somebody lying, or is someone simply mistaken?
I'm not telling you. Not yet, anyway. I can't have the players read this and be spoilt can I? :P
The next day, they ventured into Delvehaven. This is where things got a little hairy for the players. After the party split (mainly due to Sarah getting bored whilst Mark and Andrew discussed things), a certain rogue (Sian!) appeared, looking for vengeance, appeared, stabbed Dorn, and then disappeared again. After regrouping, and tracking her to the library, she reappered and stabbed Azelia this time. After a few more rounds of combat, Sian fell - though she did manage to deal a decent amount of damage in the time.
The party then decided it was time to read - and they each had some memories of past Pathfinders imparted to them magically via books. This had the side effect of traumatising them slightly, however, the benefits were completely worth it. Permanent bonuses to certain skills, depending upon the book read! Azelia was unlucky in this regard - she learnt Draconic from her book. Being a Draconic bloodline sorceress, she already knew the language!
They opened the door to the next room, and were confronted by a large Triceratops skeleton. Wisely closing the door, the group decided to look upstairs.
Upstairs, they found the vanity room, where a water elemental had been bound to act as a mirror. Of course, over time, it became corrupted, and when Azelia looked into the water, the elemental attacked! After trying to escape over a rope bridge in the next area (which broke - dumping Azelia into a courtyard), the group managed to destroy the elemental - again which dealt some decent damage to the party via the use of power attacks and a high AC - although its inability to leave the pool it was bound to ultimately became its undoing. However, they had successfully avoided the triceratops room - since that was the room directly below them at this point.
Down in the courtyard, the group found some tiny toys which had malevolent spirits imbued in them - a tribal fetish; a teddy bear; a girls doll; a straw man and a dragon. After some fairly interesting (but ultimately simple) combat (mainly due to my forgetting that the long grass gave the tiny toys total concealment), the group annihilated all but the teddy bear.
They then entered the bottom area of the building they were heading for - and found a simple council chamber. There was nowhere else for them to go - without searching the triceratops room. Unfortunately, things weren't so simple in the council chamber. While Azelia and Dorn looked around, Kynan found himself being repeatedly electrocuted by an invisible force. When Dorn cast a field of protection against electrical energy on Kynan, the invisible force revealed itself by moving to attack Azelia. It was a Will-O-Wisp!
On the next round of combat, it was immediately surround by the party and pets, and annihilated before it could escape. However, it had definitely left its mark on the party - Kynan was left with a measly 8 HP, and Azelia wasn't in much better shape. The party resolved to return to the Shrine of Aroden, and rest up before returning.
And this is where the session ended.
Looks like I may be able to kill off a character! :P
Labels:
azelia,
delvehaven,
dorn,
kynan,
pathfinder,
RP,
what lies in dust
Sunday, February 6, 2011
We interupt this Pathfinder session to bring you... PAIN
Yesterday, I had planned a Pathfinder session of the Council Of Thieves Campaign. We were to begin book 3 - What Lies In Dust, hopefully completing most of the chapters, apart from the dungeon / Pathfinder Lodge of Delvehaven (which, as a 4 floor lodge / dungeon crawl, would not have been doable in the same session as all of the investigation and side questing that the book allowed).
So, we started playing and all, with the group, predictably, outsmarting me in certain aspects (which will be covered in detail below), until I fell ill. Not your regular, "I've got a cold" ill, or the "I've been glutened, brb" ill either. This was more like, "Argh my stomach, it hurts!" *runs off to bathroom*. After returning, I was forced to run again 5 minutes later, to writhe in pain for a while. This was not a fun time for anyone - least of all myself.
The culprit was most likely milk. Allow me to explain.
Two members of our Pathfinder group, Andrew and Mark, have a penchant for purchasing 2 litre bottles of strawberry milk from Woolies, and consuming most of said bottle given half a chance. I like strawberry milk, and so I decided to join them on this endeavour this time. MISTAKE.
In the end, I had no choice but to end the session early, while I lay down and rested. Which achieved a grand total of *nothing*, as I remained ill for the rest of the night.
I did, however, recover enough to finish F.E.A.R: Extraction Point last night, and I feel that should count for something. Below is the summary / tale of what went down in the Pathfinder session.
~~~~~~~~~~~~~
After repeated failures, and somehow resisting the urge to simply hit it with a hammer, the Chelish Crux was opened (in the end, by Azelia). The crux held within in several papers, some scrolls, two wands, and a screaming, disembodied head.
The head of an Erinyes, seemingly immortal. Quite clearly insane. In her lucid periods, the head was able to tell the group that she had been stored (in her current form) in Delvehaven for a short period of time, and would be able to assist with some information about the lodge if taken there - since her memory is fuzzy. My group somehow also decided to destroy her head after this deed is done, in an effort to release her from her curse. While this was unexpected, I was happy to let this go on - since it frees up the crux for their use later, as well as disposes of what is surely the most annoying character this side of Thesing!
The papers, after some investigation, revealed some clues about the fates of 5 Pathfinders who were involved with Delvehaven in some way. It also revealed the presence of a cache of items which may assist - though the location and how to unlock it were not known. The crux also contained some grave candles - which the group can use to speak with the dead in lieu of using an actual spell (a good thing too, since none of the group actually knows this spell).
First off, they decided to investigate the whereabouts of Coriana (I *may* be recalling her name incorrectly here). The papers indicated that her ashes were in a jar, in an Asmodean nunnery in the ruined part of the city. These female monks are part of a cult that wishes to become Erinyes after their deaths - and typically hired out as assassins in the pre-Thrune Westcrown. Post-civil war, they have waned and are merely low level monk-thug-nuns. Monks with bladed scarves for weapons.
Seriously, this weapon is a scarf with knives stuck to the end of it. Pretty damn awesome.
Dorn drew the conclusion that since they wanted to become Erinyes, they could barter the head they found for the ashes - a tactic which worked perfectly until it became time to actually hand the head over in exchange for these ashes. My mistake here, was letting said events occur at the door of the monastery, with only a single nun in attendance. Dorn simply cut her in half in a single strike, with Azelia catching the ashes with mage hand. They then ran for their lives - a minor dungeon effectively bypassed. Smartasses...
Coriana's spirit was able to explain a cypher that was part of the notes they had acquired, as well as the location of the goods and how to unlock them. The cache is hidden in a small pocket dimension behind a door known as the Wave Door - above water, at night they must shine a Pathfinder's wayfinder upon the door's location, while someone recites the Delvehaven oath. Then the door opens and the goodies can be found.
For the rest of the day, the group followed up another lead, opting to visit the Devildrome - a semi-legal fighting ring run by Rance Lucca - who has the petrified remains of Aiger Ghaelfin, one of the Pathfinders who went missing. Rance believes the remains to be simply a statue.
Anyway, Rance was a member of the crowd when the group performed the Six Trials of Larazod - and as such was delighted to meet them. He was quite forthcoming with the fact that he has the "bust" of Ghaelfin, and in return for letting the group see it, he wants them to perform in the Devildrome for him.
The devildrome is a fighting ring, where two summoners pit their abilities against each other by summoning creatures to fight each other - like a game of Magic: The Gathering. If they are missing a summoner, he allows the "one person enters and fights a summoner's beasts" type of battle. Occasionally he runs this style of battle anyway, and it is always a crowd pleaser. The group has not yet decided if they will let Kynan have a summon-off in the Devildrome, or send Dorn in alone. To be honest, I would recommend to them that Dorn or Kynan actually enter the ring. I would love to see Kynan kick some ass!
It was at this point where I fell ill, and needed to end the session. Quite lucky that it was able to end so cleanly! When we pick back up again, the group will visit the Wave Door at night, and two days later, have their round in the Devildrome.
So, we started playing and all, with the group, predictably, outsmarting me in certain aspects (which will be covered in detail below), until I fell ill. Not your regular, "I've got a cold" ill, or the "I've been glutened, brb" ill either. This was more like, "Argh my stomach, it hurts!" *runs off to bathroom*. After returning, I was forced to run again 5 minutes later, to writhe in pain for a while. This was not a fun time for anyone - least of all myself.
The culprit was most likely milk. Allow me to explain.
Two members of our Pathfinder group, Andrew and Mark, have a penchant for purchasing 2 litre bottles of strawberry milk from Woolies, and consuming most of said bottle given half a chance. I like strawberry milk, and so I decided to join them on this endeavour this time. MISTAKE.
In the end, I had no choice but to end the session early, while I lay down and rested. Which achieved a grand total of *nothing*, as I remained ill for the rest of the night.
I did, however, recover enough to finish F.E.A.R: Extraction Point last night, and I feel that should count for something. Below is the summary / tale of what went down in the Pathfinder session.
~~~~~~~~~~~~~
After repeated failures, and somehow resisting the urge to simply hit it with a hammer, the Chelish Crux was opened (in the end, by Azelia). The crux held within in several papers, some scrolls, two wands, and a screaming, disembodied head.
The head of an Erinyes, seemingly immortal. Quite clearly insane. In her lucid periods, the head was able to tell the group that she had been stored (in her current form) in Delvehaven for a short period of time, and would be able to assist with some information about the lodge if taken there - since her memory is fuzzy. My group somehow also decided to destroy her head after this deed is done, in an effort to release her from her curse. While this was unexpected, I was happy to let this go on - since it frees up the crux for their use later, as well as disposes of what is surely the most annoying character this side of Thesing!
The papers, after some investigation, revealed some clues about the fates of 5 Pathfinders who were involved with Delvehaven in some way. It also revealed the presence of a cache of items which may assist - though the location and how to unlock it were not known. The crux also contained some grave candles - which the group can use to speak with the dead in lieu of using an actual spell (a good thing too, since none of the group actually knows this spell).
First off, they decided to investigate the whereabouts of Coriana (I *may* be recalling her name incorrectly here). The papers indicated that her ashes were in a jar, in an Asmodean nunnery in the ruined part of the city. These female monks are part of a cult that wishes to become Erinyes after their deaths - and typically hired out as assassins in the pre-Thrune Westcrown. Post-civil war, they have waned and are merely low level monk-thug-nuns. Monks with bladed scarves for weapons.
Seriously, this weapon is a scarf with knives stuck to the end of it. Pretty damn awesome.
Dorn drew the conclusion that since they wanted to become Erinyes, they could barter the head they found for the ashes - a tactic which worked perfectly until it became time to actually hand the head over in exchange for these ashes. My mistake here, was letting said events occur at the door of the monastery, with only a single nun in attendance. Dorn simply cut her in half in a single strike, with Azelia catching the ashes with mage hand. They then ran for their lives - a minor dungeon effectively bypassed. Smartasses...
Coriana's spirit was able to explain a cypher that was part of the notes they had acquired, as well as the location of the goods and how to unlock them. The cache is hidden in a small pocket dimension behind a door known as the Wave Door - above water, at night they must shine a Pathfinder's wayfinder upon the door's location, while someone recites the Delvehaven oath. Then the door opens and the goodies can be found.
For the rest of the day, the group followed up another lead, opting to visit the Devildrome - a semi-legal fighting ring run by Rance Lucca - who has the petrified remains of Aiger Ghaelfin, one of the Pathfinders who went missing. Rance believes the remains to be simply a statue.
Anyway, Rance was a member of the crowd when the group performed the Six Trials of Larazod - and as such was delighted to meet them. He was quite forthcoming with the fact that he has the "bust" of Ghaelfin, and in return for letting the group see it, he wants them to perform in the Devildrome for him.
The devildrome is a fighting ring, where two summoners pit their abilities against each other by summoning creatures to fight each other - like a game of Magic: The Gathering. If they are missing a summoner, he allows the "one person enters and fights a summoner's beasts" type of battle. Occasionally he runs this style of battle anyway, and it is always a crowd pleaser. The group has not yet decided if they will let Kynan have a summon-off in the Devildrome, or send Dorn in alone. To be honest, I would recommend to them that Dorn or Kynan actually enter the ring. I would love to see Kynan kick some ass!
It was at this point where I fell ill, and needed to end the session. Quite lucky that it was able to end so cleanly! When we pick back up again, the group will visit the Wave Door at night, and two days later, have their round in the Devildrome.
Labels:
azelia,
council of thieves,
devildrome,
dorn,
kynan,
milk,
pathfinder,
RP,
sick
Tuesday, February 1, 2011
D&D Character Test
Just a quick post - maybe a longer post will appear later today.
I took a "Dungeons and Dragons Character Test" - essentially asking LOADS of questions about what I'm like, what I'd do in certain situations, etc. It then spat out a D&D race, class, alignment, level and stats as if I were a D&D character. I thought I'd share the results (and test link) with you guys.
My results:
Strength- 11
Dexterity- 13
Constitution- 10
Intelligence- 15
Wisdom- 13
Charisma- 11
Take the test here
Note that its quite a LONG multiple choice test. And it gives you some detailed results in terms of how close you were to other ones.
I was -21 points for Monk :3
I took a "Dungeons and Dragons Character Test" - essentially asking LOADS of questions about what I'm like, what I'd do in certain situations, etc. It then spat out a D&D race, class, alignment, level and stats as if I were a D&D character. I thought I'd share the results (and test link) with you guys.
My results:
Neutral Good Human Wizard (3rd Level)
Ability Scores:Strength- 11
Dexterity- 13
Constitution- 10
Intelligence- 15
Wisdom- 13
Charisma- 11
Take the test here
Note that its quite a LONG multiple choice test. And it gives you some detailed results in terms of how close you were to other ones.
I was -21 points for Monk :3
Labels:
dungeons and dragons,
geekery,
RP,
test
Monday, December 13, 2010
Randomness
Not much has happened the last couple of days, hence the random nature of the last few posts. Today was no exception. I believe a large part of this is spending 8 hours or so at work, then returning home, eating dinner and gaming most nights. The weekends are when things happen. Or when I catch up on sleep from the exhaustion of the rest of the week.
So this post will be about a buncha random things that pop into my head.
It occurs to me that I am quite horrible at wrapping Christmas presents. After finally "finishing" the Chrissy shopping last weekend (I am still on the lookout for an extra for my sister's boyfriend, since he kinda got screwed :P), I finally started wrapping some of the stuff this evening. Or trying to, at least.
Most of it looks like it was wrapped by a 5 year old. It looks horrible! (No photos of them, its embarassing) Hopefully they'll hold until it gts into the hands of the people who are tasked with ripping it to shreads!
Today, I opened up registrations for a new forum RP I'm starting on the Madman forum. I have run a game there before, which was quite successful until stresses from multiple sources caused me to ragequit it.
After some break, and finding out that I'm not likely to be GMing my group's real-life Pathfinder all too often (at least, not consistently for a while), I decided to open a new one - this time based off the Pathfinder ruleset, so that it gives me a chance to learn the ruleset properly, as well as it simply being a ruleset that I enjoy. I do need to figure out how to er... "lighten it up" a little, so that it can be run on a forum. I found no resources on such on the interwebs at all! Once I figure out how I'm adapting things, I'll post that stuff here (feel free to make suggestions!)
Today, we found that we had run out of gluten free ingredients at home. (I'm trialling a gluten-free diet until I get to see the doctor again for confirmation of anything. I feel marginally better so far - a week later) Normally, not a huge deal. Except that I needed some for work.
So I went to work, figuring that when it came time for food, I would find something around that's gluten free. There's a fair bit of choice near the new offices.
Unfortunately, none of it seemed to be suitable for someone on a gluten free diet. Either that or I just don't know about things that seem bad, but are actually ok for me, I mean I've only done this thing for a week!
In the end, I bought a couple of prawn sushi rolls (in rice paper), with cabbage and lettuce from a little place called Kaizoku (that would be Japanese for PIRATE - this makes me happy). It turned out that I didn't particularly enjoy these particular rolls, but I ate them anyway because I was hungry.
And I remained hungry. So, so hungry.
Om nom nom nom nom nom nom.
Anyway, dinner's very soon, so time to wrap this up. Ciaos!
So this post will be about a buncha random things that pop into my head.
It occurs to me that I am quite horrible at wrapping Christmas presents. After finally "finishing" the Chrissy shopping last weekend (I am still on the lookout for an extra for my sister's boyfriend, since he kinda got screwed :P), I finally started wrapping some of the stuff this evening. Or trying to, at least.
Most of it looks like it was wrapped by a 5 year old. It looks horrible! (No photos of them, its embarassing) Hopefully they'll hold until it gts into the hands of the people who are tasked with ripping it to shreads!
Today, I opened up registrations for a new forum RP I'm starting on the Madman forum. I have run a game there before, which was quite successful until stresses from multiple sources caused me to ragequit it.
After some break, and finding out that I'm not likely to be GMing my group's real-life Pathfinder all too often (at least, not consistently for a while), I decided to open a new one - this time based off the Pathfinder ruleset, so that it gives me a chance to learn the ruleset properly, as well as it simply being a ruleset that I enjoy. I do need to figure out how to er... "lighten it up" a little, so that it can be run on a forum. I found no resources on such on the interwebs at all! Once I figure out how I'm adapting things, I'll post that stuff here (feel free to make suggestions!)
Today, we found that we had run out of gluten free ingredients at home. (I'm trialling a gluten-free diet until I get to see the doctor again for confirmation of anything. I feel marginally better so far - a week later) Normally, not a huge deal. Except that I needed some for work.
So I went to work, figuring that when it came time for food, I would find something around that's gluten free. There's a fair bit of choice near the new offices.
Unfortunately, none of it seemed to be suitable for someone on a gluten free diet. Either that or I just don't know about things that seem bad, but are actually ok for me, I mean I've only done this thing for a week!
In the end, I bought a couple of prawn sushi rolls (in rice paper), with cabbage and lettuce from a little place called Kaizoku (that would be Japanese for PIRATE - this makes me happy). It turned out that I didn't particularly enjoy these particular rolls, but I ate them anyway because I was hungry.
And I remained hungry. So, so hungry.
Om nom nom nom nom nom nom.
Anyway, dinner's very soon, so time to wrap this up. Ciaos!
Labels:
christmas wrapping,
gluten free,
madboards,
pathfinder,
pirate,
RP,
sushi,
unskilled
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