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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 14:37 
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Curiosity wrote:
I'd love to host a MafiaScum game at some point. Add me to whatever list exists!


When this game is over, I'll post an 'upcoming games' thread in the MS forum.

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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 14:41 
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richardgaywood wrote:
The Rev Owen wrote:
Curiosity wrote:
I'd love to host a MafiaScum game at some point. Add me to whatever list exists!
I think I'm down for game five, but don't know about anything after that.
You are, and game six is up for grabs. At this rate we'll have as hard a job chooses who running the game as who is in one!


I've put myself back in to run game VI as a vanilla-ish game. Perks of the job.

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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 14:42 
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Craster wrote:
Curiosity wrote:
I'd love to host a MafiaScum game at some point. Add me to whatever list exists!


When this game is over, I'll post an 'upcoming games' thread in the MS forum.


When the f***ing people with night actions pull their f***ing fingers out!

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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 14:42 
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That Rev Chap

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Craster wrote:
I've put myself back in to run game VI as a vanilla-ish game. Perks of the job.


Yeah, I think we'll need a vanilla-ish game after two experimental games.

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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 14:42 
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I concur.

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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 14:45 
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That Rev Chap

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Much as I'm itching to run a game a see how it works, might it be a good idea to have Craster do game five and me game six, so we split the experimental games up a bit?

Or is it okay how it is now?

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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 14:46 
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The Rev Owen wrote:
Much as I'm itching to run a game a see how it works, might it be a good idea to have Craster do game five and me game six, so we split the experimental games up a bit?

Or is it okay how it is now?


Let's discuss when I post up the list, leaving this thread for Richie PoofShrub's game discussion.

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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 15:07 
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Would it be worth playing a speed game? Days and nights are timed to last only two hours (for example), and a date is set in advance so that any people who want to play would be available on that certain day?

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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 15:12 
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Mr Russ wrote:
Would it be worth playing a speed game? Days and nights are timed to last only two hours (for example), and a date is set in advance so that any people who want to play would be available on that certain day?
It's an interesting idea but I don't think there'd be enough players here able to commit to doing that. Taking it to IRC or IM would be logical extreme -- you could run a day in 10 minutes, and play the entire game in under an hour, with side channels for the mafia etc.


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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 15:16 
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richardgaywood wrote:
Mr Russ wrote:
Would it be worth playing a speed game? Days and nights are timed to last only two hours (for example), and a date is set in advance so that any people who want to play would be available on that certain day?
It's an interesting idea but I don't think there'd be enough players here able to commit to doing that. Taking it to IRC or IM would be logical extreme -- you could run a day in 10 minutes, and play the entire game in under an hour, with side channels for the mafia etc.


First person to suggest playing it via second life is going to get knee-capped in real life.


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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 15:17 
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I suggested IRC SuperSpeedMafiaScum after the first game and Craster beat me with a stick.

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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 15:17 
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richardgaywood wrote:
Taking it to IRC or IM would be logical extreme
Or some sort of XNA app running on the Xbox that used the voice chat and allowed you to select your night actions in the GUI and operate two voice chat channels (day time vote and scum).

ZOMG.


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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 15:18 
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I wouldn't want to play or run a game that is any faster than these are. All the suspense disappears.

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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 15:19 
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Could we turn it into some sort of FPS?

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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 15:20 
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We could have it so you could only use a torch to investigate, and everyone else had to fumble in the darkness and shoot blindly. That'd be an ace mechanic.

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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 15:21 
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That sounds an awful lot like at least a dozen comercial FPSs, mind.

Or is it just that I keep forgetting to turn up the brightness?

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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 15:22 
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Craster wrote:
I wouldn't want to play or run a game that is any faster than these are. All the suspense disappears.
I was debating about playing the in-real-life version next time I have enough mates around.


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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 15:22 
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Needs more spaceships and an option for me to be a pirate.

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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 15:23 
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MaliA wrote:
Craster wrote:
I wouldn't want to play or run a game that is any faster than these are. All the suspense disappears.
I was debating about playing the in-real-life version if I had mates.


FTFY

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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 15:23 
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That Rev Chap

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MaliA wrote:
Needs more spaceships and an option for me to be a pirate.


PirateScum, now there's an idea!

::runs off to scribble down rules for press ganging night action::

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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 15:24 
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The Rev Owen wrote:
press ganging night action

There's a whole niche website idea right there.

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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 15:26 
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That Rev Chap

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::runs off to scribble down Dexter Fletcher / Johnny Depp slash fiction::

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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 15:26 
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<insert photoshopped pic of Dexter Fletcher here>

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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 15:28 
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MaliA wrote:
MaliA wrote:
I was debating about playing the in-real-life version if I had mates.

FTFY
MaliA has no friends, folks. You heard it here first.


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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 15:29 
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richardgaywood wrote:
MaliA wrote:
MaliA wrote:
I was debating about playing the in-real-life version if I had mates.

FTFY
MaliA has no friends, folks. You heard it here first.


I wouldn't say first.

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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 15:29 
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richardgaywood wrote:
MaliA wrote:
MaliA wrote:
I was debating about playing the in-real-life version if I had mates.

FTFY
MaliA has no friends, folks. You heard it here first.


I have t-shirts saying that as well.

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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 15:40 
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richardgaywood wrote:
Craster wrote:
Honestly, I really don't know how it will work. I think you should go for it and see how the game develops.
This has occured to me too. Suck it and see.

...as the Sire said to the Childe.

How about making it so that the first bite to turn someone can come from the Sire or any of his Childer, but the second has to come from the Sire? That gives the vampires a chance to make it harder for the town to block an Embrace at the price of more exposure and more information potentially given to the town? I mean, if paranoia's what you're after...

Otherwise yeah, as everyone's said, just give it a whirl and see how it goes.

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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 15:53 
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Paws for thought

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richardgaywood wrote:
richardgaywood wrote:
Taking it to IRC or IM would be logical extreme
Or some sort of XNA app running on the Xbox that used the voice chat and allowed you to select your night actions in the GUI and operate two voice chat channels (day time vote and scum).


Obligatory fee for everyone who isn't an xna member, mind.


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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 16:05 
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Mr Dave wrote:
Obligatory fee for everyone who isn't an xna member, mind.
Not for long, once the Creator's Club ships.


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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 16:13 
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Paws for thought

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Any idea when that might be? At the moment, xna is looking a bit of a shambles. To have live! play on windows, you need to install Gamestudio 2.0, as the live! stuff isn't distributable itself, and that hardly makes games easily distributed. (Hi, install DX9, C# and GS, and then my game :) ) and having to pay a subscription fee as well as having to distribute source isn't making xBox distribution any easier.

I'd like them to sort it out soon, as my current TOP SECRET project is coming along quite well.

(Having to write a software rasteriser again = really bloody strange)


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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 16:46 
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I think there should be a Teen Wolf role, and it should be me.

I could car-surf between crypts then slam dunk the vamps into next week and be generally awesome.

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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 17:10 
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Zardoz wrote:
I think there should be a Teen Wolf role, and it should be me.

I could car-surf between crypts then slam dunk the vamps into next week and be generally awesome.


And then be much less entertaining and popular in the second game.

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 Post subject: Re: VampireScum rules
PostPosted: Fri Jun 27, 2008 17:18 
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Mr Dave wrote:
(Having to write a software rastafarian again = really bloody strange, mon)


iRasta, coming soon from Mr Dave.


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 Post subject: Re: VampireScum rules
PostPosted: Sat Jun 28, 2008 1:57 
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Pundabaya wrote:
Mr Dave wrote:
(Having to write a software rastafarian again = really bloody strange, mon)


iRasta, coming soon from Mr Dave.

Buffalo Coder...

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 Post subject: Re: VampireScum rules
PostPosted: Sat Jun 28, 2008 2:36 
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Sweet Potato

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Can the SK win the game with the vampires alive? Surely they'd reach a situation where the vampires would just roleblock him endlessly. He seems really very weak in this setup, even more so than usual.


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 Post subject: Re: VampireScum rules
PostPosted: Sat Jun 28, 2008 8:41 
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Hmm, good point vegetables. (ponders...)

edit: maybe the SK's win condition needs to change. Perhaps it should be something like "alive at end of game", and everyone else's win condition would be "SK dead" as no-one wants an SK in the midst. That's more winnable than "last man standing".


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 Post subject: Re: VampireScum rules
PostPosted: Sat Jun 28, 2008 10:29 
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vegetables wrote:
Can the SK win the game with the vampires alive? Surely they'd reach a situation where the vampires would just roleblock him endlessly. He seems really very weak in this setup, even more so than usual.


If he's a vampire, how would they know which one he is?

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 Post subject: Re: VampireScum rules
PostPosted: Sat Jun 28, 2008 12:30 
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MaliA wrote:
Needs more spaceships and an option for me to be a pirate.


I'm waiting for AlienVampireMafiaPirateScum.

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 Post subject: Re: VampireScum rules
PostPosted: Sat Jun 28, 2008 14:22 
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Well we *could* have had a zombie at one point in game 2 if Grim... had pressed the right button.

NinjaScum?
pass this onto 1000 friends before midnightScum?

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 Post subject: Re: VampireScum rules
PostPosted: Mon Jun 30, 2008 14:05 
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I am tempted to change the SK's win condition to simply "survive to the end" and to change each side's win condition to include "the SK must be dead". It would lead to the SK playing both sides off against each other, I think, and tending to favour whichever side was not on top at any moment. In turn that would act as a natural self-balancing aspect of the game.


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 Post subject: Re: VampireScum rules
PostPosted: Mon Jun 30, 2008 14:56 
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Why not 'kill 5 people' or similar?

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 Post subject: Re: VampireScum rules
PostPosted: Mon Jun 30, 2008 15:00 
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Grim... wrote:
Why not 'kill 5 people' or similar?
I thought that. As he can only kill one a night it would certainly make the SK player want to prolong the game, further forcing him to help whoever is losing.

Hmmmmm.


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 Post subject: Re: VampireScum rules
PostPosted: Mon Jun 30, 2008 15:22 
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baron of techno

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Have you given any consideration to including reverse vampires?
What about the Carpathian Directive?
Plasmoid diffusion rules? No?


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 Post subject: Re: VampireScum rules
PostPosted: Mon Jun 30, 2008 15:28 
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Good point, plus I've left out the Shadow Proclamation, mentats, a thousand punch cards made from Solomonic Gold, the Ark of the Covenant, nine Rings of Power, Palm PDAs that run advanced anti-demonic invocation nets, the Black Freighter, the Right Hand of Doom, the Infinite Improbability Drive, and a positronic brain.

(Gaywood Points for anyone who can work out all those references; although some of them are ambiguous and others very obvious.)


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 Post subject: Re: VampireScum rules
PostPosted: Mon Jun 30, 2008 23:44 
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Shadow Proclamation - Dr Who
mentats - Dune
a thousand punch cards made from Solomonic Gold - ?
the Ark of the Covenant - Bible/Indiana Jones
nine Rings of Power - Lord of the Rings
Palm PDAs that run advanced anti-demonic invocation nets - Don't know, but maybe Buffy or BSG?
the Black Freighter - see above
the Right Hand of Doom - See above
the Infinite Improbability Drive - Hitchhikers Guide
and a positronic brain - Asimov based stuff

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 Post subject: Re: VampireScum rules
PostPosted: Mon Jun 30, 2008 23:50 
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Sleepyhead

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The PDA thing sounds more like the Charles Stross books.

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 Post subject: Re: VampireScum rules
PostPosted: Tue Jul 01, 2008 1:05 
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Mr Russ wrote:
and a positronic brain - Asimov based stuff


Isn't this one Star Trek? Doesn't Data have a positronic brain or some such?

Also Black Freighter - Black Ships from the WH40K universe?

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 Post subject: Re: VampireScum rules
PostPosted: Tue Jul 01, 2008 6:56 
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Mr Russ wrote:
Shadow Proclamation - Dr Who
mentats - Dune
the Ark of the Covenant - Bible/Indiana Jones
nine Rings of Power - Lord of the Rings
the Infinite Improbability Drive - Hitchhikers Guide
and a positronic brain - Asimov based stuff
All correct.

Curiosity wrote:
The PDA thing sounds more like the Charles Stross books.
Aye! The Bob Howard books. They are absolutely great.

Craster wrote:
Mr Russ wrote:
and a positronic brain - Asimov based stuff
Isn't this one Star Trek? Doesn't Data have a positronic brain or some such?
Whilst this is true, Asimov did it very much first and is what I was thinking of.

Quote:
Also Black Freighter - Black Ships from the WH40K universe?
Nope. I know there are people on here that know this, although perhaps this rules thread is a bit obscure and not many people are reading it.

That also leaves the punchcards and Right Hand of Doom. I'll give the answers later on if no-one else gets them.


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 Post subject: Re: VampireScum rules
PostPosted: Tue Jul 01, 2008 14:19 
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Punchcards - The Baroque Cycle by Neal Stephenson (consisting of Quicksilver, The Confusion, and The System Of The World). They are prequels to Cryptonomicon.

Right Hand of Doom - Hellboy's big stone hand, with the power to end the world.

The Black Freighter - pirate ship, crewed by damned souls, from the story-within-a-story in Watchmen.


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