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Comments 29

creamicannoli June 27 2008, 21:12:23 UTC
you role play My Little Pony?

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dependonyou June 27 2008, 21:13:30 UTC
Not specifically, but something that has its origins in MLP. It was the easiest way to give a brief overview of the setting.

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creamicannoli June 27 2008, 21:13:56 UTC
how old are you? I am just curious.

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dependonyou June 27 2008, 21:17:52 UTC
::sighs:: Does my age really make any difference here? I didn't come here to have my interests or tastes put under a spotlight. I am old enough to have a full time job, mature enough to articulate my thoughts in a written medium, and beyond that it really isn't your business. If you really care enough to know, though, it's also in my journal profile.

Would you happen to have any advice/comments regarding the roleplay scenario itself?

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macabre June 27 2008, 21:28:04 UTC
Same here.

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megarandom June 28 2008, 08:29:23 UTC
Once more, for fear of becoming repetitive. ;)
http://www.somethingpositive.net/sp05282008.shtml

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qa June 27 2008, 21:45:39 UTC
This is not an rp friendly environment, just to you know for the future.

That's an interesting idea, though. I suck at those things.

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dependonyou June 28 2008, 03:32:25 UTC
See, I was under the impression that this might be a mature community that would have at least a handful of members interested in the creation and solving of word and action puzzles. Honestly, I should have never mentioned the GENRE of roleplay, because some above posters appear to be markedly less than mature, but the question (I would think) is still a valid one for the community. Thank you, at least, for your polite and honest answer.

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qa June 28 2008, 03:54:44 UTC
Yeah, if you hadn't mentioned the roleplay at all and just asked for advice on puzzles that people liked, the answers might have been useful.

I have roleplayed in the past, and written fanfic, both of which are lolable acts in here so I understand.

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dependonyou June 28 2008, 04:05:38 UTC
There really was no way to phrase the scenario without mentioning roleplay of some sort, honestly. I could have gone without mentioning the genre, but I c&ped from my explanation elsewhere, so I didn't think twice about it. Big mistake, I suppose.

Thanks for being so civil and helpful. I find it odd that people would spend their time laughing at anyone with any hobby they don't share, but I guess such is the internet, eh?

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dependonyou June 28 2008, 03:35:29 UTC
As far as I'm aware, there was, but that is neither here nor there.

That said, why is this not a valid question for a question community? Ignoring the genre of the game, I am asking for advice on a word and action puzzle. I could swear that puzzles was one of the community interest, and that there were no rules prohibiting particular post topics.

And given that I am seeking answers of a complex nature, I do not believe that I could summarize any further. I'm sorry if you found it too long, but if you do not wish to read it, then obviously you do not wish to help me find suitable assistance. That being the case, why did you bother posting?

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megarandom June 28 2008, 08:25:47 UTC
http://www.somethingpositive.net/sp05282008.shtml

Ahem. That said, I am a role-player and totally get where you're coming from. I kind of get what you are going for here. I love putting puzzles in my games. But this seems way too obscure, really.

Is there a logical reason for there to be a lock of this sort on this door? If it's an escape route, why is it so hard to open?

There are other communities for this sort of thing and I think you might find better luck there, really. Just scan through my communities and you might just find a few you're looking for. roleplayers might be one. We've had enough boring crap in there lately. Something like this just might pump some life back in.

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dependonyou June 28 2008, 11:21:16 UTC
Heh, that's pretty darn amusing. Thanks for the link.

Well, the reason we had for the escape route to be difficult to open, was that this is how it is opened only from the outside. From the inside, opening is simple, with the only requirements being that the "pieces" (keys, hinges) all be within a certain distance of the door. So, because of a hasty retreat made generations ago because of some unfortunate event (we're leaning towards volcanic activity because of how the world is built/island is set up), the hinges were scattered across the island and the keys were picked up by birds and such as "shinies". ::shrugs:: It's so hard to open from the outside, we figure, to stop any and all attempt at intrusion. Paranoid civilization, you might say, using magic and a puzzle where military force and architectural prowess were not available to them ( ... )

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megarandom June 28 2008, 12:29:25 UTC
Oh. Hm. Well in that case magic may be your answer. Perhaps each key or part would attract a certain sort of creature to claim it after its use. Each part could be elemental in nature or have some other attraction for various denizens of the island. Air/Earth/Fire/Water/Shadow/Etc. which might also indicate symbols, shape, or color of each key and its fitting. Maybe there are portions of the island to which each part is keyed and it attracts things from that part of the island to come and get the key in the event of its use. The keys could even teleport to various parts of the island as a failsafe.

If you don't like elemental it could run on some other theme, like earth and sky and water or types of critters, or even parts of the island indicated by the island's shape. A mountain shape might be the center, where a mountain rises, or the beach might be a wavy bit.

Sorry. Brainstorming. I love this stuff.

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dependonyou June 28 2008, 13:12:26 UTC
No, it's all good. I'm glad you're getting into it, and we could use the help. Honestly, I'm loathe to go with the elemental theme or animal theme for a failsafe as to why they were taken. This is supposed to be a door that, over generations, they have forgotten to unlock. If the hinges and keys are meant to disappear after each use, then it would be documented in the history of the culture so that it could be passed on. Something happened, though, that made the items scatter. The scattering isn't the important part so much as the fact that now characters who have no knowledge of the door have to figure out where they went and where they go now. You know what I mean? I more need to focus on the solution of the puzzle: the door and how to unlock it. How the pieces got scattered is rather trivial in comparison. Using elements for each piece would make it too easy to solve, I think, as each pillar would then have an element, and they would be able to say "Okay, so a gopher stole this item, that means it's earth, it goes on the ( ... )

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