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Author Topic: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)  (Read 418980 times)

Fniff

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1200 on: June 10, 2014, 12:30:51 pm »

I'm all for a storytelling game. Is there any actual gameplay difference between sad/happy, success/failure? Like 'the atmosphere is melancholy for this turn; gain +3 Respect Points from Spades'?
Hrm, I didn't think of that. I can't think of a way to change the mood in the pub in a way that makes sense, but a good idea might be Narrative. That is, if you play the cards in an appropriate way and not schizophrenically, the last card will get doubled in value. So if one bad thing after another happens to you, then you manage to turn it all around in a badass way, then your last card gets doubled in points. It'd be like combos in a fighting game, but with storytelling instead and focused on dramatic tension.

Nerjin

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1201 on: June 10, 2014, 01:30:59 pm »

This is an updated version of my last fallout game which died because EVERY SINGLE ONE OF THE ORIGINAL PLAYERS BAILED ON IT!!! [Except DarkPaladin...]

So I made a few changes and would like to submit it for approval of the community. I'm hiding the flavor to make it a bit of a surprise.

Quote from: Da Rules
Fallout: A Post-Nuclear Role-Playing Forum Game


[Flavor hidden]

 
Character Creation
In order to participate in the world after nuclear Armageddon you will require a player character. How do you make one? Simply fill out the following sheet:
Spoiler: Character Sheet (click to show/hide)

Quote from: Known Traits
These are documented traits that have been observed within the wastelands.  During character creation you can select up to 2 traits. All traits have a positive and a negative effect. Note that some traits are mutually exclusive. These will be noted via underlined text.

Bloody Mess: Your attacks are always all out. You can cause a lot more damage but you rarely cause a critical hit.Finesse
Bruiser: Your large, muscular frame is almost freakish and causes you to hit a lot harder. However, you seem to be slightly less intelligent than others. Small Frame.
Chem Resistant: You don’t see the point in chem-use. You’ve tried them but you find it boring. Maybe others see something you don’t?
Conqueror:  You love combat! You seek it out at every opportunity. Unfortunately, your blood-lust has led to your other skills deteriorating over time.
 Fast Metabolism: Your metabolic rate is abnormally high. You are thinner, heal faster, and seem to exude an aura of health no matter what you eat. You lucky bastard.
Fast Shot: You don’t have time for fancy trick shots. After all, if you plug the enemy full of holes before they can even draw their gun who is the real winner? Steady Shot
 Finesse: Few are more graceful than you with a weapon. Unfortunately you’ve sacrificed power for this level of skill.
Ghoulified: You have come into contact with large amounts of radiation. More than enough to kill a normal person. But you are no longer normal. Your flesh has melted off  the bone and you look like a walking corpse. But there are some fringe benefits. You don’t get sun-burned for example… Super Mutant.
Gifted: Others learned skills, you were born with attributes. Things come easy to you, but you feel like your coasting through life will come back to bite you. Skilled.
Good Natured: You don’t yearn for combat and prefer peaceful solutions. Outside of a fight you are THE person to talk to. In a fight… Not so much.
Jinxed: Nothing ever seems to go right for you… Or the person next to you… or anyone you’ve ever seen for that matter… It’s almost as if there is a curse centered on you that destroys luck.
 Kamikaze: You attack first and often. You are always the first into a fight. Unfortunately your reckless nature often means you are also the first out of the fight.
One Hander: One of your hands is very dominant. You can use one handed weapons with great skill! Unfortunately the second you try to include your other hand into the mix you find that everything goes down-hill quickly.
Skilled: You don’t rely on your natural gifts to succeed. Mainly because you have none! Your natural states is a despicable thing indeed. Thankfully long years of practice have resulted in you being somewhat acceptable in other matters. Gifted
Small Frame: Be you slim or short you are much smaller than other people. You don’t let this slow you down however. In fact, you are much faster for not having to carry around a lot of bulk. Bruiser
Steady Shot: You don’t like wasting bullets so you try to make each shot count. Some may prefer firing more often but that only leaves them with a knife when a deathclaw comes creeping about. Unfortunately you seem to have some trouble if firing on the move.
Super Mutant: You don’t know how you came to be like this. You don’t remember much about your life prior to becoming this hulking humanoid. You easily dwarf even the tallest of humans and could out-wrestle them all. Unfortunately their words hurt your head… Your skin is also an interesting color… But still, you’ve managed to make a decent living out here in the wasteland… Or so your smarter friends tell you.
 

Combat: Or Resolving Differences via Alternative Methodry
Combat is unavoidable in the wasteland. It will occur when attacked or when you initiate an attack. Combat follows the following flowchart:
Quote from: Usual Combat Flowchart
A.   Combat is initiated.
B.   Sequence for both sides is rolled (d20+Sequence of random member of side)
C.   Side with the highest sequence goes first, followed by 2nd highest, then 3rd, etc. etc.
a.   The members of each side go in order of their Sequence modifier in descending order. Members with matching Sequence modifiers roll a die. Highest goes first.
D.   If any members of an opposing side remain repeat B and C until only one side remains.
E.   The Victorious side gains experience and may continue on however they wish.
But we at Vault-Tec feel we should further go into how combat works. But first you should know what actions are available to you during combat.

See the following for actions you can take on your turn:
Quote from: Combat Actions
Walking – 1 AP per Space Moved
Attacking - # AP (Varies from Weapon to Weapon)
Targeted Attack - +1 AP (In addition to the weapons normal cost)
Reload Weapon – 2 AP
Access Inventory – 4 AP (This involves switching weapons, using chems, or anything else not in your hands currently.)
Other Actions – 3 AP (This involves moving rocks, picking up a weapon from the ground, etc. etc.)
Walking is rather self evident. You can move any amount of spaces during your turn so long as you do not end your turn in the same square as anyone else. You can move through the same square as your allies however you must walk around enemies. You can also attempt to Sneak by using the sneaking skill. This may allow you to move undetected. Attacks made while sneaking have a +5% chance to critical hits. Unfortunately if you are noticed while sneaking your turn will end immediately.

Attacking is a bit harder. You should analyze the weapon you have for more details on how best to use it but in general the theory holds something like this: You select a target to attack, you roll a d100 for chance to hit. If you roll at or below your “Chance to Hit (CtH)” you successfully hit them and they take damage. CtH is affected by light level, distance from target, and proficiency with your weapon. Aimed shots work similarly however you can target a specific spot on your enemy for a variety of effects depending on weapon. Try out a variety of attacks to find the one you like best.
Quote from: Overseer’s Note on Criticals
Every person has a chance to do a Critical Hit. This could be anything from increased damage [1.5x, 2x, or even 3x on very lucky shots], Crippling a Limb [Only on targeted shots], Ignoring the Targets Armor, Knocking the Target out, or Knocking the Target over. This is rolled independently of CtH and Damage.

Unfortunately you also have a chance to suffer a critical failure. If your CtH roll fails you make a second roll. If that one also fails you will suffer a Critical Failure. This can include Running out of Ammo, Jamming your Gun, Losing all of your remaining AP, Dropping your Weapon, or even your weapon exploding! If this wasn’t bad enough you can also see other critical failures!

Reload Weapon is simple. Most firearms, and some rare melee weapons, rely on ammunition or energy cells to function. Once the clip/cell is spent you must replace it with a fresh one or else you cannot attack. Simply reload in order be able to attack again.

Access Inventory is vital! As you can only have one weapon prepared at a time you might find that another would be better suited to your situation. Thus you can rummage through your backpack/holsters/holding container in order to fetch a new one or grab a stim-pack. Regardless finding your equipment takes time. If you do not have enough AP you may have to deal with making an unarmed strike [Always an option] instead of using your brand new chainsaw.

Other can be anything else! Vault-Tec cannot think of everything. Perhaps you want to eat a bullet or talk to your opponent or open a sewer grating or climb down a ladder. This can mean almost anything other than what has already been explained.

Armor Class Bonus is also an option. Sometimes you do not want or cannot take another action that would be tactically sound and so you must wait. Thankfully this grants you a small bonus to your Armor Class. For each unspent action point at the end of your turn you gain +1 to your Armor Class until your next turn.

Frequently Asked Questions
No matter how long the supplies in your vault last one day you will be required to leave it in order to reestablish America and defeat any remaining communists on the planet. Set below are several Frequently Asked Questions that should cover some of the basics:

What’s up with the colored text?:

That depends. If it is within quotation marks that means that someone is speaking. People who use the same colored text sound like eachother. If it is an item or weapon name it denotes what skill is used with the weapon or if it is an armor or some other type of item. The weapons are colored thusly:

Small Guns, Big Guns, Energy Weapons, Melee Weapons, Unarmed Weapons, Throwing Weapons, Armor, Misc. Items, Chems, or other items that don’t fall into an earlier category.

Furthermore all colored text, aside from speech can be moused over to show more details. Give it a try! But not here…

What actions can I take?
Any and all actions you can think of! Part of life after the nuclear devastation is being able to adapt. Generally actions wills proceed like this:
1.   The player will state the action  they wish to take in bold.
2.   Their character will attempt to perform that action. If they are unable to they will do the action as closely as possible.
a.   Actions with a meaningful chance of failure will rely on a SPECIAL stat, tools, or a skill in order to accomplish it.
3.   The Mod will post the results in the forum.

Let’s take an example shall we?

Little Jimmy wants a cookie from the cookie jar. Oh that rapscallion. Unfortunately his mom has placed the jar atop the counter [just out of Little Jimmy’s reach]! How will our hero prevail? Well in this case we’ll assume Little Jimmy is an agile sneakster.

Little Jimmy might say he wants to Sneak up to the counter and try to climb to the cookies. Good plan Jimmy! Let’s see if that works out for you.

Obviously he wants to sneak so his sneak skill will be pitted against his mom’s Perception. We’ll skip any complications and say that he succeeds. Sneaking over to the counter he now much climb up the counter. As there are no skills for climbing he’ll have to rely on his Agility Stat to do so. Again we’ll say this works for him.

Congratulations Little Jimmy you have succeeded in your mission!

How do I gain EXP?
By completing quests or killing/knocking out enemies.

How do I move?

In most instances you simply treat movement like any other action. Meaning you bold what you want to do. However when you’re trying to move on the Overmap [The Map covering the entirety of the world available to you] it’s a little different. You can either denote locations [I.E. Go to Vault 222], Directions [Head East until…], Specific squares [Go to ZZ24], or simply state you want to explore [This will make your group head into unexplored hexes].

Be warned however that moving through the Overmap is dangerous. Each Grid square has a possibility of a Random Event which could be anything from Merchants to Bandits to Mutants. It is a necessary evil however. You can ask to see the available “Overmap” at any time and the Overseer will send all relevant data to your pipboy.

How Do I Get More Non-Vault-Tec Equipment?
There will likely be several ways. Scavenging the bones of civilization for what you need, purchasing it from roaming traders (Using whatever primitive currency they have), or even stripping the cannibals who thought they might have you for supper. In short: You can find equipment in almost any area so long as you are clever and keep an open mind.
Quote from: Overseer’s Note
You could also steal it. The wasteland savages don’t need it as much as you. Just try not to get caught.

What about...?

Any further questions can be posited directly to a Vault-Tec representative who will answer your question AND add it to the FAQ if needed.

Thoughts? Suggestions? Other?
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IronyOwl

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1202 on: June 10, 2014, 08:06:00 pm »

I'm all for a storytelling game. Is there any actual gameplay difference between sad/happy, success/failure? Like 'the atmosphere is melancholy for this turn; gain +3 Respect Points from Spades'?
Hrm, I didn't think of that. I can't think of a way to change the mood in the pub in a way that makes sense, but a good idea might be Narrative. That is, if you play the cards in an appropriate way and not schizophrenically, the last card will get doubled in value. So if one bad thing after another happens to you, then you manage to turn it all around in a badass way, then your last card gets doubled in points. It'd be like combos in a fighting game, but with storytelling instead and focused on dramatic tension.
I definitely like the idea of combos or otherwise making all these differences you have meaningful. As written, I don't see why it typically matters whether a story is happy or sad or backed up or added onto; it's all just points. Having some kind of mechanic or card class that plays off certain values might make things more interesting and nuanced.


Thoughts? Suggestions? Other?
Too distracted to give useful criticism, but I get the feeling this is less complex than it looks. You might consider trying to reorganize it if it seems like people are having trouble with it.

Also, it seems really hard to comment on without seeing equipment stats, since most of how combat works is locked up in there.
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A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Fniff

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1203 on: June 10, 2014, 08:13:55 pm »

It was originally intended as a roleplaying thing. This is actually based off a character creation method I had for another RP idea, but doing it was so fun I thought it could be a full RP by itself. I think combos would be the funnest to do, because you'd have to decide whether or not you want to spend all your high value cards in a schizophrenic combo or save them in order to get a high-value combo out of the way. Perhaps if you do several combos in a row you get a point reward cos you're telling the story excellently, but if you do several weird combos in a row you get a point detraction cos the guys in the pub are going "Oh come on, what the hell are you even talking about?".

TCM

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1204 on: June 10, 2014, 08:52:19 pm »

As of recent, it seems like the Forum Games section has been radiating dangerously high amounts of Otakuonium, doesn't it?
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flabort

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1205 on: June 10, 2014, 09:03:47 pm »

What does that mean?
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Rolepgeek

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1206 on: June 10, 2014, 09:26:25 pm »

Would play, Nerjin.

There is no such thing as too much Otaku, disregarding that we're all nerds in one way or another anyway.

EMBRACE IT
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IronyOwl

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1207 on: June 10, 2014, 09:30:29 pm »

What does that mean?
It means your kawaii desu is so sugoi, Senpai~

But really, I haven't noticed any Otakuonium spikes lately. You've got the usual magical/monster girl superthreads presumably forged of the stuff, and now a Madoka game is starting up, but otherwise it's seemed like business as usual to me. Why, what have you been noticing?
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

kj1225

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1208 on: June 10, 2014, 09:33:32 pm »

Does Persona count as that? Because one of them is going to come soon apparently.
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IronyOwl

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1209 on: June 10, 2014, 10:12:30 pm »


So. Happiness.

What you're looking at is the intended map style for a Civilization-type game I'm working on. Unfortunately I have a persistent problem I figured I'd ask about: that of what this peculiar "happiness" thing everyone keeps talking about is.

I think I know what I want Happiness to be and do to an extent. I think I have a much clearer impression of what I don't want it to do. Unfortunately that means I'm still a little fuzzy on the details, despite it being a major, major focus of the game.

At present, Happiness:
-Should be a major focus of the game. Your empire's population is limited primarily by how much Happiness you can accrue to placate your citizens.
-Should NOT be a simple population cap. This is obviously the simple, easy way out, but I'm not fond of it for a few reasons. If nothing else, I'd like to differentiate between highHap and lowHap empires, even if being an empire with negative Happiness is an Unsustainably Bad Thing.
-Should involve a certain amount of choice. Ideally, I'd like a sort of high/broad decision regarding how happy your empire is- if you keep your population down (which is relatively easy to do) but pursue Happiness-increasing things anyway, your empire should be "smaller but better" than someone who's pushing it... but ideally I'd want both of these to be viable paths.
-Should be a lifestyle choice, not a temporary condition. I want empires to have high or low Happiness because that's the way their players want to play, not because they triggered a good event or are spiking to reach some kind of milestone.

As an example of my ideal solution, consider a high elven empire living in spires of gold, versus a sprawling orcish war machine. The elves are probably quite a bit more limited, both in land area and population, than the orcs, but they make up for it by doing all sorts of fancy things the orcs can't. The orcs are stuck a bit lower on the cool stuff rung, but compensate by having unstoppable legions and corresponding influence.

Unfortunately, I don't know how to make this happen. Things I've considered and discarded as Not Perfect include:

-Tech Levels
-Random Events
-Arbitrary Events
-Unique Tech Discoveries

All of which have varying issues, but which frequently include some combination of not necessarily encouraging long-term commitment and just not being significant enough to justify rerouting large portions of your workforce and strategy towards appeasing.


So. Thoughts, anyone?
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

TCM

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1210 on: June 10, 2014, 10:57:46 pm »

There is no such thing as too much Otaku, disregarding that we're all nerds in one way or another anyway.

Second part is true, first part is definitely up for debate.

My cases: Body-Pillows and Actually marrying your Dating Sim GF.
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Rolepgeek

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1211 on: June 10, 2014, 11:05:31 pm »

Uhhh....

I think you might have cause and effect backwards there Irony. Being a sprawling empire typically causes you to have low happiness because each city gives a flat unhappiness penalty, and captured cities give huge unhappiness penalties. Being small and focused means you rarely have happiness issues.

But mostly it's a soft, then hard, pop cap, plus filling up for Golden ages. In Civ V at least. It's not a hugely major focus for the game; as long as it's in the green, you're usually good, barring Persia and the like. And culture empires can get a bunch of extra culture from it at low tech levels.

But I agree that it would be interesting to change it around. Probably need to make it an effect in most cases, rather than a cause. Although happier citizens might be willing to pay more taxes, work for the benefit of the state more, etc...make it into some sort of 'efficiency factor'? Introduce slavery?

EDIT: Also, every time you misuse the word senpai it gives a baby animal heartburn.
« Last Edit: June 10, 2014, 11:08:07 pm by Rolepgeek »
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monk12

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1212 on: June 10, 2014, 11:25:01 pm »

I seem to recall having a similar discussion with you about this in Roller's block, Irony, except in that case it was my unwieldy game that never got off the ground.

Off the top of my head, you could make it less of a population cap and more of a production cap, though this makes several assumptions about the other game mechanics. Basically, I'm assuming that you have a basic Guns or Butter style game system with your Population being an action pool. You can put population into building improvements and researching tech, or you can draft them into the army and have a military presence. I'm also assuming that the Guns side of the economy is limited by how well your infrastructure and tech is set up; the flip side of the coin would have the Butter based economy rusher being limited by their Happiness, which when low either instills flat penalties, destroys progress in riots, results in revolutions, etc.

I'm actually a bit pressed for time at the moment so that's all I've got, but I'd be most interested to hear the rest of  what you're working on.

IronyOwl

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1213 on: June 11, 2014, 04:40:20 am »

But I agree that it would be interesting to change it around. Probably need to make it an effect in most cases, rather than a cause. Although happier citizens might be willing to pay more taxes, work for the benefit of the state more, etc...make it into some sort of 'efficiency factor'? Introduce slavery?
This is problematic because the current system is relatively simple, so there's less room for modifiers or bonuses. I could potentially mess with production and research values relatively seamlessly, but I'd still want it to be simple. Perhaps more importantly, I'm concerned that might screw with the pace too much; I don't want the players of unhappy empires to just sit around for five turns building things really slowly. Or at least, I don't think I do.

Speaking of which, that'd also be somewhat problematic regarding population usage. Population is used to man buildings, but there's currently a cap on construction, so if it takes you too long to build something, you end up with a lot of population you don't really have any use for at the moment; conversely, if your empire can build things really quickly, you've got more construction ability than you have people to operate it.

Hm. I guess I could use that as a sort of "this is ideal Happiness, shoot for this" mechanic, if I wanted to somewhat scrap the idea of high/low happiness being a meaningful choice.

As an aside, I mostly scrapped it for being too complex, but at one point I considered the possibility of differentiating between empires that were mostly homogeneously happy, and empires with an ultrahappy upper class and a miserable slave class. Unfortunately that would require more Happiness/Unhappiness micromanagement than I'm comfortable with.

EDIT: Also, every time you misuse the word senpai it gives a baby animal heartburn.
I'm sorry, Seal-kun, but it must be done.


I'm actually a bit pressed for time at the moment so that's all I've got, but I'd be most interested to hear the rest of  what you're working on.
Guns or Butter is... somewhat close, but there's a number of complications.
Spoiler: Citizens (click to show/hide)
Spoiler: Building Giant Penises (click to show/hide)
Spoiler: Military and Supplies (click to show/hide)
Spoiler: Combat and Levels (click to show/hide)
Well. As you can see, I've got quite a bit half-done and am not entirely sure how to organize it, though I'd intended to draw pretty pretty pictures for the official OP.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Parsely

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1214 on: June 11, 2014, 05:17:23 am »

Say you were a dog-man. If you had non-retractible lupine claws, wouldn't you say that'd make it hard to manipulate fine objects and comfortably hold certain things meant for humans, such as guns?
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