Hmm, somewhere outside Creepville? It seems. Starting a farm with resources Osku gave to me, not sure what my objective or allegiance is beyond that but it's a start.
[QUOTE=CodeMonkey3;28805900]Hmm, somewhere outside Creepville? It seems. Starting a farm with resources Osku gave to me, not sure what my objective or allegiance is beyond that but it's a start.[/QUOTE]
Feel free to come near Skyline Colony, we'll help you up.
we really need immigrants in skyline colony you will get free tools a house and some resources to start farming and mining
The dungeon was decent, good job Lori, I'm uploading the first run to youtube.
got 8 diamonds and lots of diamond tools and some chain armor twas awesome
Thanks for the love of the dungeons and such... Deadchicken and I designed it. Fortunately, there will be more soon... One's already created and ready for use!
[QUOTE=Chezhead;28809781]Thanks for the love of the dungeons and such... Deadchicken and I designed it. Fortunately, there will be more soon... One's already created and ready for use![/QUOTE]
Make lots of them, these events are treat to us players.
[QUOTE=MoarFunz;28809849]Make lots of them, these events are treat to us players.[/QUOTE]
Just remember... The shadow-y figure will be back... do not dare to oppose him!
Also, can I request someone adds a /nick plugin?
Too bad I wasn't leading the party so I could actually get footage of you being a boss, when I came you were already killed I guess.
[QUOTE=MoarFunz;28810275]Too bad I wasn't leading the party so I could actually get footage of you being a boss, when I came you were already killed I guess.[/QUOTE]
The first boss battle was me without arrows, so I failed epicly when robiteck pelted me with arrows. The second time, it was an ambush at the castle.
This time, I'll have some magic up my sleeve.
[QUOTE=Chezhead;28810641]The first boss battle was me without arrows, so I failed epicly when robiteck pelted me with arrows. The second time, it was an ambush at the castle.
This time, I'll have some magic up my sleeve.[/QUOTE]
This is actually a good idea, like Afraid of Monsters mod for source where theres one player playing the bad guy which can be invisible and pick off people stealthy.
I just had to comment, those hand-drawn maps are AMAZING and really add to the whole experience. Good job with that!
Except that Chezhead can't match my sword, can't you Chez
[QUOTE=MoarFunz;28810789]This is actually a good idea, like Afraid of Monsters mod for source where theres one player playing the bad guy which can be invisible and pick off people stealthy.[/QUOTE]
I technicly can vanish, but that would be completely unfair in the regard that I could weave through ranks and kill anyone with ease. I would never be killed.
Video is processing as I type.
[editline]26th March 2011[/editline]
[media]http://www.youtube.com/watch?v=rfy_DlME5ec[/media]
What the fuck has youtube done wtf?
Reupload, what was it about?
And only recently did I realise, Oskutin, cannot fucking spell :v:
Seems like that nearly all of the people has made own tiny community in middle of nowhere, ruining our economy and the point of this game. We need more people to cities in order to get things to work, like in old days.
But you could still build guildhouses inside cities and towns.
[editline]27th March 2011[/editline]
And admins read this:
[URL]http://69.160.84.80/aom/wiki/index.php/Admin_rules[/URL]
[editline]27th March 2011[/editline]
And stop spawning stuff for yourself...
What is tppos? Never heard of it
The Wizzard has everything complete, It has been tough, but it shall work!
All of my inventory is full of Lava Buckets!
[B][I]THE DEATH OF CREEPERIA IS NIGH.[/I][/B]
Re read the rules...
Recently, due in part to many events brought on by admins, as well as players, a large group of players and I have decided to make a plea to Osku and Dragory. Many players have agreed with me that the server is in a state of total disarray, and we have to take some drastic measures to repair it. We have decided to have a petition for some rule changes, some administration changes, and the most major of all, a totally fresh playing experience. From the start the game has been relatively non-RP, Creeppavalley proving this as it was made illegitimately, and therefore, ruined some experiences for players to create a major economic hub. The reason why the server fails eceonomically is three fold. A) Players have easy access to all materials except Diamond and Obsidian, therefore making places like Bakeries and Blacksmiths pointless, as it would be cheaper to just make it yourself. B) Administrators have abused the /give command to the point of no return, myself not abject from this guilt, but also not the only guilty member. C) Players leave to live in the wilderness to have better access to materials, towns lay abandoned as everyone wants to lead there own faction. This leads to far spread towns that have no relation to eachother, which in turn, makes economy difficult to manage.
Now many of these issues are repairable, and here is my solution, guided by many opinions and ideals from other players that have suffered through the neglect of proper towns. The process has 4 steps:
1. Initiate new rules introduced by Loriborn and his comittee.
2. Remove certain moderators that overpopulate the number of administrators we need to run the server affectively. This is Osku's choice, however it is my opinion we have too many that do nothing but abuse /give and don't really moderate.
3. Start server fresh, and leave the map nearly untouched by Admin hands, except for a small area around spawn, and ONE town WITHIN 100 METERS OF SPAWN.
4. Make sure mega-projects are kept to a minimum, if any at all. This keeps the server PLAYER RUN, not ADMIN run, as it has become with the large number of admins.
Now there is a good deal of sacrifice on the player's part, a lot of work has gone into the current map. I personally believe I have impacted the server in a very large, and positive way (for the most part). Not only starting one of our most successful towns there, Icycap, but also building the Trail of Teary Eyes, and eight hour long venture, as well as the Creeperia Arena, large redstone portions of Fenway, and overseeing many fun server events such as the successful Arena Tournaments, and the Dungeon raids. I do not take sole credit for these events, but they show that I have put in literally days upon days of hard work and effort in order to make the server more fun, although in doing so, I have hurt some of what makes it RP. I am willing to give up all that work, in order to create the server in a way that will remain fun for a longer amount of time.
The loss of players on the server also accounts for another issue; a flawed and unpolished rule system, which, due to its lack of direction, forced us to remove many things that made the server fun to certain people. War, and raids being among these forbidden things that cause our server to be dreadfully boring. So in order to fix this, I propose a long, detailed Rule List, which should cover all issues that could be encountered in the Server:
[QUOTE=Rulebook]
[b] General [/b]
• This is Role Play, meaning, when speaking in Local, attempt to speak in the manner in which your character would speak in, according to your
job, class, and chraracter background.
• Proper spelling and grammar are required.
• You must develop a player background of some kind: "I was a travelling merchant who came to this land, when my ship wrecked on the nearby
island" is a good example.
• You may live in only one town at a time.
• Please wear a medieval skin, try to match the theme of your town as well.
• This is medieval roleplay, Fantasy aspects should be kept to a very minimum, and all buildings should match said medieval style.
• No water, lava, or single block towers, they detract from immersion, look terrible, and are pointless. Placing one will result in a ban.
• No pointless structures. A structure must serve a distinct purpose, and must be used commonly, if not, the building is wasting space, and will be
removed.
• Murder and stealing is allowed. See rules below.
• No griefing of any kind, water, lava, or otherwise!
• TNT is not permitted within towns, except for the use of mining. Using TNT on buildings in order to grief or gain access, will result in a ban.
• You may not Teleport out of an RP situation. (theft, murder, marriage)
• You are not allowed to mindlessly alter the landscape; ie. Digging to show bare rock, creating TNT craters, having water flowing down
mountains.
• Normal players are not allowed to create natural formations such as Volcanoes or hills, this is an Admin job, and should be done prior to server
publication.
• Use common sense, if you have to think twice about what you're doing, you should probably not do it.
• Admins are always right, even when they are wrong. Do not bitch and argue with an admin, you are just making it worse on yourself. We are
willing to listen to you, and help you in ways that are allowed based on Server and Admin rules.
• OCC is for Out of Character chat only! Do not talk about war plans, or other such items in OOC, however you are allowed to use OOC to
conversate about things happening on the server. Use local for in-character conversations and discussions.
• Towns, factions, landmarks, and all other such locations should be named in a Roleplay fashion; No Camp 4Chans, or Facepunch Cities.
• You may "/lwc -c private" doors, but you may not lock chests. Passworded doors and such are also not allowed. You may only lock doors.
[b] Chat [/b]
• Type /ooc to talk globally, and out of character. You may not talk to other players regarding in game things as if you were in-character.
• /msg [name] to talk privatetly. You are allowed to talk as if it were local.
• Normal talk is local and only people in it's radius can hear it. It must be incharacter. No LOLS, and such.
• /trade for trade channel. You can use this to advertise your store, or ask questions about a specific shop or location.
[b] Factions [/b]
• Town officials have the permission to destroy ugly buildings if they make the town look bad.
• To start a Guild, first, gather at least five citizens of one town to agree to join the Guild, then in OOC, alert an admin to the Guild's name, its
purpose, and other such information. If the Guild is acceptable, it shall be added the charter of guilds. If a guild is secret, you must still alert an
admin to it via /msg. If we are not alerted to its presence, it will be disregarded and all Guild perks denied.
• There are two types of Factions, Major Nations, and Minor Guilds.
• There is a maximum two Major Nations, while Minor Guilds can have any amount the server requires.
• Minor Guilds must be based in one Major Nation, and must live within one of the Nation's towns.
• Due to Player Count, a Major Nation may only have one towns, which must be no more than ~500 meters away from the other nation's town.
• Minor Guilds may NOT have underground bases outside of towns, but if permitted by the town's leader, may build under the town or city.
• Buildings NOT within a town are seen as ABANDONED, you must live near or within a town, and may only live outside for the purpose of farming,
or gather materials. Nomads may move from place to place but may only build modest shelters of wood or sandstone.
• Factions cannot be headed by Admins.
• Factions can create their own rules and laws, and can expand to whatever size their town requires to meet the needs of its people.
• An Admin may run a Minor Guild, but may not use their powers to give their faction an unfair advantage (See admin rules)
• You may only belong to one Major Faction.
• Some form of trade must exist between both Nations.
Stealing and Thievery
• Stealing is allowed. Stealing consists only of: Taking from chests, taking wheat from farms, taking water or lava from pits, or taking certain items
from the building. Objects that may be taken if they have been placed are concentrated mineral blocks (Block of iron or diamond). YOU MAY NOT
TAKE TORCHES.
• Raids are attacks on a town done by villagers of another town or Nation, but without reconizing the host town or Nation's involvement. A raid is
classified as "Stealing" and must follow all said rules. A raid may lead to political involvement, and possibly war.
• You MAY NOT enter a building, house, fortess or other piece of property by removing walls, roofs, or floors. You may only gain access into a
building by: A) Breaking in through a window, if the window is too small to be broken in through, then do not break it. B) Entering through an
open door. C) Using a creeper to enter a house through its explosion.
• You cannot stack blocks (standing on a block, jumping, and placing another to gain height) to gain access over a wall, or onto a house. This will
result in a permanent ban.
• Ladders may NOT be used in average theiving to gain access into property.
• You cannot go somewhere you cannot get on foot, again, no stacking.
• You cannot break doors, gates, or other such devices to gain entry into a house.
• You are not allowed to override redstone circuits with own redstone and levers.
• Only take what is PIVOTAL TO YOU. If you steal from a player's chest, do not take anything that will not benefit your character.
• You may not damage roads and rails of the server. This is a pointless excersize, and you will be banned for it.
• It is assumed all doors are locked unless they are open. In other cases however, a person who owns a house, may use "/lwc -c private" to lock
their doors.
• No bitching if you were stolen from. If you believe you were stolen from unfairly (ie, they used lava, or got into your house by breaking a rule)
then /msg an Admin, and he will deal with the issue.
[b] War [/b]
• The two Major Nations are allowed to wage war, as long as the leaders of both parties are aware of it. If Nation A attacks Nation B, the war is
commenced. A Nation IS RESPONSIBLE FOR THE ACTIONS OF ITS PEOPLE.
• "Stealing" rules are in affect during wars, except these few exceptions:
-You may use TNT to gain entry into towns, or buildings, but you may not remove blocks with other such tools, such as an axe or shovel. Only TNT.
-You may not grief the town, however, you may use TNT to break into buildings which may cause much terrain damage. You may not place a block
that allows you to place a TNT on it. If there is a moat, you cannot place a block above water to place TNT on.
-During Wars, it is proper that the invading force take over management of the town, and not destroy it. This is a decision left to the attackers, but
if the desicion is the latter, they may only leave, and not do additional damage.
-During wars, items in chests may be stolen, however rules on breaking in still apply.
-Ladders MAY BE USED to gain access over walls, but blocks may not be placed to do this. This is considered stacking and is bannable.
• Only Soldiers may attack a town during a war, however soldiers and villagers (milita) may defend themselves.
• An attacking force may attack at night or day, with surprise, or out in the open.
• A Minor Guild cannot engage in war at all, however, it may hold a fued against another Guild, but may not act on these angers in a large way.
Murders and thievery are allowed between these guilds as they are normally.
[b] Murder [/b]
• A player is allowed to kill another, if they are caught, then they must be dealt with according to the town's or Nation's posted laws.
• You may not Spawn-kill.
• You may not continually kill a player, or group of players for no reason.
• IF YOU ARE KILLED, you DO NOT remember the events of your death. If you saw X kill you, you are not allowed to tell the authorities X killed you.
• If you kill, you may be exiled from a town, but you must still live in some sort of settlement.
• No bitching if you died. If you believe you were killed unfairly (ie, they used lava, or got into your house by breaking a rule) then /msg an Admin,
and he will deal with the issue.
[b] Economy [/b]
• You should sell your goods, and if you require a certain item, see who is selling it IN YOUR TOWN. Cross National trade should be done by specific
members of society, such as leaders or travelling merchants.
• You must have a job.
• The server's economy is still a bartering one, but we also utilize iConomy, which uses a currency system of Coins (C).
• You must live near a city, and attempt to buy from its shops.
[b] Admin Rules [/b]
• Admins are NOT allowed to rule, or semi-rule a Major Nation, however, they may run a Minor Guild.
• The /give command cannot be used AT ALL, unless in certain scenarios such as server glitches or unfair theft. Two admins must agree this is a
correct desicion before continuing.
• Admins may NOT teleport to another player unless that player requires assistance. They may use /home, and /spawn, but /tphere and /tp
(name) are restricted for certain events or anomalies. This helps keep the server fair and open, as well as realistic.
• Admins must help other players, but may not give freely any of their items.
• Admins must still belong to a town, but may not use their powers to help their town.
• An Admin's Social Class is up to them, an admin should act like a normal player, but with the ability to help if there is a major issue.
• No Megaprojects, unless all admins agree it is necessary, or beneficial.
• No cross-country Rail system, this usually leads to griefing, as well as ruining the immersion of travelling on foot.
• Do not use your powers of getting into locked doors to help others.
• Do not mess with something that isn't yours. You may, however, repair things such as bad water, (/fixwater) block towers, or griefing done by
lava and other such issues. If you do not know if you should intrude, ask another admin's opinion before continuing.
• Admins cannot change the time of day, in any scenario. This ruins immersion totally, and ruins the challange of night.
• God-Mode must be off during normal play time and may only be turned on if during a certain event that requires such.
• Never use /tppos, it crashes the server.
• Admins must obey rules of normal players.
• An Admin may ban or kick any player they believe deserves it. No agreement is required from other admins, but you must alert them to your
decision.
• Only Loriborn may place Admin Dungeons, hidden treasures, and such. This allows for no duplicates, treasures that are nearby, and/or that this
locations adhere to the lore of the server.
[/QUOTE]
If I have missed anything, or if you have questions, please let me know. Based on these rules, which are to be moderately adhered to, gameplay should improve a large deal. Also, as a side note, your skin for the server should be medieval in nature. As you can see, these changes are drastic, but will help improve the play value of the server, for new and old players. Equality between admins and players will allow much more fair gameplay, and not mess up the economy. By mentally removing /give altogether, as this plan implies, the server becomes more engrossing. Coming from me, one of the largest /givers in the world, this is a giant statement. I believe, that if we do this, and that if admins band together to organize certain events (and Dragory allows us to spawn mobs) the server will be much more fun, even if the map must be restarted, and everything brand spanking new, to do it.
Rate agree if you believe we need to make the server much more fair by doing as I said, comment as well, and bring up any issues I may have skipped over while writing this. I have been thinking about this for a long time, and this is not something I just decided for the hell of it. I asked many players, and I have made ready the sacrifice of removing all I spent time on. The old map should be saved though, in case the new start does not work out so well. (Which it should) (Work out well I mean).
Please excuse the spelling errors and such, I was writing in Notepad.
[QUOTE=Loriborn;28828622]-snip-[/QUOTE]
Sounds good to me, however I have a question I don't believe was answered: Are normal players (i.e. non-admins/non-nation leaders) allowed to found their own town/settlements?
[QUOTE=AllOriginals;28829063]Sounds good to me, however I have a question I don't believe was answered: Are normal players (i.e. non-admins/non-nation leaders) allowed to found their own town/settlements?[/QUOTE]
Because you must belong to a major faction, and two towns per faction, it is first come, first serve. If Nation A and B both have 2 towns, you either expand the existing, or work within it. This allows more communication between players. As you can see, with just Fenway, Icycap, Dead Fortress, and all the underground towns, almost no one works together. This limit forces a more realistic and fun community.
[editline]26th March 2011[/editline]
Please comment and rate, any questions on the new system I'll answer.
Looks good, I like the shift to a more RP oriented server rather than the generic medieval build
[QUOTE=Luuper;28829665]Looks good, I like the shift to a more RP oriented server rather than the generic medieval build[/QUOTE]
By making a few more restrictions (For the most part on Admins such as myself) we are able to do just that. Since these rules limit the more creative parts of MC, and focus more on the survival, we are able to hone the mood of the server, to a more mature Roleplay.
The thing to realize is that we are at the point of no return, we either restart and progress, or we don't and we lose more people.
[editline]26th March 2011[/editline]
DeadChicken, you going to weigh in?
The majority of your suggestions are great, I love some of the stuff about towns and such... I do see a few holes in your logic on some cases, and I'll point them out for you to tell me what you think:
- Forcing players to join a town may not be the best way to allow players to choose how to play, you're essentially forcing them to play a predefined role as "The baker". I personally despise this method of play for an essentially open-ended game especially, and I think if you were to say, all homes must be in or near a town, meaning that players who want a home should stick to towns, while nomads and adventurers camp in caves and live off the land, capturing the very essence of minecraft I think...
- 2 cities, I think, would suffice. Each could be run differently, perhaps even with different methods of management, one could be run by a group of leaders, for example. But I digress, 2 major cities should be formed, and they really shouldn't be more than 500 blocks from each other.
- On a related note, we shouldn't build with big cities in mind, to begin with, the initial group would split up in order to found their prospective villages, to begin with, and allow the cities to grow themselves, instead of just planting massive walls all the way round. I saw Icycape in the beginning, when it was a small trading outpost, it was fantastic to see it grow slowly, with each building actually having a use, and [i]being used[/i].
- The spawn, and surrounding areas should be left as wild as possible I think, almost like newcomers are new arrivals to this wild land, a few signposts could help, but little more. I reckon having players choose their direction and journey from the start really adds to the immersion.
- One suggestion, I had mentioned it before, strip down minecart mania, we don't need so many minecart additions, and automation is all a little too much for our simple medieval server.
- Another, is chest protection, removing that is a simple as removing a few permissions for players to disable chest locking completely? I dunno, it's an option
- I like the whole, "admins in the background" idea, that's great. Not having to be in charge of a large faction would allow us to actually roleplay a little, and focus a little more on being the seldom heard from, but ever watching moderators, we should be.
- And I spoke to Oskutin, hopefully Creeper world damage will be disabled tommorow, if not, then yeah, that too. They can still do damage, but don't make for a crater-marked terrain after a few days.
I don't have any problems with the majority of your suggestions, it sounds like a great idea, but where I see it falling down is the economy, where trade is impractical and awkward at best. iConomy, a Bukkit plugin we were just starting to use on my server may be a big help when coupled with the iShop plugin. Combined, these give players an account of coin (or whatever you wanna call the currency) and on joining, start with a limited amount, the only way to make more would be through trade, completing quests and winning prizes. The most important thing however, is that it would create a stable platform on which to build an actual, player-run economy.
I'll throw the links for the plugins over to you when I catch you Oskutin.
My only deal is the whole idea of getting more people to join the server. And as for what you said about there being only two towns within 500 blocks; Do you remember when it was just Creeppavalley and Shaffollonic? It didn't work out so well. While I agree there should be as few towns as possible, I believe our problem lied not with too many towns, but with people building underground bases and large forts out in the wilderness. 4 towns gives the player some leeway as to where they want to reside, and give players some creative outlets with the architecture. It should also fill their hunger of a more epic sized world. The idea of Nations has been around forever, and the reason I bring it back up was because I think it opens up some new RP elements that can lead to server events, such as wars, assassinations, and the like. Two Nations, as you said, with ~500 meters, with 2 towns each, that are within ~200 meters, sounds reasonable, and makes it feel like you are on an RP server.
I also agree with the getting rid of Minecart Mania stuff, removing chest protection, and the iConomy idea. I was going to bring it up, but I never found a server that utilized it successfully. I do think though, that to fit RP, a person should play their defined role in society, but they get to choose that role themselves. You do not see an accountant farming wheat to feed his family.
As for having to have a house in town, and not being able to build outside of towns except for small hovels, I agree to it. But even then, small hovels fringe on full towns, which gain friends, and then pull away from populated towns, then we have a Creeppavalley situation.
[QUOTE=Loriborn;28831574]My only deal is the whole idea of getting more people to join the server. And as for what you said about there being only two towns within 500 blocks; Do you remember when it was just Creeppavalley and Shaffollonic? It didn't work out so well. While I agree there should be as few towns as possible, I believe our problem lied not with too many towns, but with people building underground bases and large forts out in the wilderness. 4 towns gives the player some leeway as to where they want to reside, and give players some creative outlets with the architecture. It should also fill their hunger of a more epic sized world. The idea of Nations has been around forever, and the reason I bring it back up was because I think it opens up some new RP elements that can lead to server events, such as wars, assassinations, and the like. Two Nations, as you said, with ~500 meters, with 2 towns each, that are within ~200 meters, sounds reasonable, and makes it feel like you are on an RP server.
I also agree with the getting rid of Minecart Mania stuff, removing chest protection, and the iConomy idea. I was going to bring it up, but I never found a server that utilized it successfully. I do think though, that to fit RP, a person should play their defined role in society, but they get to choose that role themselves. You do not see an accountant farming wheat to feed his family.
As for having to have a house in town, and not being able to build outside of towns except for small hovels, I agree to it. But even then, small hovels fringe on full towns, which gain friends, and then pull away from populated towns, then we have a Creeppavalley situation.[/QUOTE]
Granted, you don't see an accountant farming, but neither do I come to a minecraft server to spend my entire time performing the same mindless task. players should be able to create their role themselves... To a certain extent ofcourse. Perhaps players could be encouraged to write a couple of lines about their character on the wiki? to help players define their character and role, let them be craetive about it, rather than just "you have chosen, FARMER or "insert generic class here".... you must now... GROW CROPS or "insert menial class-related task"."
And you're thinking way too big to start with the towns, there was barley 10 people on all night tonight.. It's quiet at the moment, and immediately building 4 new, empty towns will leave us in the exact same situation we're in now. I'm just suggesting that we take it slow to begin with, let towns develop slowly, so that they're actually planned out and done properly, and I think the towns will be a lot more populated. Yeah, too many towns is the same as too many underground bases, everyone's spread out, regardless. We could always allow another town to be built as a part of each nation, but that should come later, you can't have a nation with out even a village to call home, which is why I suggest keeping it alot smaller to begin, bearing in mind we cannot use give or the wand etc. towns will be an uphill struggle from the start, and for you to expect 4 working towns from what is essentially, still a very small regular player base is unreasonable at the moment, but maybe in the future.
[QUOTE=Deadchicken;28831795]Granted, you don't see an accountant farming, but neither do I come to a minecraft server to spend my entire time performing the same mindless task. players should be able to create their role themselves... To a certain extent ofcourse. Perhaps players could be encouraged to write a couple of lines about their character on the wiki? to help players define their character and role, let them be craetive about it, rather than just "you have chosen, FARMER or "insert generic class here".... you must now... GROW CROPS or "insert menial class-related task"."
And you're thinking way too big to start with the towns, there was barley 10 people on all night tonight.. It's quiet at the moment, and immediately building 4 new, empty towns will leave us in the exact same situation we're in now. I'm just suggesting that we take it slow to begin with, let towns develop slowly, so that they're actually planned out and done properly, and I think the towns will be a lot more populated. Yeah, too many towns is the same as too many underground bases, everyone's spread out, regardless. We could always allow another town to be built as a part of each nation, but that should come later, you can't have a nation with out even a village to call home, which is why I suggest keeping it alot smaller to begin, bearing in mind we cannot use give or the wand etc. towns will be an uphill struggle from the start, and for you to expect 4 working towns from what is essentially, still a very small regular player base is unreasonable at the moment, but maybe in the future.[/QUOTE]
I will admit, my brain has been working with this in the thought of the far future, not the near future. I then say we have 1 town for each nation, and such. As with the wiki thing, when are we getting Bookcraft, or whatever that thing is which allows you to write in books?
[editline]27th March 2011[/editline]
Also, edited rules a bit to match some of the decisions.
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