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Summer is upon us! Many a Kobold lies basking in the now baking heat.

The farms in the Northwest are growing in number, though they have yet to be planted with wheat. We now produce a sizable surplus, thanks in part to out naval on the lake being disbanded to form fishing vessels.

Those Guys are undertaking the long journey to the North, and will shortly arrive at our storehouse to select an appropriate gift - does the council have any suggestions? The rabbiteers, as they are now know, Scout south, discovering a unit of dwarves heading tentatively Northeast. They await further instruction.

The professor is most pleased by the facilities of the University at his command, and immediately sets about his strange sciences - he has amassed all materials he requires, but he may be some time in his study.

The Easteners' forces begin the journey back to their homelands, where there has been recent Gnollish expansion. The Gnoll chief and his warriors, meanwhile, make off into the high seas, presumably back to there homelands...

Our temple is complete! The grand copper ears scrape the very heavens, and many pilgrims now travel to the site. Our soldiers in particular are roused by this staggering Kobold achievement, and engineering.

With this grand wonder, we have truly established ourselves as a great power. We now have 3 actions per turn.
>>
WE SHALL BUILD A KOBOLD MONUMENT.
WITH ALL THREE ACTIONS.
>>
>>23775674
We should:

1. Plant the northern farms with wheat, we need more food to support a growing population.
2. Raise an army of some sort.
3. Finish the road to Cutlass Cove, and build a dock system at Cutlass Cove.
>>
>>23775674
Oh, and have the rabbit riders continue exploring south, while we will send Those Guys north with some of our best rabbits, along with 1 unit of wheat.
>>
>>23775674
build a fort(or atleast wall) along the human-gnoll border. Open trade with gnolls. raise more troops.
>>
It is clear that now is the time to build the Two-Nations Military Academy for the use of the eastern humans and kobold forces.

We must also cultivate fields in the region to benefit humans and kobolds, to further strengthen our alliance.

Also, care should be taken to apply our knowledge of mathematics to food cultivation, storage, and rationing in order to increase our efficiency at all levels of food handling.
>>
>>23775663
Those Guys describe the Gnoll ships as... broadly similar to our ships, only larger, more numerous, and with enormous angry dog people on board them.
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>>23775786
I agree with this course of action. We should econ up as much as possible in this time of peace. This plan also involves strengthening our armies, and our alliances.

We should also send our scouts to talk to the dwarf patrol?
>>
>>23775877
and a lot faster.
>>
>>23776176
Certainly, but that seems to be related to the skill of the said rage-filled canines.
>>
>>23775786
>>23775930
I shall enact these commands.
>>
What do we know about the northerners again? I think I missed that part.
>>
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The professor continues his study... strange contraptions begin mounting up around his desks...

The Easterners forces have no arrived at their recently found port village.

We are successful in establishing more farmland, and we are still producing a small surplus despite recently population increases.

The Union Academy is established on the borders, with the first stage being on our land. The Academy expects it will eventually expand over the border, becoming a true union of our friendship.

Our rabbiteers contact the Dwarven patrol, who claim they were simply ensuring the filthy Gnolls had fled. Our scouts conveniently fail to mention our involvement with the Gnollish armies...

On a related note, the temple has attracted even some Dwarven travellers! This bodes well for our trade potential with them - for a short time, anyway - they are immediately put off when our noble traders, and rabbit pits, refuse to accept miniscule metal discs as a trade medium! What foolish peoples.

Those Guys decide for themselves that they will grant IRON ore gifts to the Northerners, as it is our most plentiful resource. They take what they need from the stockpile, mount their rabbits, and then travel onwards North. They will undergo negotiations next round.
>>
>>23776371
I consult my archives, my Lord. Here are my previous musings on events relating to them:
"The diplomats reach the Northern capital, and are given an audience with one who calls himself "King"... and elderly gentlemen, he seems a reasonable fellow, and is willing to open up friendly relations. Do we have any words for him at this most unsteady time?"

"The King seems open to the thought of trade. However, he is less pleased when he learns that you are currently at war... Though he wishes no ill, he would rather not play host to your diplomats whilst you are engaged in a conflict he does not know. He wishes for you to return once you are victorious. With the messengers not being heroes, they have no opportunity to change his mind."
>>
>>23776547
We have need of a better understanding of dwarven cultures. Let us spend an action readying a cultural liaison at the site of or monument to help foster relations.

We should build yet another hunting camp south of kobolbridge in order to hunt the forests south of our major cities.

We should also raise up a unit of cavalry, and one of archers. Our military must be flagged into two major armies, the army of the West, and the army of the East for the defense of ourselves and our allies.
>>
>>23776547
What needs to be done, to honor the Great-Fluffy One, is to let our people settle the elven lands of old, making them the home of plenty of rodents, namely rabbits, and farms - this land will be turned into a image of true perfectness, a hint of that warm moist place which awaits us all in the tunnels of the Fluffy One
>>
>>23776547

We should establish a stronger presence to the south. While the temple itself has little strategic significance, it is surely an important cultural landmark. I am wary that it is so far from the bulk of our mighty nation.

>>23776580

Thank you, good Advisor. I am ashamed that my knowledge of our history was so lacking.
>>
>>23776547
>>23775674
is that a software? googled that magnus name and found nothing
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>>23776719
Thing he coded himself just for this.
>>
>>23776719


OP coded it himself and we love him for it. No, you can't download it anywhere right now. Yes, we all want a copy when he's finished.
>>
>>23776642
>>23776667

Then we are in agreement that the lands near the temple are of great cultural significance to our great race. Presence to the south will also help our relations with the Dwarves, no doubt.
>>
>>23776910
One action shall go to spreading our influence to the South, and one other to establishing a working settlement there. Is this agreed?

We have one more action this round.
>>
>>23776928

Without other pressing concerns, I vote for more exploration. To the northwest above the dwarven lands or to the southwest, below them.
>>
>>23776928
What does our military look like?
>>
>>23776928
Agreed - but as for the last point, I have no insights, and the Carrot shows only shadows
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we need to reinforce or armys, we have sufered many casualities in the last war. We should train more rabbit cavaliers in the newfounded academy
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>>23776982
Veteran rabbiteers, wielding small copper spears, alongside 2 units of experienced archers, armed with simple bows and copper-headed arrows.

Those Guys bear no weapons or equipment of note.
>>
I do not believe we should as yet expand to the south.

It is more relevant, I believe, that we increase our industrial capacity and raise up two more units of fighting men.
>>
I think every round for the near future, we should spend 2 actions on econ/diplomacy/infrastructure/research, and 1 on military. This makes sure we don't fall behind, while still giving us a strong econ boom.

I'm a little wary of expanding southward over our fortifications. We only have 3 armies right this second, even though we might build more in the short future. We're defending ourselves and our allies right now, and spread really quite thin.

I vote we spend the last action on creating arms and armor from our iron supplies. That way, our armies that we produce in the future will be far superior.
>>
>>23776547
invest our resources to establishing healthy trade with dwarves.
>>
>>23777015
How about a compromise then? We raise two more units, and send them south, to establish a presence - and shortly after, begin establishing at least two settlements, but under the protection of the newly raised units - one of the settlements should serve as a new center of learning and trade, laid closely to the border of the dwarfs
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>>23777131

While I am, as a rule, wary of allowing clergy to dictate policy, this decision strikes me as most prudent.
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>>23777131
What of navy? as I recall, some elven pirates are still about.
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>>23777171
Agreed

Third for
>>23777131
>>
>>23777199
>>23777171
>>23777131

So it is decided.

I shall update with progress shortly.
>>
>>23777131
This looks quiet popular, and I will throw a vote behind it.
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>>23777131
Makes sense.
>>
What game is this and where can I get it?
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>>23777243
See >>23776797
>>
>>23777017
With this in mind, I think the 3 actions should be
1) Make farms in the North or South of our current territory. This will expedite our future expansion into elf territory.
2) Send cultural envoys to dwarves. This is important to set up trade relations, increasing our wealth/resources, and making us one fewer possible enemy.
3) Make iron arms and armor

Another option: complete road to cutlass cove, and extend this road to grainsport. One other option is to just beef up military now, so that we feel comfortable taking the elven lands. I'd rather wait until we had iron weapons before training new units though.
>>
>>23777185
Yes, we mustn't forget them. Our navy is by far not our greatest concern right now, but is a problem to be dealt with in the mid-term.
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>>23777185
In time, when we have learned the secrets of throwing large rocks as far as the greatest of bunnies jump - then The carrot tells, that the time will be ripe for revenge against the elven for the harm they caused us.
>>
>>23777131
>>23777256
Well, this does basically everything I wanted. I would really like to upgrade to iron armies soon though, next turn if possible.
>>
>>23777185

Elven pirates are no immediate threat to our capitol so far inward, especially with our units stationed near Cutlass Cove. If they return to the known lands, they are more like to take their former homeland, which we are busy securing.
>>
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Our recruitment drive goes appallingly, with few volunteers. Nevertheless, we manage to raise a single unit of rabbiteers, who are armed with spare copper spears rather than newly forged iron ones due to a lack of craftsmen willing to work while the sun shines so warmly. Apparently, most Kobolds in our nation see Summer as a time best spent partying in the rabbit pits...

The Professor has concluded his research, and now present the most intriguing paper on mechanics and contraptions, with reams of paper filled with intricate diagrams and drawings. We are now capable of designing and producing more advanced technology.

A trade route is created between Grainport, Cutlass Cove, and the Grand Temple. This brings human travellers, already familiar with our ways, by boat - a much quick route than over land, although some feel unsafe with the lost Elven fleets still lurking...

The Dwarven infantry hold fast, seemingly keeping watch over the lands.

The human King is pleased with the gift of iron ore, and is now all ears for our messages as relayed by the slickest tongue of our species. What messages might they be, I ask the council?
>>
>>23777509
Well, I don't know what we need from the king, but here's what I think we need to spend our action points on:

Research. Mining. Equipping our troops.
>>
Rolled 23

>>23777509
work on connecting all our cities (and the human ones) by at least 2 land roads
>>
>>23777509
Ask the king of the north if he'll agree to a trade agreement between us, our human allies, and him. Also ask him if he'll like to trade maps, if he has any.

Have Those Guys be on the lookout for any new technology that these northerners may use.

Have the new unit of rabbiteers redeploy to Seaside Town, they will watch our western border.

Have our unit of rabbiteers in the south continue exploring south.

>>23777547
This anon knows what to do, but specifically research more advance forms of construction and engineering.
>>
>>23777509
we should start a trading asociation betwen the two human nations and our country. And for the actions :
1.investigate new ways to improve our weapons with the new technology(crossbows) with them and our trenchs we can protect our land against any enemys
2.build an exploration fleet
3.built a trading post with the dorf near the monumentmonument
>>
We must research crossbows. Arming our rabbiteers with this form of weaponry would result in archers with great mobility and allow us to create one multipurpose combat force with the ability to wield deadly spears or lethal crossbows, greatly increasing the capabilities of all of our fighting forces.

Let us deem two weeks of this season marehan, the festival of merriment, and provide for festivities and great competitions annual to accommodate our people's desires for games.

We must alert the humans of the north to the presence of the eastern gnolls, should they not be aware, and as to their most savage of natures. We should advise them that it may be in the interests of our three kingdoms to keep careful watch of our borders.

The rabbit has taught, you know, that the best hedges make the best neighbors.
>>
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>>23777624
The King agrees to the trade agreement, but informs us that we must assist building routes between our nations.

He also agrees to trade atlases of our known worlds - thankfully, they seem to be keen sailors and navigators.
>>
>>23777793
Yes, my FoW code could use some more work. It'll do for now.
>>
>>23777793
sent those guys to briarsport
>>23777758
since our people aren't willing to work in this season the festival is a good idea to improve our economy, we should invite ours neighbors to gamble in our rabbits pits
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>>23777758
Yeah, but crossbows are fairly fucking advanced pieces of technology. We'd need knowledge of mechanisms, springs, and fairly advanced metallurgy beyond mere compound bows to make crossbows.

Not to mention that crossbows are fucking hard to load and require good strength to heft and load if you're not using the ground to support yourself, specially more so for our small Kobolds.

We must think different here.
>>
>>23777758
>>23777661
Advanced ranged weaponry shall be researched.
>>
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>>23777896
Crossbows are actually quite simple, and use only very basic metallurgy and mechanics to operate.

Observe.
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>>23777916
>>
In this case a push level mechanism like this one would be great for mounted use:
http://www.benjaminrose.com/wordpress/wp-content/uploads/2012/11/crossbow-push-lever-239x300.png

Those Kobolds may favor another mechanism like one of the ones displayed here:
http://www.benjaminrose.com/post/fast-archery-techniques-part-3-the-crossbow/
>>
>>23777978
A good point, but that would make them useless for our Rabbit Cavaliers.All of them require standing still. Doing those motions while doing high speed movements like rabbits do...seems dangerous.
>>
>>23778008
>>23777978
I will grant that Crossbows did seem to be available pretty gosh darn early historically in places like China, so...I guess it's possible?
>>
>>23777896
It's possible to make crossbows without iron limbs, reloading mechanisms or complex triggers. But those things make it easier to make a crossbow of higher power, which seems to be what you guys are aiming for.
>>
>>23778008
other option is to make our rabits mounts dig holes in the ground and fire our crossbow from there, once the enemy aproach mount our rabits and retreat to other hole that way we will be protected from the enemy arrows and follow the way of the rabit
>>
>>23778008
Oh no, the push lever method can be done while mounted with only a little training. The procedure involves gripping the crossbow in your lap with the stock below your chin and drawing the cocking lever toward your chest. It is done in a quick motion and without requiring the use of your legs.
>>
Our people have had knowledge of traps and springs since times long past, and our knowledge and understanding has grown such that mechanical bows of metal is not above our grasp, and that our cavalry should be able to field this weaponry seems within reason.

Let it be so!
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>>23778045
this
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>>23778092
That's the one! That would be perfect.
>>
>>23778087
>>23778092
True, I guess. Let us build weapons that will give us a technological superiority in this primitive age!

With weapons like this, keeping law and order will be actually pretty simple within our borders, fucking crossbows are amazing weapons.

Also, Councilor, have we EVER confirmed the existance or precense of magic in our world? We've build temples, we've praised our God, but we're not like super...y'know devout.Or even putting our researchers to study MAGIC.

IS there magic?Any evidence?
>>
>>23778147
In our age we have not seen these act which some murmur of in dark corners of the kingdom, these violations of natural law some speak of in hushed tones, this... magic.

It is yet the subject of speculation whether such forces exists as fact or mere myth, or should they, whether they serve purposes of benevolence or malevolence.
>>
>>23778191
I was wondering, because we've pretty firmly planted a firm freaking boot in the buttocks of these Elves. I dont want whatever survivors on their boats to come back in a few generations throwing fireballs and lightningbolts; with us going "WHATS THAT?"

If such thing is possible, that is.
>>
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A great festival is announced by the Council, and the celebrations increase gambling in the rabbit pits, both domestic and by foreign tourists. There are even a couple of very well travelled Dwarves sighted in our Capital's arenas...

An expected sideeffect of said action is increased travel to the Great Temple - the now well travelled trails mean our borders expand quite a lot to the South West, and a crude road begins to form completing the journey from Winterbury to Cutlass Cove. It will take some effort to bring it up to standard next round, but we will gain a head start on the infrastructure construction.

Our food stockpile takes a small hit, with all the additional partying, but we become richer in ores and timber from our neighbours, including a brand new metal ore known as TIN - received from Northern traders.

The King is most interested in gaining more copper, deeming it very useful for producing ram weapons for their vessels, though apparently this requires some advanced metallurgy which they have as yet failed to share...
>>
>>23778265
(Drunken as Heck from Partying)

Now- now hear me otu. (Hic)....what if ...what if we smelted COPPER....and TIN together?

EH?
EH?!

WHO KNOWS WHAT MIGHT HAPPEN?!
>>
>>23778265
Tell the kobolds to mix 88 parts copper to 12 parts tin.

But really, fix our infrastructure, make a town or two close to the monument.
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>>23778265
Copper! COPPER! Tell the King that if they give us the knowledge to improve our own naval capability, we'll do them one better and give them IRON. Our war with the elves should have shown how glaring our weakness at sea truly is- and weakness must be snuffed out.
>>
>>23778244
>>23778147

There are some who claim the Gnolls possess bestial magic - their blood rage, apparently, the result of rituals, charms, and curses.

Few believe this nonsense, fewer still sane Kobolds.
>>
Also, tell one of the universities to start experimenting with mixing copper and tin together, and try to find out what the devil that... koyan nonsense the dwarves were talking about was.
>>
>>23778265
Have the southern rabbiteers keep heading south! Who knows what we'll find!

We should invest in more mining, also perhaps make a new town in our new southern territory, and start farming on that fertile soil.
>>
>>23778265
Have we lost allied vision with the eastern humans?

Our festivities have been a success, a well-deserved boon for our people following trying times.

This new road will be a benefit to our society and certainly warrants the investment necessary to develop it.

This metal called "Tin" could bring new advances to craft or weaponry, we must provide it to the university for analysis following the completion of their study of new weapons.

We should seek to trade with advantage on this exchange in copper: learning of new metallurgical methods in trade for resources could bring us great benefits.
>>
We should also start experimenting with some breeding programmes- you know, trying to see if we can engineer some bigger, better 'families' of Kobolds. Making some of them BIGGER than us.

Why?
We could stop relying on humans for heavy assault troops and have more useful troops and miners. It would diversify our troops.

All we'd have to do is apply the same techniques we do with our Rabbits for our Legions, and ask for volunteers from our Armies.

It would be cheap to do, and we have the infrastructure and technology (we can expand on what we built from our animal husbandry and breeding techniques to see what we get.).

We might get some superior bloodlines out of this, heftier, mightier kobold soldiers.
>>
>>23778441
Oh shit, we have. Either we're about to be invaded, or OP messed up.
>>
>>23778441
No, it's just the way I bodged together the ally system, I need to click each ally every time I refresh the LOS. I'll fix it tomorrow. Speaking of which, I'm afraid I'll have to call it a day in a round or two.
>>
>>23778495
That's alright, just got me wondering if we didn't have something to worry about. No worries OP, this is a great game and a great program you're working on, and i'm glad to be able to participate.
>>
>>23778265
those guys should try to change copper for the ram weapons of the green kingdom and after that they should go to investigate briarsport
>>
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Those Guys leave the King to his halls, having secured a full unit of Tin for experimentation. The University, however, is preoccupied with their weaponry development. They begin travel towards the lands of Briarsport.

Our scouts in the South-West discover a new nation past the Dwarven lands. Within a few hours of arriving near their borders, they spy a two units of horsemen approaching them - they await your command as to what they should do next.

A settlement is created as our borders expand in the South. No farmlands have currently been tilled, with few labourers available in the remote dwelling.

Last update for tonight, chaps. Will attempt to run again tomorrow, but it'll probably be Thursday that I'm able to again.
>>
>>23778788
Next time, I think we should
1) Equip military with crossbows + iron weapons
2) Build roads to cutlass cove + shrine city
3) Fuck like rabbits. Seriously, we have all this territory, we need population to make use of it.
>>
>>23778788
Our scouts are not to move into the territory of an unfamiliar nation, but we should welcome this opportunity to greet a new peoples. Our cavalry should extend well wishes and inquire about the lands beyond, but not attempt to enter those lands.

In the event the people there are hostile they should fall back to our territories with all speed.

We should construct a city south of kobolbridge and west of cutlass cove where traders are free to exchange, loggers and hunters may range the nearby woods, and farmers may begin to tend fields in the nearby areas.

Let us charge the military academy with the study of mounted warfare, and in training our archers for the riding of mounts. When improved ranged weapons are developed we will want to retrofit all of our current units to improved dual purpose rabbiteers.
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>>23778900
That was one of the reasons of declaring a two week party time, hopefully along with spurring economic development and keeping people happy, populations will spike due to the festivities.
>>
>>23777793
hey man, when re you going to release the client?can we be testers?

if not do you have a blog where you post progress?
>>
>>23779198
He said he might do a dev blog when he decides he wants to with the product.
>>
>>23779214
ok, cool.
>>
This software. I wants it soooooo much.
>>
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I return to bump
>>
blamp
>>
I always seem to show up late to these. Anyone mind filling me in on how my Rabbit Pits are doing? And did we get anywhere with the Rabbit Sappers idea?
>>
>>23783490
The rabbit pits are our primary lesure time entertainment facilities and are attracting tourists which boosts our economy and keeps our Kobolds happy. Its a great honor to meet the one who has introduced them in the olden days.
>>
bumpage
>>
anyone around?
>>
>>23785177
I am, but I am sitting here in the empty council room eating peanuts.
>>
Dude, why are you not archiving these?

They're pretty rad.
>>
>>23785344
they are archived
>>
>>23785319
With anyone I meant the OP
>>
>>23783490
Master of the Hutches, I am happy to report that the rabbit sappers were key to our victory against the elves, who have now been successfully routed and purged from our lands.
>>
>>23786991
Oh, Elder Inherent, I see you came to the council early, as did I. But I am not sure if today will see an audience at all, judging from the words of the Council Advisor last time.
>>
Seems like our other monstrous race *friends* went the magic route instead of the technologie and science route as we did.
>>
>>23787277
I think they went the *crazy* route less than the magic route. "Bloodrage" hardly qualifies as magic.
>>
>>23787393
Well from what I read it seems more like being generally pissed and angry less then bloodrage, except in combat.
>>
bumpin' for kobold shenanigans and awesome OP.
>>
Yeah, I'm away from my PC tonight, and I've been told I'm needed at work tomorrow, so next I'll be able to run anything will be Friday. I can take requests for features and suggestions for how the game's run, though. What do people reckon to an IRC channel or something?
>>
>>23791233
After walking around the great Temple on my hands three times looking for oddly shaped carrots in the ground I returned to the council.
I had a lot of time to think, and upon my arrival I noticed some things, that we have to deal with right away:
We have around 10 settlements (including academy/temple/cove) and only 4 fields of wheat, our allies in the east have only got three settlements but are tilling seven fields.
Furthermore our central cities are still unguarded, and winter is coming and I don't think the gnolls are harvesting any wheat themselves.

To sum up we HAVE to:
- Plant more wheat fields, so we can ALL survive the winter
- Help our allies fortifying their Realm in case of an attack of the Gnolls in winter
- Redeploy all our forces. I am thinking of leaving one archer unit at the cutlass cove, to assist our allies in the south. Redeploying one Unit to Kobolbridge, from there they will be able to move quickly to assist any unit/ defend our western settlements. And calling back our rabbiteers from the far southwest. (Maybe
between the new settlement and the temple)

just wanted to make sure you see this, because I think it's important. Suggestion: If it comes to fighting, you could put in some fire if it is in a village or so... just an additional feature to make this fantastic thing even more beautiful
>>
>>23791233
been waiting all day to do this... anyway, its late so I'm off to bed see you on Friday and good night
>>
>>23791233
IRC would be a good thing for this, definitely.

Having a clear idea of how food is being created/consumed and the rate of each (not just the possessed value) would be great too.
>>
Ah, nothing makes my scales shine better then knowing my rabbits were so useful.

It just goes to show you youngsters that the only difference between a crazy idea and a successful one is effort and hard work!

Seeing as how your are all doing so well, I guess I can retire to tending the rabbits and let the new generation take over from here. If you need me then you know where to find me.
>>
>>23791658
Any clue if there was to be a game tonight?
>>
>>23794190
Not again until friday, OP had to work.
>>
>>23794359
Was this archived?



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