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Below are the 20 most recent journal entries recorded in odinmagick's LiveJournal:

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    Tuesday, March 24th, 2009
    9:58 pm
    ^_^
    It's my birfday! YaY! ^_^

    Also, I'm addicted to this forum >_> I dunno why... o_0

    http://www.christiandiscussionforums.org/v/forumdisplay.php?f=47
    Sunday, September 10th, 2006
    9:20 pm
    If there are one or more people on your friends list who make your world a better place just because they exist, and who you would not have met (in real life or not) without the internet, then post this same sentence in your journal.

    from sammei
    Monday, July 17th, 2006
    11:40 pm
    stolen from inkmonkey of Elijah and Azuu webcomic
    Inkmonkey
    Carmen Sandiego has to be the most dangerous person on the planet. Seriously. That bitch has stolen everything before. She stole the Statue of Liberty and No one saw her do it. That's a 300 foot tall green woman in plain sight of the "City that Never Sleeps". Hell, she stole the Great Salt Lake once. I don't even know how one goes about stealing a goddamn LAKE, but she figured it out. And we haven't even gotten into the part where she personally funds her own interplanetary travel, or invents her own time machine.

    Granted, all her exploits can be solved with a rudimentary knowledge of basic geography, but still...

    I'm pretty sure she deliberately makes these cases easy to solve because she would get bored otherwise. Did you ever see that show she used to have on Fox? Those kids could freakin' teleport and they couldn't catch her. There was one time that she snuck into a museum to steal a jewel or something, and when those kids showed up she opened a trap door and dropped them in the sewer, or something.

    Okay, take a moment and let that sneak in. She had a trap door installed in the museum prior to breaking into it. She didn't need to steal the diamond! That sort of thing should take at least a month of construction to install, and she does it without anyone noticing. Not to mention that she can fly around with a jet pack and not even have to secure her stylish Fedora to her head. It just stays there. It knows what's going to happen if it abandons Carmen Sandiego.


    http://www.drunkduck.com/Elijah_and_Azuu/index.php?p=66943
    Thursday, July 6th, 2006
    12:55 pm
    This give me alot more confidence
    Chris Avellone, Obsidian Entertainment


    It's a little daunting to get a request from Penny Arcade to do an article because it makes you think of the immortal words of Admiral Ackbar, arguably one of the best character actors in the Star Wars series. (If I have to say his quote, then I will, but if you really don't know, what it is, send your question to ItsATrap.com.) So I had to tread lightly. Is it a genuine offer? Or is it a huge bullseye shaped solely of words?

    I also viewed this invitation with some skepticism, since I don't like comics like Penny Arcade. I think drawn people are dumb. Why? Because they don't look real. I even hate Pixar movies because they aren't real like other movies. And I certainly don't read Order of the Stick, or Dumbrella, or PVP, or any other webcomic, like, oh, say, I'm Blue, who is written and drawn by one of the Obsidian designers who has a shrine to Penny Arcade constructed inside her desk drawer and a special prayer mat with the Fruit Fucker scrawled on it in orange crayon with "Annie, I wish you were fruit - Tycho," signed along the bottom, the origins of which I try never to ask her about.

    Which brought me to what subject I should write about, and if I actually had anything of substance to say, which is two huge questions right there.

    First - since I have no manners and commonly forget introductions - I'm Chris Avellone, I'm a creative director at Obsidian Entertainment, and we do role-playing games like Star Wars: Knights of the Old Republic II: The Sith Lords, Neverwinter Nights 2, and the upcoming I Wish the RPG Market Was Like It Was When Fallout 1 Came Out 2.

    I was going to spit out some words of wisdom about getting into the game industry, or what it's like doing role-playing games, or cuss a lot, but basically, I really only have the following words of wisdom to impart if you want to get into games.

    (BTW, I used some of this amazing selection of facts at A-Kon, so if you want to see some of the folks I said it to and what costumes they were wearing and why I may have said it like I have, go on to: Our Target Audience.)

    - We don’t care what classes you took in school, we care what you can DO with regards to games. Someone who did 3 mods for Quake 2 and invented the splintering frag grenade and made a TRON Deadly Disks mod or did an award-winning NWN1 module series means a hell of a lot more than someone who aced Creative Writing. Trust me, Interplay only cared about the books and modules I wrote for Champions and Hero Games.

    - Don't stop bugging people for a job. Only 10% of those folks are actually considered stalkers by us. (This doesn't mean bug me for one, because I don't give jobs to my friends, and after all that time spent watching you through the window while you shower, I consider you my very special friend.) Invite yourself over for a tour. Find someone, anyone at the target company, and keep hassling them, offer to take them to lunch, visit them late at night, call them up, drop them emails... do whatever it takes to make yourself known to them. And at the least, if they have to reject you later on, the response you get is more personal and does not usually include the words "jackass."

    - Don't use dumb email handles for your submission. I don't want a fucking submission from SuperMageCockLord@yourmomma.com or TifaLovesSephiroth@cheapmail.com. I don't. Not because I don't think you're a genius, but it makes tracking down your name in a huge outlook bar of applicants frustrating, annoying, and eventually can be such a chore that you get lost in the shuffle. Make up a new hotmail account or something that uses your actual name.

    - Proofread your submission - because guess what? Designers have to write a lot and use email a lot, and if we can't count on you to spell "peanuts" correctly when trying to tell the President of Publishing Company Z what you think of his idea and it comes across like you're talking about his anatomy, that doesn't go over as well as it does with your teammates, who usually enjoy emails about that sort of thing.

    - Your guidance/career counselor was right. Include a cover letter. Format it correctly. Don't inflate your resume like you're blowing up your kid's swimming pool for the Sunday BBQ because while we're reading it, it hisses while it deflates. When in doubt, be professional. Not in the Chris Avellone sense, but in the real world sense.

    - If you ever are asked by a game developer what you think of a game, never say you "like it." Say why, and be detailed, because that's all game developers think about all day - and it's what they list out when they start down the long road of making a game, vision doc, etc.

    - Oh, and Obsidian's hiring designers, so it's been on my mind a lot lately, since we started with one designer (me), now have like, 3000, and apparently need 3000 more since we just love designers. So if you think you can do design and meet these requirements, please drop us a line at the link above.

    Ether way, I am honored to have been given the chance to write this. Thanks, guys.

    Oh no, Chris. Thank you.

    (CW)TB
    Tuesday, June 27th, 2006
    10:36 pm
    w00t, 3am and leaving for six flags, later byoches!


    PS Superman rocked! saw it at 10:45 tuesday night, it rocked
    Tuesday, May 9th, 2006
    3:09 am
    i have some work ahead of me ;_;
    Advice for the Game Master Part 3

    (2267 total words in this text)
    (880 Reads) Printer friendly page



    7-15-01
    Posted by The Old Druid
    It is now time for the game to start. All the players are finishing their pre-game tasks, and they are beginning to listen for the GM's
    first words. The music is at a perfect place to turn it down, or turn it off and start. The moment is just right to begin a exciting adventure, but just then the GM realizes "Oh my God, where are my game notes?"

    Question: What does a GM do to specifically prepare and conduct a
    successful game?

    First of all, I must mention that the GM's success is strictly a
    judgment call by the players. Running a game is both an art and a
    science that taps into all the skills, strengths, and weaknesses of the GM. I must also mention up front that if everything else is mastered, but fundamental organization skills remain weak, then the GM will always struggle and remain frustrated. Good GMs bring a lot of different talents to the table to "pull off" great game sessions. GMs also bring their own personal preferences, beliefs, and idiosyncrasies to the table. Over time, as players and GMs game together, they eventually learn those subtle and intangible qualities displayed by each other, and then everyone magically starts to factor these concepts into their respective play (either consciously or subconsciously) in order to get an edge, or imagine that they are getting an edge over the next person.

    Most everyone eventually learns to read between the lines, and find
    little clues in what is said, how it is said, and even when it is said
    (given particular circumstances). More experienced GMs know all this
    about people and constantly make adjustments to keep the players honest. People are very smart, their relationships through language(s) are extremely complex, and the resulting interactions across the game table are both subtle and sophisticated. Keep all this in mind as you master both playing and being a GM.

    To answer the question in detail, I believe that there are 7 different
    talents to develop in order to achieve the level of accomplished or
    expert Game Master. Your personal level of achievement in these areas
    will affect the overall quality of the game presented to the players.
    Weaknesses in several areas will not kill the game for everyone. The
    object is to self analyze your own talents and try to improve in those
    areas you want to improve. No one is perfect in anything they do, but
    practice and determination go a long way towards success.

    1, Organization is the first talent to develop. Without fundamental
    organization skills everything will be difficult to accomplish. You must learn to keep everything, and be able to find it when you need it. Keeping notebooks organized and easy to use can be both cumbersome and confusing. Usually several notebooks will be needed, and there are millions of ideas on how to make and keep notebooks organized. I recommend the following if you are open to suggestions. Keep only one notebook for the current game session. This should be one comprehensive notebook to cover everything you need for the current game. I even pull stuff out of other notebooks (as needed) to make this one notebook a one-stop shopping guidebook. It should contain all the necessary urban, rural, and underground maps, current and old PCs, current and old NPCs, monster or daemon sheets, misc. notes, equipment and shopping lists, Beastiary lists, poisons, herbs, magic spells, all applicable charts and tables, and your current story line notes and sketches.
    This keeps you isolated within one notebook and helps your speed in
    finding what you want. If you maintain several notebooks for a game, you could spend more time looking and less time gaming. Make index tabs for the various sections (that you decide on) for easy access, and put everything in an order that makes sense to you, so you can open and dig quickly without delaying the game excessively. Other notebooks can be for A.) NPCs and PCs. B.) Maps, lists, charts, and tables C.) Master Beastiary and Monsters (daemons) D.) Master Spell Books and E.) Anything else you want that is not necessarily required for the current game.

    2.) Drawing or sketching is the second talent to develop. Be able to
    draw or sketch well enough so you or someone else can at least figure
    out what you are trying to communicate. Maps and charts will be
    required. I like to make 2 map copies. One map is for the players and
    their level of knowledge (when they earn it), and the second map is for me, and my level of knowledge. "Everyone is singing off the same sheet of music". You might already be a Picasso, but if not, practice,
    practice, and practice some more from store-bought modules or your
    friend's work. Just try to get good enough so that your sketches get the job done without making people choke when they see it. If drawing and sketching is simply too much for you, enlist the aid of a relative or friend to help you.

    3.) Story line creation is the third talent to develop. If your drawing is weak, you can still survive well with other skills, but if you can't develop an original story line (can't find, or use someone else's storylines or ideas), then the players will feel let down. Obviously, there are many sources for story ideas (maybe the last game session could spin off a new story). Look around, read some game modules, novels, paperbacks, and weave your own stories like a blanket. Practice and develop characters, draw a map for ideas, sketch faces, watch a movie, and copy some basic plot concepts. Work hard at it, try to "plant some seeds", and eventually you will reap the harvest from the hard work by producing some outstanding stories. Your players will appreciate you for it.

    4.) Game design flexibility is the fourth talent to develop. People call it "scripting" verse "flying free form" as a GM. How much do you allow the players to roam around? How flexible are you in cutting back on the monster hoard when they are beginning to crush the players into the ground? Do you have the design planned so you can react smoothly and evenly no matter what the players do, so they never know you actually changed things from what you had on the paper? What is critical is allowing yourself the opportunity to modify things for the smooth and even transitions required when the players do things you did not expect them to (and they will do it all the time). You can try to force the players down one road, into a special room, or to open a chest, but when they decide to do it their way, you better be prepared to make the transition without them noticing anything out of the ordinary. That takes forethought or planning, and you can make those plans with notes on your paper.

    Ultimately, you will not even need those notes. You will learn
    instinctively over time to add a daemon here, subtract a daemon there,
    throw in a cavalry patrol squad here, add an extra trap there, make the cliff impossible to climb, make the water undrinkable, have a NPC show up at the right place to give the needed piece of information, etc, etc. You can call it "dancing" or "thinking on your feet", but one of the big tricks as a good GM is to be as smooth as silk, talk the story along with style through NPCs and narration, position yourself to be one step ahead of the players, and deliver a smooth and fascinating game because you were flexible in your design. Sounds challenging doesn't it? It's really fun and easy with practice.

    5.) Running the game is the fifth talent to develop. Flexibility allows you to be more smooth while running the game, but there are still elements of running a game that require talent regardless of how well planned and flexible you are in the design. You must execute or deliver the game like an orchestra leader manages the musicians and the music, so their customers enjoy the musical performance. The players are your customers also, and they are as critical about their gaming as the people that listen to orchestras are about their music.

    Start the game, plan breaks, and end the game with goals in mind. The
    players must be oriented as to where they are, why they are there when
    they start, breaks must be in places that do not kill the drama you are trying to build up during the game, and try to end the game with a
    measure of insightful review and possible likely outcomes created by the players during the game. This gets their minds stirring about possible reactions from their enemies, and they might say things that you could use later on. They turned out to be right after all about how their enemies reacted, or you can use their words to help you go the opposite direction to surprise them.

    Try to end the game after something has been accomplished positively, or something substantial has failed to happen. People get very tired after many hours of playing, but they still like to end in places where they can remember the set up, and remember their success or failure. Play to your player's strengths (or weaknesses) and try to end the games in a manner that best suites their personalities and desires. The end can't always be over the dead body of the enemy sorcerer, with the open chest of gold and platinum, and the pretty princess (or handsome prince) fainting in your arms. Corny or sloppy endings do not stimulate much interest in the next game session either. I've had my share of hasty endings that left a "whine" in the air, and I'll never forget them.

    6.) Resolving problems ethically is the sixth talent to develop. It is
    plain and simple. Be absolutely fair, honest, and non-prejudicial when
    dealing with a group of people. If you give anyone preferred treatment, everyone else will immediately sense it, hate it, and hate the game session for it. Never give anyone a break you are not prepared to give everyone else. Never give anything away that is not earned. If you have an extra special friend or "lover" playing while you run a game, you better re-read these words, because you will be tempted to cut them some extra slack. Don't do it!

    You are the high judge, jury, and executioner, and you represent the
    laws of the land. If the judge is corrupt, then the universe is corrupt, and when the laws don't mean anything, then people quite caring. Players need absolute fairness and absolute surety about the world they are playing in, so they can relax and simply enjoy the game you are presenting. When the players must stress about the GMs whims and senseless gifts to one person, while other players are held to strict or more severe standards, they will eventually turn against the GM (mentally) and begin to test for the true depth of corruption. I've been there as a player, so I know how it all "plays out." Since the GM is corrupt, and their worlds are unreliable, you learn to hate playing in them so you stop playing with that GM.

    7.) A sense of timing or drama is the seventh talent to develop. A good story (like a good movie script) for RPGs needs a healthy dose of drama and atmosphere with excellent timing to deliver the story in a concise and meaningful way to the players. I don't care if you are playing a Marvel Comic, 3 Stooges, Hell Raiser, AD&D, or Elric RPG (Comic or Fantasy Science Fiction), drama and a sense of timing will always be required in any story to bring excitement to the minds of the players. A real and credible threat needs to exist. A series of clues, ideas, or leads need to exist. A series of puzzles and obstacles (physical and/or mental) need to exist to challenge the players. Non-player Characters (NPCs) are needed (crucial) that possess well developed personalities and viewpoints, concrete goals, and that are essential elements within the drama. These NPCs represent both essential allies and enemies of the PCs, and carry the story and the drama to it's climax right along with the PC's actions, (unless you plan on killing off all the NPCs).

    You are organized, planned, mapped, detailed, flexible, and even fair,
    with a great story line, and eager players. You can run the game
    smoothly (mechanically), but even with all that going for you, you still need to take into consideration the building up of the "terror factor", the timing of the drama, and the effects of the horror in the minds of the players. Even if running a comic RPG, there needs to be bad guys and a mission. Try to build the horror up like a gentle tidal wave. Try to touch the players with terror like a feather would tickle them in the dark. Push the players with the drama like a wind would blow them over a jagged cliff. You can incorporate these things into your story line through your detailed NPCs, the architecture, the motivations and the divergent objectives of everyone clashing against each other. Make the players swim in the terror, and make them swallow the horror as they splash and kick for their lives. I like to have a lot of NPCs used as cannon fodder to keep the element of death close to the PCs. The players will literally sweat a little as they move their lead figure down the dungeon hallway, but they will always come back for more.

    Isn't gaming wonderful!

    Take Care,
    The Old Druid
    Monday, May 1st, 2006
    3:04 am
    Wow, i could not have said it any better ^-^
    Nick Fagerlund: I remember a lot of little things about Earthbound. But the thing that probably had the most lasting effect on me was the final battle. At the end of the game you basically find yourself fighting God: not in any debased material form like you've faced in other RPGs (one-winged angels, hulking monstrosities, serene-looking dudes, etcetera ad infinitum), but big as a universe and impossible to hurt. Of course, the battle was literally unwinnable.

    So Paula, the requisite girl in your party, had a seldom-used skill called "Pray." Most of the time, it was just good for a minor HP boost, but in the last battle, you were supposed to run out of options and just start hitting "Pray" for the hell of it. Eventually, it makes the camera cut away from the battle to a brief scene with some characters you met a long time ago, and when you jump back to the fight, God (well, Giygas) takes some damage. It's Distributed Theology; praying to The People in order to smite God, the enemy. Each time you have Paula pray, you get a cutscene with a different group of characters, and as they start to pile up behind you, the force of the prayer starts doing more and more damage; first in the hundreds, but then up into the tens of thousands, until you're basically praying to everyone you've ever met anywhere, and Giygas is taking three hundred thousand damage at a pop. You make a final prayer that cracks seven digits, and alien god or no alien god, there are limits to the abuse one can take.

    Now granted, there are issues with this as a mechanic. But man, there is a lot to like in there. First, it makes for a final battle that really feels final, something that doesn't resemble anything else you've seen in the game. Secondly, it emphasizes the sheer impossible _weight_ of such a confrontation, in a way that few games would dare to do. And most astonishingly, it reverses the single most basic power dynamic in an RPG: instead of the NPCs existing to support a small group of mighty heroes, the heroes' only ultimate value is to serve as a focal point for the hopes and beliefs of the NPCs; to be, basically, a personified and emotionally authentic way to get everyone in the world to wish for the same thing at once.

    That, then, is what I remember Earthbound for: what is probably the only genuinely shocking final battle to ever appear in a console RPG.
    Thursday, April 27th, 2006
    4:25 pm
    o.0 ...but i thought "Revolution" was a great name...
    "Introducing ... Wii. As in "we." While the code-name "Revolution" expressed our direction, Wii represents the answer. Wii will break down that wall that separates video game players from everybody else. Wii will put people more in touch with their games ... and each other. But you're probably asking: What does the name mean?"

    "Wii sounds like 'we,' which emphasizes this console is for everyone. Wii can easily be remembered by people around the world, no matter what language they speak. No confusion. No need to abbreviate. Just Wii."

    "Wii has a distinctive "ii" spelling that symbolizes both the unique controllers and the image of people gathering to play. And Wii, as a name and a console, brings something revolutionary to the world of video games that sets it apart from the crowd."
    "So that's Wii. But now Nintendo needs you. Because, it's really not about you or me. It's about Wii. And together, Wii will change everything."
    Friday, March 31st, 2006
    10:26 am
    Wednesday, March 8th, 2006
    8:38 pm
    "I like humans. They make me laugh" -Satan
    Friday, March 3rd, 2006
    4:38 pm
    suck it south dakota
    [CoR Members] PRESS RELEASE - Church of Reality declares SD Abortion law breach of Religious Freedom Inbox

    Marc Perkel
    <marc@perkel.com> to me, Church
    More options 12:12 pm (4 hours ago)
    PRESS RELEASE:

    TITLE: Church of Reality demands religious exception to South Dakota Abortion Ban Law
    DATE: 03-03-2006
    CONTACT: Marc Perkel - 415-987-6272 - 650-873-3064 marc@perkel.com

    Does the Religious Freedom Restoration Act protect the Church of Reality from South Dakota's abortion ban?

    The Church of Reality has today issued an edict declaring that South Dakota's ban on abortions violates the rights of it's members to practice their religion and calls upon the state to provide an exception to the law for members of the Church of Reality to be able to get abortions, and to provide immunity from prosecution to health care professionals who would provide abortions to church members.

    The Church of Reality has taken a strong pro choice position when it comes to abortion declaring that a woman has an absolute right to choose not to reproduce if they don't want to. "This abortion ban is in direct conflict with several of our Sacred Principles.", declares Marc Perkel, the First One of the Church of Reality. "Our religious freedom is at stake here."

    On February 21st the United States Supreme Court issued a ruling upholding the Religious Freedom Restoration Act allowing a religion to use a prohibited drug Hoasca, a hallucinogen containing DMT, a Schedule 1 drug prohibited by federal law under the Controlled Substances Act. This ruling declared that religious freedom take president over law in cases what the law creates a "substantial burden" on a "sincerely held religious belief". Under the RFRA the government has to demonstrate a "compelling government interest" in order to overcome the substantial burden test. This ruling opened the door to allow the Church of Reality to challenge the State of South Dakota on the basis that this law is unconstitutional as applied to members of the Church of Reality and health care workers who would provide abortion services to church members.

    "We are starting the process today by putting South Dakota on notice and asking for them to voluntarily cooperate with us to provide our membership with a religious exemption to this law. If they fail to comply, we will see them in court."

    The edict can be found at:
    http://www.churchofreality.org/wisdom/current_event_edicts/

    ====================

    South Dakota Aborting Law Infringes on Religious Freedom of Realists

    Edict Date: 03-03-2006

    The decision of the State of South Dakota to ban all abortions puts a substantial burden on the sincerely held beliefs of the Church of Reality which believes that a woman has an absolute right to and early term abortion without any outside restrictions. The right of a woman to control her own reproduction is vital to the advancement of society which is necessary to advance the cause of exploring reality the way it reality is.

    This law violates several of the Sacred Principles including but not limited to, the Principle of Freedom, Principle of Privacy, Principle of Positive Evolution, Principle of Inclusiveness, Principle of Compassion, Principle of Environmentalism, Personal Responsibility and the Principle of Wisdom. We can not grow as a society where the government can command our women to bear children against their will. We are a fiercely independent and individualistic religion that places great sanctity on the value of personal choice which includes one of the most personal of all decisions, the decision of bearing children.

    We reject the patriarchal view of other religions that the male dominated ruling sex should be allowed to decide to compel women to bear children against their will. We believe that one's status in society is not enhanced or diminished by their sex. Women and men are equal in the church of Reality.

    We in the Church of Reality recognize that overpopulation of the planet is a serious threat to the integrity of human civilization and that overpopulation is worsened when women are compelled to bear children against their will.

    We reject the notion that pregnancy is God's way of punishing teenage girls for chastity violations.

    We believe that a person has the right to control their own lives and make their own choices even if those choices are considered to be clearly wrong choices. One has the right to live the life they choose to live and to enjoy and suffer the consequences of their decisions. We hold these personal decisions to be private and not a matter that requires any justification or explanation to society.

    We take the position that a person begins their existence and has the rights of a human being at live birth. We reject that personhood and personal rights begin at conception. We in fact recognize that the two cells that make up a person are alive before conception and that conception is one of many steps necessary to produce a person and has no more significance that any other necessary step.

    In particular, the South Dakota law prohibits all abortions even in cases of rape or incest. Therefore if a father rapes his daughter and impregnates her, she is forced to bear his child under the law. We in the Church of Reality finds this to be repulsive. Not only is the rape victim who would seek and abortion criminalized, but the doctor who provided the abortion would be criminalized as well.

    Pursuant to the Religious Freedom Restoration Act and consistent with the Supreme Court decision upholding the right to religious freedom, I Marc Perkel, as the highest authority of Church of Reality law do hereby declare and decree by edict the following:

    1. That the Church of Reality finds that the South Dakota Abortion Ban is repulsive, unethical, and immoral.

    2. That it infringes upon our freedom of religion under the First Amendment and places a substantial burden on our sincerely held religious belief in the right of women to choose to have abortions.

    3. That the law criminalizes abortion providers from providing abortions services cutting off our female member's ability to legally obtain an abortion.

    4. That it is our position that the State of South Dakota has no compelling government interest in prohibiting abortions and therefore the rights of Realists to get Abortions in South Dakota take precedent over South Dakota law.

    We therefore demand that the State of South Dakota make provisions in their law enforcement system to allow members of the Church of Reality to legally obtain abortions and to provide doctors and other health care professionals immunity from prosecution for providing abortion services to Realists.
    Saturday, February 25th, 2006
    4:00 am
    Stolen from dragonite
    meme, 'cause I ticked an "x"
    Comments are screened.

    x = yes
    o = no
    ~ = maybe/depends

    Would you ever..

    () go out with me?
    () give me your number?
    () have sex with me?
    () let me kiss you?
    () watch a movie with me...even a really sappy one?
    () let me take you out to dinner?
    () drive me somewhere/anywhere?
    () take a shower with me?
    () be my gf/bf?
    () have a fling with me?
    () listen to me if I called you crying even if you were out with all of your friends?
    () buy me a drink if i didnt have money?
    () take me home for the night?
    () let me sleep in your bed?
    () sing car karaoke with me?
    () sit in the doctors office with me because I didn't want to go alone?
    () re-post this for me to answer your questions?
    () let me give you a piggyback ride?
    () come pick me up at 3 am because my car ran out of gas in the middle of nowhere?
    Tuesday, February 21st, 2006
    1:27 pm
    If you had me alone... locked up in your house for twenty-four hours and I had to do whatever you wanted me to, what would you do with me? All comments will be screened because it's a secret. Then repost this in your LJ. You might be surprised with the responses you get.
    Sunday, February 12th, 2006
    10:34 pm
    stolen from laura


    Offensive, Deadly Insanity-Nourished Maiden-Abducting, Geek-Injuring Creature from the Kingdom
    Sunday, January 22nd, 2006
    9:47 pm
    i'm addicted to an anime show about baking bread o.0

    ::waves fist:: CURSE YOU SAMMEI!!


    i am now patiently waiting for episode 50 to download.... only 43.8% done... ::cry::


    other then that life is going great, i have a great girlfriend whom i love very very much, i am going to school and studying things that i find to be very interesting, i'm taking a class on piano, i'm starting to get back into anime (yay!) and my sister has moved out to chicago

    Her room is extremely empty 0.o like it was soooo full of crap before but now there's only two boxes that are made to look smaller by the amount of empty space heh




    I need a jooooooob ;_; but i don't wanna work in fast food or in a grocery store... any suggestions?
    Monday, September 26th, 2005
    2:09 am
    mmmmmmmm BACK!!
    I'm up late cuz i got sucked into Texas Chainsaw (new one) and i can't get away ;_;

    Wow so lots happened in my life, good things mostly ^-^

    I've been dating my girl for 7 months today ^______________________^ yay-age!!
    It's been great, i'm soo soooo happy with her and she's happy with me... WOOT!! double plus hehe

    um i've stopped playing halo2 and now i'm addicted to gunbound ^-^ www.gunbound.net
    tis a very fun game.

    um... before school started Kelsey and I went on a trip to Cali, it was a total blast!
    We spent almost a week there, first day we just got there at the hotel/hostal and just
    sorta chilled and rested from the vacation. Then the next day we woke up bright and
    early (>.< blarg!) for Six Flags and quickly got in line for X an hour before it
    opened. That ride is soooo awesome. The first thing it does is make it look like
    you are plummeting straight to the ground ^-^ and then proceeded to ride every ride
    we could. The next day was Disneyland and it's extremely awesome to go as a couple
    to disneyland because a smaller group means less rides you have to ride that you don't
    like... like the Indiana Jones ride ~_~ She took me on the Peter Pan ride, that's actually
    alot of fun, and it's very very air conditioned hehe.

    woot movie is over, now i can sleep ^-^

    anyways, the next day... wait before that and after six flags we went to Hurrican Harbor
    ... yeah it's like a giant water park ride, had no clue but it was fun... only i'm like
    240 lbs and soft smooth skin so... i'm scared of water slides now that have an open top
    I feel so sorry cuz i prevented my girl from going on alot of the cooler rides but man
    those lines were long too o.0 like half of the rides we went to would shut down either
    before or during the line wait. The jungle ride in Disney land, Two hurrican harobor rides
    three rollarcoaster rides, including the california screaming at California Adventurers which
    doubly sucked because my Girl and I had a big hankering for a rollar coaster ;_;

    Heeee on the last day of our trip my girl totally suprised me with White Stripes tickets
    that concert rocked hard core ^-^ the auditorium was in this mountainy place, open veiw of the
    stars. we were less then a stone's throw away from total forest. And we drop though really
    really really really really really rich people neighborhood, seriously, there were about
    5 high proformance cars in each drive way 0.o no wo/man needs that much horse power...
    Man do the white stripes know how to put on a show. They played about everyone of my
    favorite songs.

    Then we drove home the night before class started ;_;

    classes are going good, i got a B in my Programming Test and an A in on my Linear Algebra ^_____^
    happiness abounds hehe.

    I'm taking a costume construction class so that's allota fun. So far i've learned how to sew a button,
    do a run, double, hem, and cross stich, trace a pattern and... set up a sewing machine ^-^

    Last friday my girlfriend and I went to see 40 year old virgin and then snuck into corpse bride ^-^
    both movies rocked but i felt that corpse bride could have been better, the animation was fantastic
    but the story left something to be desired. Of course 40 year old virgin was/is hillariously funny

    M'kay now will to type has run out. Good night world... that have internet... that read weblogs...
    that have me on their friendslist... that care ::cry:: ^_~
    Tuesday, July 26th, 2005
    8:07 am
    naruto
    Which Naruto Character Are You?
    Test by naruto - kun.com


    woo, shino be one of my favorites ^-^
    Tuesday, June 21st, 2005
    10:38 pm
    Wednesday, June 1st, 2005
    3:25 am
    Batman
    Congratulations! You scored a super 63%!
    Cool, calm and powerful. Whilst your actual super abilities may not be anything too dazzling, you have earnt the respect of both friends and enemies in response to your amazing fighting skills, strategic combat and experience. Luckily you have access to the greens which can fund all your majorly cool gadgets, vehicles and weapons! Also, you're reluctant but still accepting to the idea of having a teammate/side-kick, which just makes everything a whole lotta fun, doesn't it now! On the down side, you've probably suffered some sort of trauma at a young age (that's why we don't talk to the old man near the swings, kids). Similar to the Wolverine, your past is a base for your current motivation, undertaking some kind of personal vow in search of justice. All in all though, you're one tough nut. There's not a lot of people who have the minerals to go up against you, and you're experienced enough not to get cocky and let the little things like never finding happiness get you down!




    My test tracked 1 variable How you compared to other people your age and gender:


    free online dating free online dating
    You scored higher than 53% on Heropoints
    Link: The Which SUPER HERO are you Test written by crayzee69 on Ok Cupid
    Monday, May 30th, 2005
    10:18 pm
    a Man with No Name
    You scored 7 Honor, 3 Justice, 9 Adventure, and 4 Individuality!
    It's one thing to be a gunslinger. It's another to wander into town, leave nothing but a trail of those who'd try your skill and take the town's gratitude and cash with you. Hero or villan? It's all in how you look at it and whose side you're on.

    Cigar in your teeth and colt on your hip, you are ready to step into the hazy desert horizon. You'll do just fine.





    My test tracked 4 variables How you compared to other people your age and gender:


    free online dating free online dating
    You scored higher than 31% on Ninjinuity

    free online dating free online dating
    You scored higher than 16% on Knightlyness

    free online dating free online dating
    You scored higher than 87% on Cowboiosity

    free online dating free online dating
    You scored higher than 23% on Piratical Bent
    Link: The Cowboy-Ninja-Pirate-Knight Test written by fluffy71 on OkCupid Free Online Dating


    woot
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