Actually, I think we have a duplicate of the burning buildings piece. It's just not scanned.
I seem to remember this as well~
Posted: Tue Apr 24, 2007 12:32 am
EGo
Actually, I think we have a duplicate of the burning buildings piece. It's just not scanned.
Posted: Tue Apr 24, 2007 12:20 am
Worker
EGo wrote:
sauceykat received a package today
The watercolor appears to be a copy of the lower-right corner that we already have... Amazing that, if multiple copies of all pieces were sent out, we've only just now hit once.
Unless the fact that the watercolor was made by "DC" is very important...
Posted: Mon Apr 23, 2007 11:56 pm
EGo
sauceykat received a package today and posted pictures to his site.
On first glance... I see the other half of the St. George picture, the watercolor just to the left of the lower-righthand corner, and a third I Ching letter. Since we already have two Peace letters, and the SENTRYOUTPOST letters' pages all end in 5, perhaps this Peace letter is from another, non-SENTRYOUTPOST phrase.
Posted: Mon Apr 23, 2007 8:32 pm
Bluefire
Several threads and over 27 pages of reading later, I'm ready to join! Hopefully this'll bring some love to us Floridians.
konamouse wrote:
That also. We blindly follow and assume the characters are there for the greater good. We are helping them solve a problem (and save a person, a pet, the world, etc). What if we are led down the path of evil? What if we figure out, after extended intercourse with such characters, that they have an evil purpose. We are used to do nefarious acts?
Not that I suspect that in this case. But it's a thought.
This is true- for those that played "City of Domes" a while back, we all failed to catch clues in time to save us from the main path the PMs sent us down, and we ended up all going to 'carousel' (Essentially executed), and the game just kind of ended.
This looks interesting, I hope it doesn't end the same way. :/
Posted: Mon Apr 23, 2007 12:54 pm
aninterloper
konamouse wrote:
We blindly follow and assume the characters are there for the greater good. We are helping them solve a problem (and save a person, a pet, the world, etc). What if we are led down the path of evil? What if we figure out, after extended intercourse with such characters, that they have an evil purpose. We are used to do nefarious acts?
An interesting idea; it was played out recently in the Wyoming Incident pseudo-ARG, where the protagonists were working for an amoral god who fed off fear. The general consensus seemed to be that, since it was just an ARG, it was fine to comply with the stated goal, unless a new and better goal presented itself. Although a line of reasoning was provided as to why it would ultimately be good for humanity.
Posted: Mon Apr 23, 2007 12:25 pm
Phaedra
mapmaker wrote:
I'm more than mature enough to not make this post, right?
Right.
Posted: Mon Apr 23, 2007 12:09 pm
mapmaker
konamouse wrote:
What if we figure out, after extended intercourse with such characters, that they have an evil purpose. We are used to do nefarious acts?
I'm more than mature enough to not make this post, right?
Posted: Mon Apr 23, 2007 12:08 pm
konamouse
That also. We blindly follow and assume the characters are there for the greater good. We are helping them solve a problem (and save a person, a pet, the world, etc). What if we are led down the path of evil? What if we figure out, after extended intercourse with such characters, that they have an evil purpose. We are used to do nefarious acts?
Not that I suspect that in this case. But it's a thought.
Posted: Mon Apr 23, 2007 11:46 am
Phaedra
konamouse wrote:
Remember the keynote address from Sean & Elan. We are blindingly trusting our PMs to not lead us to evil. That activities in which we participate will be safe. And the PMs have to trust us as well, not to hack or hurt or gather data on other players.
Course, they have no control if a player chooses to face a hurricane to answer a payphone, etc.
Sorry -- should have phrased that better.
I don't believe we're in any out-of-game danger from PM activities -- it's just amusing to see the concept of a puppetmaster mirrored in a sinister fashion in-game.
Posted: Mon Apr 23, 2007 11:39 am
konamouse
Remember the keynote address from Sean & Elan. We are blindingly trusting our PMs to not lead us to evil. That activities in which we participate will be safe. And the PMs have to trust us as well, not to hack or hurt or gather data on other players.
Course, they have no control if a player chooses to face a hurricane to answer a payphone, etc.
Posted: Mon Apr 23, 2007 11:33 am
Phaedra
Yeah, one gets so used to thinking of puppetmasters as benevolent, if sort of sadistic that it's easy to forget how ominous the idea could be. I recently finally read all the way through the Guide to the Beast, and while I'm not sure which came first -- in-game or out-of-game use of the term puppetmaster -- it was sort of a shock to realize that as the term was used in-game, the "puppetmasters" were the Bad Guys!
Posted: Mon Apr 23, 2007 10:36 am
djsampson
Wow I just read this post from HPhack. I really think this part of the paragraph set off my spidy senses.
Quote:
My imagination can conjure up some frightening string pullers* and some horrifying motivations. I don't share your optimism that this string pullers* goals are simple or entertaining, in fact I fear if you go further it will become clear that this is not a game.
*PuppetMaster
Just thought it was an interesting way of putting it
Posted: Mon Apr 23, 2007 10:21 am
PST Productions
Look Into My Eye...
The reflection in the eye almost looks like the main towers of the Golden Gate Bridge.
Posted: Mon Apr 23, 2007 10:00 am
Nadif
Gotta love the uF Spirit
rose wrote:
If I happen to get a package I will quite happily mail it to you.
...
Seriously, rose, you got me speechless. "Thank you so much" doesn't even get close.