Return to Unfiction unforum
 a.r.g.b.b 
FAQ FAQ   Search Search 
 
Welcome!
New users, PLEASE read these forum guidelines. New posters, SEARCH before posting and read these rules before posting your killer new campaign. New players may also wish to peruse the ARG Player Tutorial.

All users must abide by the Terms of Service.
Website Restoration Project
This archiving project is a collaboration between Unfiction and Sean Stacey (SpaceBass), Brian Enigma (BrianEnigma), and Laura E. Hall (lehall) with
the Center for Immersive Arts.
Announcements
This is a static snapshot of the
Unfiction forums, as of
July 23, 2017.
This site is intended as an archive to chronicle the history of Alternate Reality Games.
 
The time now is Tue Nov 26, 2024 1:45 am
All times are UTC - 4 (DST in action)
View posts in this forum since last visit
View unanswered posts in this forum
Calendar
 Forum index » Chaotic Fiction » Marble Hornets
[OT] MH Season II Off-Topic Thread
Moderators: Giskard, JKatkina, Zarggg
View previous topicView next topic
Page 89 of 239 [3578 Posts]   Goto page: Previous 1, 2, 3, ..., 87, 88, 89, 90, 91, ..., 237, 238, 239  Next
Author Message
12th
Unfettered


Joined: 07 Jun 2011
Posts: 640

Vzombie wrote:
StarlitVixen wrote:
So this plot for the video game would need a much more stable structure than the series has now.
We can't be like, "Here go to this place! Ooo something scary happened! Okay, next part."

I'm pretty sure if we wanted to right now, we could come up with the whole walkthrough of the video game right now. All the way up to the current Entry or whatnot.


We seriously need to start a Walkthrough for this.


You know, I am (slowly) working on a Slendyseries RPG module for one of the other threads. It could be made into a reasonable short walkthrough. Maybe.

PostPosted: Thu Aug 04, 2011 5:09 pm
 View user's profile
 Back to top 
Xicon
Unfettered


Joined: 06 Jul 2011
Posts: 404

Randoman96 wrote:
Who else thinks a MH or Slender Man video game could be interesting if done right?

It would be fairly linear, but the concept would be that you have a video camera, and move around areas in first person (with the camera's screen in the lower right corner), trying to capture video of important things, avoid Slender Man/The Operator or any proxies, while finding and collecting items important to the story.

While playing, the only way to really know if the Slender Man is near by is to look at the camera's screen which would show minor distortion. However, you can stop at any time to check a tape to see the real distortion, but this is done in real time, so it's dangerous to do this.

"Health" works as two things.
1: Overall mental stability. Seeing the Slender Man, or being attacked by proxies can hurt this, and distort your view, or make the character hard to control (a'la Amnesia).
2: Sickness caused by the Slender Man, which would include coughing, which shakes the screen and makes it hard to aim, fatigue, which blurs vision and makes you slower, and if you've reached the final stage, seizures.

Avoiding danger for a little bit will refill "health".

Combat is only against proxies, and that's with random melee items that you have/find, such as a flashlight or a knife.

Important items:

-Batteries for camera and flaslight. If your camera dies, you have no way to detect Slender Man proximity in real time, aside from sickness. Flashlight is self-explanitory.
-Tapes for camera. If you don't have anymore tape available, you can use real-time detection, but you can't use more advanced tape-checking.
-Pills, which would be the only health-related item. They would lessen the effects of sickness and mental instability, temporarially, however.

This is all I can think of at the moment.


Have you played Amnesia: The Dark Descent? In that game, being in the dark makes it so that monsters cannot see you; however, you cannot remain in the dark too long or you will go insane. Having to balance standing in the light and dark makes that game incredibly terrifying.

Something similar to that could work very well in the context of Marble Hornets.

PostPosted: Thu Aug 04, 2011 5:21 pm
 View user's profile
 Back to top 
MorbidPuppies
Unfictologist


Joined: 24 Nov 2010
Posts: 1389
Location: Winnipeg, MB

Xicon wrote:
Randoman96 wrote:
Who else thinks a MH or Slender Man video game could be interesting if done right?

It would be fairly linear, but the concept would be that you have a video camera, and move around areas in first person (with the camera's screen in the lower right corner), trying to capture video of important things, avoid Slender Man/The Operator or any proxies, while finding and collecting items important to the story.

While playing, the only way to really know if the Slender Man is near by is to look at the camera's screen which would show minor distortion. However, you can stop at any time to check a tape to see the real distortion, but this is done in real time, so it's dangerous to do this.

"Health" works as two things.
1: Overall mental stability. Seeing the Slender Man, or being attacked by proxies can hurt this, and distort your view, or make the character hard to control (a'la Amnesia).
2: Sickness caused by the Slender Man, which would include coughing, which shakes the screen and makes it hard to aim, fatigue, which blurs vision and makes you slower, and if you've reached the final stage, seizures.

Avoiding danger for a little bit will refill "health".

Combat is only against proxies, and that's with random melee items that you have/find, such as a flashlight or a knife.

Important items:

-Batteries for camera and flaslight. If your camera dies, you have no way to detect Slender Man proximity in real time, aside from sickness. Flashlight is self-explanitory.
-Tapes for camera. If you don't have anymore tape available, you can use real-time detection, but you can't use more advanced tape-checking.
-Pills, which would be the only health-related item. They would lessen the effects of sickness and mental instability, temporarially, however.

This is all I can think of at the moment.


Have you played Amnesia: The Dark Descent? In that game, being in the dark makes it so that monsters cannot see you; however, you cannot remain in the dark too long or you will go insane. Having to balance standing in the light and dark makes that game incredibly terrifying.

Something similar to that could work very well in the context of Marble Hornets.


Replace Tinderboxes with Tapes.

PostPosted: Thu Aug 04, 2011 5:40 pm
 View user's profile MSN Messenger
 Back to top 
Xicon
Unfettered


Joined: 06 Jul 2011
Posts: 404

MorbidPuppies wrote:
Xicon wrote:

Have you played Amnesia: The Dark Descent? In that game, being in the dark makes it so that monsters cannot see you; however, you cannot remain in the dark too long or you will go insane. Having to balance standing in the light and dark makes that game incredibly terrifying.

Something similar to that could work very well in the context of Marble Hornets.


Replace Tinderboxes with Tapes.


*chills* That game still scares me. Unlike Marble Hornets, that scare isn't something I ever acclimated myself to.

PostPosted: Thu Aug 04, 2011 5:48 pm
 View user's profile
 Back to top 
MorbidPuppies
Unfictologist


Joined: 24 Nov 2010
Posts: 1389
Location: Winnipeg, MB

Xicon wrote:
MorbidPuppies wrote:
Xicon wrote:

Have you played Amnesia: The Dark Descent? In that game, being in the dark makes it so that monsters cannot see you; however, you cannot remain in the dark too long or you will go insane. Having to balance standing in the light and dark makes that game incredibly terrifying.

Something similar to that could work very well in the context of Marble Hornets.


Replace Tinderboxes with Tapes.


*chills* That game still scares me. Unlike Marble Hornets, that scare isn't something I ever acclimated myself to.


It use to give me chills, until I started watching Tim's LP's now all I can do is laugh from the memories.

PostPosted: Thu Aug 04, 2011 5:50 pm
 View user's profile MSN Messenger
 Back to top 
Boreamor
Veteran


Joined: 04 Apr 2011
Posts: 129
Location: England, UK

MorbidPuppies wrote:
Xicon wrote:
MorbidPuppies wrote:
Xicon wrote:

Have you played Amnesia: The Dark Descent? In that game, being in the dark makes it so that monsters cannot see you; however, you cannot remain in the dark too long or you will go insane. Having to balance standing in the light and dark makes that game incredibly terrifying.

Something similar to that could work very well in the context of Marble Hornets.


Replace Tinderboxes with Tapes.


*chills* That game still scares me. Unlike Marble Hornets, that scare isn't something I ever acclimated myself to.


It use to give me chills, until I started watching Tim's LP's now all I can do is laugh from the memories.


Imma get her a window. Bitches LOVE windows.

PostPosted: Thu Aug 04, 2011 5:53 pm
 View user's profile
 Back to top 
Andvalli
Decorated


Joined: 07 May 2011
Posts: 217

Mariolee wrote:
I really think an atmospheric Slendy horror film that abandoned the whole first person camera recording in favor of multiple angle shots would be fantastic.


I always thought a fair way to recreate the idea of the mythos in film would be to have a series of horror movies chronicling the lives of unrelated characters all suffering under a common enemy.

Edit: Upon reading some of the recent posts, I've determined after some initial skepticism that I would play the shit out a Slender Man video game.

PostPosted: Thu Aug 04, 2011 6:01 pm
 View user's profile
 Back to top 
Randoman96
Unfictologist


Joined: 26 Feb 2011
Posts: 1542
Location: Logansport, Indiana

Mariolee wrote:
I really think an atmospheric Slendy horror film that abandoned the whole first person camera recording in favor of multiple angle shots would be fantastic.

Actually, my idea was a first person view from the person, with the camera in the corner, like a gun in an FPS, just a camera instead. Looking at the screen gives you a small indication of distortion, but the tape has to be checked to see full distortion. Though, tape checking is done in real time, which makes you vulnerable to attack.

Yeah, I played Amnesia (I mentioned it in the first post), but I didn't find it too scary. The ending was terrible in my opinion. Penumbra: Black Plague (made by the same developer, several years ago) is much better to me.

More thoughts:
Between "quests" or "missions" or whatever, you stay in Jay's house/apartment/car/hotel, depending on the situation and stage of the game. There you can check recorded tapes (which have a "tab" function, making it easier to skip to important things you recordde), go over items you've collected, watch videos and recordings that you found on tapes/discs by TTA, or check the internet to see if TTA has said something to you, and sleep.

While you can't edit entries together, there is a "blog"-type system that automatically updates after major events, and sometimes people will respond to you that can give you hints if you can't think of what to do next. TTA videos can give straight-forward hints, but most of them will have things hidden in them that you use in-game "software" and play some sort of puzzle to decode it.

In addition to Rosswood Park being free-roam, between some missions, the basic area of the city can be free-roam, with story-important areas cut off. Later in the game, exploration is forced as you have to find new apartments, hotels and places to park your car to sleep in.

Sleep is needed between missions, or mental stability will start out low. If mental stability was low at the end of the previous mission, you will have difficulty sleeping. Occasionally you will have dreams, that may provide hints on your next objective.

In addition to a map of the local area, your cell-phone can offer calls from important characters (Alex, Jessica, TTA if the situation calls for it, etc.) which can progress missions or offer hints.

As suggested, throughout the game, you will earn upgrades to the camera, which include night vision, extended battery, camera-mounted flashlight, larger tape capacity, small digital storage, and eventually the chest-camera.

Occasionally, there may be choose-your-own dialog sessions with other characters, such as Alex and Jessica. These scenes can reveal more about the plot, provide hints and objectives.

Early in the game, you're mostly checking exiting Marble Hornets film tapes. There are a certain number of required ones that you have from the start. Completing certain objectives or missions unlocks more. Sometimes you can find them hidden in missions. Collecting them all can unlock the complete Marble Hornets film that you can watch, minus The Operator's interruption.

Finding certain items can unlock things that are provided after completing the game. For example, if the BONE writings end up being non important, finding all of these writings can unlock something, as can finding all of Alex's drawings.

Post-game unlocks include:
-Original MH entries
-User made parodies, or inspired videos
-Concept art for the series, as well as original scripts for entries
-Concept art for the game
-Unfiction-inspired parody missions (no porn related ones, sadly)
-Deleted or unmade entries turned into bonus missions for the game
-Behind the scenes for development and voice recording
_________________
Youtube /Slenderblog - Ended 2/21

Join us at Interplosion AW YEAH


PostPosted: Thu Aug 04, 2011 6:31 pm
 View user's profile Visit poster's website
 Back to top 
bobthecrusher
Unfettered


Joined: 18 Dec 2010
Posts: 444
Location: Sitting on your window

Randoman96 wrote:
Mariolee wrote:
I really think an atmospheric Slendy horror film that abandoned the whole first person camera recording in favor of multiple angle shots would be fantastic.

Actually, my idea was a first person view from the person, with the camera in the corner, like a gun in an FPS, just a camera instead. Looking at the screen gives you a small indication of distortion, but the tape has to be checked to see full distortion. Though, tape checking is done in real time, which makes you vulnerable to attack.

Yeah, I played Amnesia (I mentioned it in the first post), but I didn't find it too scary. The ending was terrible in my opinion. Penumbra: Black Plague (made by the same developer, several years ago) is much better to me.

More thoughts:
Between "quests" or "missions" or whatever, you stay in Jay's house/apartment/car/hotel, depending on the situation and stage of the game. There you can check recorded tapes (which have a "tab" function, making it easier to skip to important things you recordde), go over items you've collected, watch videos and recordings that you found on tapes/discs by TTA, or check the internet to see if TTA has said something to you, and sleep.

While you can't edit entries together, there is a "blog"-type system that automatically updates after major events, and sometimes people will respond to you that can give you hints if you can't think of what to do next. TTA videos can give straight-forward hints, but most of them will have things hidden in them that you use in-game "software" and play some sort of puzzle to decode it.

In addition to Rosswood Park being free-roam, between some missions, the basic area of the city can be free-roam, with story-important areas cut off. Later in the game, exploration is forced as you have to find new apartments, hotels and places to park your car to sleep in.

Sleep is needed between missions, or mental stability will start out low. If mental stability was low at the end of the previous mission, you will have difficulty sleeping. Occasionally you will have dreams, that may provide hints on your next objective.

In addition to a map of the local area, your cell-phone can offer calls from important characters (Alex, Jessica, TTA if the situation calls for it, etc.) which can progress missions or offer hints.

As suggested, throughout the game, you will earn upgrades to the camera, which include night vision, extended battery, camera-mounted flashlight, larger tape capacity, small digital storage, and eventually the chest-camera.

Occasionally, there may be choose-your-own dialog sessions with other characters, such as Alex and Jessica. These scenes can reveal more about the plot, provide hints and objectives.

Early in the game, you're mostly checking exiting Marble Hornets film tapes. There are a certain number of required ones that you have from the start. Completing certain objectives or missions unlocks more. Sometimes you can find them hidden in missions. Collecting them all can unlock the complete Marble Hornets film that you can watch, minus The Operator's interruption.

Finding certain items can unlock things that are provided after completing the game. For example, if the BONE writings end up being non important, finding all of these writings can unlock something, as can finding all of Alex's drawings.

Post-game unlocks include:
-Original MH entries
-User made parodies, or inspired videos
-Concept art for the series, as well as original scripts for entries
-Concept art for the game
-Unfiction-inspired parody missions (no porn related ones, sadly)
-Deleted or unmade entries turned into bonus missions for the game
-Behind the scenes for development and voice recording


that sounds pretty epic

PostPosted: Thu Aug 04, 2011 6:37 pm
 View user's profile
 Back to top 
Xicon
Unfettered


Joined: 06 Jul 2011
Posts: 404

Randoman96 wrote:
Mariolee wrote:
I really think an atmospheric Slendy horror film that abandoned the whole first person camera recording in favor of multiple angle shots would be fantastic.

Actually, my idea was a first person view from the person, with the camera in the corner, like a gun in an FPS, just a camera instead. Looking at the screen gives you a small indication of distortion, but the tape has to be checked to see full distortion. Though, tape checking is done in real time, which makes you vulnerable to attack.

Yeah, I played Amnesia (I mentioned it in the first post), but I didn't find it too scary. The ending was terrible in my opinion. Penumbra: Black Plague (made by the same developer, several years ago) is much better to me.

More thoughts:
Between "quests" or "missions" or whatever, you stay in Jay's house/apartment/car/hotel, depending on the situation and stage of the game. There you can check recorded tapes (which have a "tab" function, making it easier to skip to important things you recordde), go over items you've collected, watch videos and recordings that you found on tapes/discs by TTA, or check the internet to see if TTA has said something to you, and sleep.

While you can't edit entries together, there is a "blog"-type system that automatically updates after major events, and sometimes people will respond to you that can give you hints if you can't think of what to do next. TTA videos can give straight-forward hints, but most of them will have things hidden in them that you use in-game "software" and play some sort of puzzle to decode it.

In addition to Rosswood Park being free-roam, between some missions, the basic area of the city can be free-roam, with story-important areas cut off. Later in the game, exploration is forced as you have to find new apartments, hotels and places to park your car to sleep in.

Sleep is needed between missions, or mental stability will start out low. If mental stability was low at the end of the previous mission, you will have difficulty sleeping. Occasionally you will have dreams, that may provide hints on your next objective.

In addition to a map of the local area, your cell-phone can offer calls from important characters (Alex, Jessica, TTA if the situation calls for it, etc.) which can progress missions or offer hints.

As suggested, throughout the game, you will earn upgrades to the camera, which include night vision, extended battery, camera-mounted flashlight, larger tape capacity, small digital storage, and eventually the chest-camera.

Occasionally, there may be choose-your-own dialog sessions with other characters, such as Alex and Jessica. These scenes can reveal more about the plot, provide hints and objectives.

Early in the game, you're mostly checking exiting Marble Hornets film tapes. There are a certain number of required ones that you have from the start. Completing certain objectives or missions unlocks more. Sometimes you can find them hidden in missions. Collecting them all can unlock the complete Marble Hornets film that you can watch, minus The Operator's interruption.

Finding certain items can unlock things that are provided after completing the game. For example, if the BONE writings end up being non important, finding all of these writings can unlock something, as can finding all of Alex's drawings.

Post-game unlocks include:
-Original MH entries
-User made parodies, or inspired videos
-Concept art for the series, as well as original scripts for entries
-Concept art for the game
-Unfiction-inspired parody missions (no porn related ones, sadly)
-Deleted or unmade entries turned into bonus missions for the game
-Behind the scenes for development and voice recording


The game should be roughly divided into chapters. Each chapter has a number of scripted, mandatory events. The rest is all investigative, similar to L.A. Noire. You can freely go to Brian's house, Marble Hornets set, interview Tim, Rosswood Park, etc. and gather information through tapes that you shoot while doing so. Sometimes you'll encounter a scripted event - maybe a character will call and say "go to Rosswood". Maybe the Operator will show up in person. Either way, scripted events are the exception, not the rule. The majority of the game is freeform.

Night falls. You return to your hotel. You go through the tapes and TTA responses and look for evidence of the Operator - distortion, be it auditory or visual - and other clues. Once you find it, you mark it down somewhere and gain points (game mechanic). The points accumulate until you gain enough information about the Operator to move the story forward into the next chapter. Once you reach that point, a scripted sequence moves the story forward.

You can only stay in a single hotel a certain number of nights before your mental health starts to suffer due to paranoia, and eventually the Operator/Maskies learn of your location and begin to stalk you. You must take the initiative to change hotels yourself, and there are a multitude of hotels available in the game world to sleep in.

PostPosted: Thu Aug 04, 2011 6:45 pm
 View user's profile
 Back to top 
Randoman96
Unfictologist


Joined: 26 Feb 2011
Posts: 1542
Location: Logansport, Indiana

Xicon wrote:
L.A. Noire.

ma_n***a.jpg
I loved that game. In fact, I'm replaying it now actually.

Xicon wrote:
. The majority of the game is freeform.

Eh. I think freeroam should be kept to between-mission segments, location changing, and if the mission calls for it, freeform investigation.

Xicon wrote:
Night falls. You return to your hotel. You go through the tapes and TTA responses and look for evidence of the Operator - distortion, be it auditory or visual - and other clues. Once you find it, you mark it down somewhere and gain points (game mechanic). The points accumulate until you gain enough information about the Operator to move the story forward into the next chapter. Once you reach that point, a scripted sequence moves the story forward.

This is also sort of eh. A point system seems too cheesy. Plus, having to rely on points to activate a scripted sequence makes it TOO much like a video game. You want it to be pretty immersive. I mentioned earlier a tab system that helps you jump to important events on tapes you recorded in-game, so you're not going over hours of your own gameplay. Progression can just be finding the items/viewing important events/going to a certain area.

Quote:
You can only stay in a single hotel a certain number of nights before your mental health starts to suffer due to paranoia, and eventually the Operator/Maskies learn of your location and begin to stalk you. You must take the initiative to change hotels yourself, and there are a multitude of hotels available in the game world to sleep in.

Me gusta. However, The Operator would probably always know where you are. Staying in one location decreses mental stability, and if The Operator appears, sickness will start in.
_________________
Youtube /Slenderblog - Ended 2/21

Join us at Interplosion AW YEAH


PostPosted: Thu Aug 04, 2011 6:55 pm
 View user's profile Visit poster's website
 Back to top 
Xicon
Unfettered


Joined: 06 Jul 2011
Posts: 404

Randoman96 wrote:
Xicon wrote:
L.A. Noire.

ma_n***a.jpg
I loved that game. In fact, I'm replaying it now actually.


I still haven't gotten through the Arson desk. Too much other stuff sucking up my time.

Randoman96 wrote:
Xicon wrote:
. The majority of the game is freeform.

Eh. I think freeroam should be kept to between-mission segments, location changing, and if the mission calls for it, freeform investigation.


I definitely like the idea of a freeform overworld per se, but scripted missions are fine with me. Sort of like you can drive anywhere, go anywhere, but once you go to Rosswood, a mission activates and you enter a scripted segment.

Randoman96 wrote:
Xicon wrote:
Night falls. You return to your hotel. You go through the tapes and TTA responses and look for evidence of the Operator - distortion, be it auditory or visual - and other clues. Once you find it, you mark it down somewhere and gain points (game mechanic). The points accumulate until you gain enough information about the Operator to move the story forward into the next chapter. Once you reach that point, a scripted sequence moves the story forward.

This is also sort of eh. A point system seems too cheesy. Plus, having to rely on points to activate a scripted sequence makes it TOO much like a video game. You want it to be pretty immersive. I mentioned earlier a tab system that helps you jump to important events on tapes you recorded in-game, so you're not going over hours of your own gameplay. Progression can just be finding the items/viewing important events/going to a certain area.


The only issue I see is that the story isn't a very long one; unless there are some inconsequential encounters and missions that aren't in the video series, the game would be very short with only story segments. But I do see your point about it breaking immersion.

Randoman96 wrote:
Xicon wrote:
You can only stay in a single hotel a certain number of nights before your mental health starts to suffer due to paranoia, and eventually the Operator/Maskies learn of your location and begin to stalk you. You must take the initiative to change hotels yourself, and there are a multitude of hotels available in the game world to sleep in.

Me gusta. However, The Operator would probably always know where you are. Staying in one location decreses mental stability, and if The Operator appears, sickness will start in.


Definitely. I also don't think the game should force you to move; it should be something the player has to decide to do themselves. The game shouldn't say "Hey the Maskies know where you live. Time to move!" You need to be perceptive enough to figure it out on your own.

PostPosted: Thu Aug 04, 2011 7:34 pm
 View user's profile
 Back to top 
bobthecrusher
Unfettered


Joined: 18 Dec 2010
Posts: 444
Location: Sitting on your window

There needs to be a combat-ish system, or at least a way to attack

PostPosted: Thu Aug 04, 2011 7:37 pm
 View user's profile
 Back to top 
Randoman96
Unfictologist


Joined: 26 Feb 2011
Posts: 1542
Location: Logansport, Indiana

Quote:
Definitely. I also don't think the game should force you to move; it should be something the player has to decide to do themselves. The game shouldn't say "Hey the Maskies know where you live. Time to move!" You need to be perceptive enough to figure it out on your own.

Yeah, you can stay as long as you want, but your mental stability will get pretty low.

Quote:
The only issue I see is that the story isn't a very long one; unless there are some inconsequential encounters and missions that aren't in the video series, the game would be very short with only story segments. But I do see your point about it breaking immersion.

Well, so far the series is only about four and a half hours long. Even with free roam segments, that's not really long enough for the 10+ hour standard of video games.

Quote:
There needs to be a combat-ish system, or at least a way to attack

I mentioned that in the first post. While you can't combat The Operator, you can combat proxies (masked characters) with flashlights, knives or improvised melee weapons. However, for the sake of plot, you can't kill them, only ward them off.

Should I make a thread for this discussion?
_________________
Youtube /Slenderblog - Ended 2/21

Join us at Interplosion AW YEAH


PostPosted: Thu Aug 04, 2011 7:42 pm
 View user's profile Visit poster's website
 Back to top 
StarlitVixen
Unfettered


Joined: 03 Jun 2011
Posts: 393
Location: Rosswood Park

Randoman96 wrote:
Should I make a thread for this discussion?

Yes, definitely.

PostPosted: Thu Aug 04, 2011 7:56 pm
 View user's profile
 Back to top 
Display posts from previous:   Sort by:   
Page 89 of 239 [3578 Posts]   Goto page: Previous 1, 2, 3, ..., 87, 88, 89, 90, 91, ..., 237, 238, 239  Next
View previous topicView next topic
 Forum index » Chaotic Fiction » Marble Hornets
Jump to:  

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum
You cannot post calendar events in this forum



Powered by phpBB © 2001, 2005 phpBB Group