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 Post subject: ZGG's 2006 Call for Blackmoor Writers
PostPosted: Oct 19, 2014 5:36 am 
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Lord of the Regency Council
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 Post subject: Re: ZGG's 2006 Call for Blackmoor Writers
PostPosted: Oct 25, 2014 6:12 pm 
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Le Noir Faineant
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Yeah, me, for example. Not a bad experience, though the later weaknesses of the BM MMRPG management lamentably already shone through.

- But, if the opportunity returned, I'd do it again, in a heartbeat. :)


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 Post subject: Re: ZGG's 2006 Call for Blackmoor Writers
PostPosted: Nov 23, 2014 5:14 pm 
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Duke
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It would be fantastic if this site could continue the MMRPG experience, even if we published a single adventure every six months or a year...

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 Post subject: Re: ZGG's 2006 Call for Blackmoor Writers
PostPosted: Nov 24, 2014 7:12 am 
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Le Noir Faineant
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Actually, there's quite some stuff out there that is not yet available online; what about you pester some of the old authors (not me, by any means) to share their files with you? :) Weren't there, what, about 80 episodes, in total?

Writing modules that continued the fight against the Egg of Coot would require, well, that we agreed on what the Egg actually was. :wink:


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 Post subject: Re: ZGG's 2006 Call for Blackmoor Writers
PostPosted: Nov 24, 2014 8:31 am 
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Lord of the Regency Council
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 Post subject: Re: ZGG's 2006 Call for Blackmoor Writers
PostPosted: Nov 24, 2014 8:33 am 
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Lord of the Regency Council
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 Post subject: Re: ZGG's 2006 Call for Blackmoor Writers
PostPosted: Nov 24, 2014 4:17 pm 
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Duke
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I think you should develop a template (with all the editing details, such as fonts, spaces, columns etc.), then the authors can put together the adventures, possibly avoiding too high level of playing (at least at first...), so we won't need to go into the detail of the real nature of the Egg etc.
Maybe you should identify a mapmaking tool (free download, if possible), so the maps will all look similar as well...

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 Post subject: Re: ZGG's 2006 Call for Blackmoor Writers
PostPosted: Nov 24, 2014 8:40 pm 
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Comically Terrible
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Man, I wish I could have gotten in on this back in the day-- getting a foot in the door while writing for such a rich setting? Yes, please!

As far as making a fanon Not-necessarily-the-MMORPG modules... Well, I've got this adventure path of my own I'm working on... however, I do have several ideas brewing for Uther's Age adventuring goodness.

Or maybe I should just write that novel Rafe has been wanting... ;)

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 Post subject: Re: ZGG's 2006 Call for Blackmoor Writers
PostPosted: Nov 25, 2014 1:19 pm 
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Lord of the Regency Council
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 Post subject: Re: ZGG's 2006 Call for Blackmoor Writers
PostPosted: Nov 26, 2014 5:21 am 
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Duke
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In general I agree on the setting. Probably sticklng to the same ruleset is a good idea as well for consistancy, although I'm open for potential improvement on this issue.

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