The truck is on your side, you need to follow it through the mine field, that might actually be why you keep dying.

Just stay behind the truck and turn when it does and you should get through fine, ---- and certainly don't destroy it.


Beware the grue!

Dark.
----- Original Message ----- From: "austin pinto" <austinpinto.xavi...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Friday, November 11, 2011 5:18 AM
Subject: Re: [Audyssey] require cheat codes and key bordcommandsforGMAtankcommander


i am just at the biggnning of the stage 4 and 1 more thing what should
i do with the atilearry truck? cause if i distroy it with gun or use
standard shells to distroy it my crou tells me that wasnt a good move

On 11/11/11, dark <d...@xgam.org> wrote:
Hi Tom.
I wasn't actually thinking about rp characters in terms of specific
weaknesses like superman's criptonite, but character flaws that make the
characters interesting people to play.

For instance in the weakly mutants and masterminds game we play, my
character was based on the idea of who would be the worst person to pickup an iron man type alien battle armour? A slightly dim, concert pianist with
good intentions.

he has no idea how his sute actually works (indeed interacting with the
sute's ai makes for a large part of the game), he doesn't know super science or indeed magic, sinse it turns out the sute is an ancient egyptian wrelick.
yet, these are things I've kept, sinse I don't want to alter him as a
character specifically.

he's grown and changed during the campeign, but character wise there are
sitl things I'd like to keep the same, just because even though it would be dam useful to have certain skills such as science or magic, it wouldn't be
in his character to have them.

That for me is the interesting thing about tabletop rp, using the system
dice and rules to make a character who is a distinct person on their own and
reacts dynamically to various situations.

interestingly enough i've just come back from a one off, just for fun game where there were no stats and system at all! the gm rolled a couple of dice
to determine things like combat actions and initiative, but the game was
entirely ad lib.

While not something I'd want for a long period it was great fun to do for a
change.

getting back to computer games, it would actually be interesting to have
more text walkthrough's around really. There are a couple on audiogams.net but there could deffinately be more, sinse I for one do enjoy reading them even for games I've already finished just to see what other people make of
the games.

This is even more true now that we have more complex games like time of
conflict and castaways, where text could possibly be a clearer way of
explaning tactics and stratogies coherently than trying to explain at the
same time in a full on audio walkthrough.

Beware the grue!

dark.


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