Author Topic: Afrika Korps - A community roleplaying adventure in 1942  (Read 10364 times)  Share 

Re: Afrika Korps - A community roleplaying adventure in 1942
« Reply #120 on: 24 Oct 2012, 22:25 »
>search crates.

Crimson Wizard

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Re: Afrika Korps - A community roleplaying adventure in 1942
« Reply #121 on: 26 Oct 2012, 20:00 »
>search crates.
Alright, since WHAM did not post a continuation yet, I postpone my own command and +1 this (because why not use the opportunity and search crates...) :)

miguel

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Re: Afrika Korps - A community roleplaying adventure in 1942
« Reply #122 on: 27 Oct 2012, 12:24 »
> smash and then search crates

Lt. Smash

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Re: Afrika Korps - A community roleplaying adventure in 1942
« Reply #123 on: 27 Oct 2012, 13:46 »
> smash and then search crates
I wouldn't risk smashing possible ammunition boxes. Who knows if it contains grenades which could explode?

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Re: Afrika Korps - A community roleplaying adventure in 1942
« Reply #124 on: 27 Oct 2012, 16:43 »
> Search crates.

Having used and maintained the radio in the past few weeks, you know perfectly well that the crate underneath the field radio contains several spare batteries and other assorted spare parts, as well as some cable that can be used to extend the antenna to get better reception.

You open the second crate, underneath the table, and discover an OLYMPIA -brand typewriter, along with assorted ink ribbons and several stacks of paper, some blank, others with prepared fields for entry of reports and requisitions.


Quote from: Ghost
My penis still talks to me in the dark of the night but that's okay, he always does that.

Ponch

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Re: Afrika Korps - A community roleplaying adventure in 1942
« Reply #125 on: 27 Oct 2012, 18:36 »
Use typewriter to begin a play-by-mail role playing game. It'll be a game within a game. It will be awesome!  8-)

Or we could just...

> TAKE LAMP!
Ready For Summer!

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Re: Afrika Korps - A community roleplaying adventure in 1942
« Reply #126 on: 27 Oct 2012, 18:47 »
> TAKE LAMP!

+ 1
YAY for the lamp   :grin:
Please click my dragons  -     

Re: Afrika Korps - A community roleplaying adventure in 1942
« Reply #127 on: 28 Oct 2012, 09:22 »
> TAKE LAMP!

+1
We NEED the lamp :D

miguel

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Re: Afrika Korps - A community roleplaying adventure in 1942
« Reply #128 on: 28 Oct 2012, 11:41 »
>use battery with radio
>use cable with radio antenna
>use radio to contact command center

Stee

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Re: Afrika Korps - A community roleplaying adventure in 1942
« Reply #129 on: 28 Oct 2012, 21:21 »
It looks dark outside so

>Take lamp

>Stroll outside
<ProgZMax> I got an idea - I reached in my pocket and pulled out my Galen. <timofonic2> Maybe I'm a bit gay, enough for do multitask and being romantical

WHAM

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Re: Afrika Korps - A community roleplaying adventure in 1942
« Reply #130 on: 29 Oct 2012, 20:58 »
> Take lamp

After much consideration you pick up the lamp. It will not fit in your rucksack and if you would light it it would also pose a fire hazard, so you hold it in your hand.


Quote from: Ghost
My penis still talks to me in the dark of the night but that's okay, he always does that.

Crimson Wizard

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Re: Afrika Korps - A community roleplaying adventure in 1942
« Reply #131 on: 29 Oct 2012, 21:30 »
and if you would light it it would also pose a fire hazard
...now, people, don't you even think...
 :P

It looks dark outside so
It's actually mid-day outside. Check previous pictures.

My proposal again is:
> Go to the tent III (archeologic artefacts).

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Re: Afrika Korps - A community roleplaying adventure in 1942
« Reply #132 on: 29 Oct 2012, 21:40 »
You fools!

> Return Lamp!!!!!

Stee

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Re: Afrika Korps - A community roleplaying adventure in 1942
« Reply #133 on: 29 Oct 2012, 22:17 »
It's actually mid-day outside. Check previous pictures.

Aye, but in the last picture the glimpse of outside you can see from the tent looks dark. Maybe all this deliberating about whether to pick the lamp up means a lot of time has passed  :-D

Anyway

>Rub lamp  8-)
<ProgZMax> I got an idea - I reached in my pocket and pulled out my Galen. <timofonic2> Maybe I'm a bit gay, enough for do multitask and being romantical

Ponch

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Re: Afrika Korps - A community roleplaying adventure in 1942
« Reply #134 on: 30 Oct 2012, 02:08 »
Ohmigod!!! We're touching it!!  :shocked:

I'm scared!
Ready For Summer!

Lt. Smash

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Re: Afrika Korps - A community roleplaying adventure in 1942
« Reply #135 on: 30 Oct 2012, 09:41 »
My proposal again is:
> Go to the tent III (archeologic artefacts).
+1

miguel

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Re: Afrika Korps - A community roleplaying adventure in 1942
« Reply #136 on: 30 Oct 2012, 10:49 »
> check if the bloody radio works!

Crimson Wizard

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Re: Afrika Korps - A community roleplaying adventure in 1942
« Reply #137 on: 30 Oct 2012, 11:30 »
My opinion is that there's nothing this character may send on radio right now. He has no knowledge on current situation, he may not even be sure that something wrong had happened.

miguel

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Re: Afrika Korps - A community roleplaying adventure in 1942
« Reply #138 on: 30 Oct 2012, 11:56 »
Allow me to disagree my fellow roleplayer, my opinion is that he has all the feelings that something is terribly wrong. Life in the army involves something called a role call, (early on in the morning), well it's mid-day and he was asleep and does not remember why wasn't he awake by dawn like every other single day in his life as a military. There's nobody around, not even sounds of the daily chores soldiers must do. He has a radio in front of him and should try to contact a superior rank soldier to find out what's going on in there. Plus, I believe the radio is portable, meaning that he should carry it with him.
Between the radio and the lamp I would take the lamp but we all know by now that the lamp is haunted...

Crimson Wizard

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Re: Afrika Korps - A community roleplaying adventure in 1942
« Reply #139 on: 30 Oct 2012, 12:23 »
Allow me to disagree my fellow roleplayer, my opinion is that he has all the feelings that something is terribly wrong.
<...>
He has a radio in front of him and should try to contact a superior rank soldier to find out what's going on in there.
How could possibly a distant HQ better know what's going on in his camp? I'd suggest he at least try to search surroundings first, so he would at least know what to report about.
« Last Edit: 30 Oct 2012, 12:25 by Crimson Wizard »