HansR wrote:The retconjured Klog 2 has another probably unintended change: Clevermancy now uses elements Life and Motion, previously it used none.
I assume the Titans will apply some Reretconjuration.
By the way, Klog 3 seems to be missing from the Hi-Res Archives.
Batman1016 wrote:You know, speaking of Retconjuration . . . .
I'm looking at Parson's Klog #2 right now, and the chart says that Clevermancy is a combination of Life and Motion elements, which makes no sense since those are the elements of Eyemancy. The wiki says that Clevermancy is non-elemental, which is what I assume you were actually going for.
Might want to correct that, especially before you put it in the book.
Parson's Klog #4, paragraph 2, line 3 wrote:include flight, fire, regeneration, poison...
shadow729 wrote:gameboy1234 wrote:I don't think Parson has a "move." I think he just walks, so I'm saying we might get a clue as to how big a hex really is.
Erfworld is not a game. Some of this stuff is real, not just a simulation of game mechanics. So I think Parson's "realness" is going to interact with the world's "gameness" in odd ways. One of which is Parson doesn't (apparently) have stats. He just is. And he walks, he doesn't have move.
I often use game-like comparisons when I describe Erfworld events, but the authors don't consider Erfworld to be a game, it's a "real" place.
My 2 cents, anyway.
I was under the impression that he has stats, just vaguely defined ones that no one knows for sure. I mean, he can't read them, but he is clearly affected by various portions of the game play.
Justyn wrote:Wonton wrote:Ummmmm.... can I just say 'I don't get it'? XD
What's Retconjuration? I'm missing the joke here, obviously.
Take your pick on your explanation: The long and incredibly in-depth Wikipedia article; or, the short, funny, and to the point TV Tropes article.
nerf-dweller wrote:Of course Parson has stats. But with him not being of Erfworld, Erfworlders(?) can't see his stats.
gameboy1234 wrote:Hmm, interesting. Parson thinks he can walk two to three hexes. On road? Over rough terrain? I wonder if we'll get a clue soon how "big" a hex really is.
It feels to me like a hex might be one mile, but a hex could be more. I can walk four miles in about an hour, on level roads (well, sidewalks). I could speculate that Parson is going to walk more than an hour before he has his picnic.
Yeah, and the twoll does seem to have a Russian accent, doesn't he? "Peekneek."
P.S. Retconning is ok with me, esp. when you let us know why you did it.
cservant wrote:Average distance is 30 miles a day on level grassland for walking. I've always used this stat. I don't remember where I got it, army manual maybe? Anyways, that would mean for 1 turn he could do 30 hexes. I'm assuming a turn is equal to a day, roughly. Paved roads/sidewalks are a little faster.
gameboy1234 wrote:Parson is in terrible shape, so I think 30 miles in one day may be out for him. Also I think Turns are actually variable numbers of hours. That's a game world mechanic right there. If it were possible to just not end a turn, I think Parson could walk for quite a distance.
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