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More Elder Scrolls 4 Oblivion Mac available on the site. Solved - I need to confirm something. MCD y MCM - Ejercicios Resueltos - Razonamiento Matematico. This mod is a joint effort to fix the vast amount of bugs currently existing in Oblivion v If you're experiencing a bug with Oblivion and it's. Our Elder Scrolls 4: Oblivion message board is available to provide feedback on our trainers or cheats.
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Update Notes Bug Fixes Fixed a crash caused by bad form IDs Fixes an issue where the game would try to use a form IDs that was either restricted or not available yet. This patch is NOT compatible with copies purchased via direct2drive or localized versions of Oblivion. If you have Oblivion and Shivering Isles installed you will want to use the Official Patch for Shivering Isles. Oblivion Discussion - The Nexus Forums For some reason in the GOTY Bethesda put the Oblivion patch in the Shivering Isles. Download Elder Scrolls 4 Oblivion Mac Fast and for Free.
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Duck Island (In Which I, the GM, am the horror story)
- I no longer GM in the way I did in this game.
- I do not look back at my actions as a GM with pride or pleasure. There are better ways to end campaigns than to decide, "Well, time to do something CUH-RAZY!" or "Screw this, I'm gonna make the last session awful!"
- And as such I do not endorse anyone running a game this way. It is, however, a funny story to tell, if a cautionary one.
- A dear friend of mine who made a serious elf fighter woman. We'll call her Lori. Was generally chill and still laughs about this story to this day with me.
- A guy who we will call Abraham. Abraham wanted to play a different sort of game than everyone else (we'll get into that) and misread the rules purposely to get advantages he should not have had. (See: CHEATING.) He was obsessed with summoning, winning at make believe, and being a super capitalist in a dungeon crawling game.
- A pair of players who... Uh... I guess they were present. They were good friends, but they were oddballs at the table, did everything together, and generally... Okay, they were present. I'll name them Bread and Butter. They played... I forget. Otter people or something?
- A player who was also pretty chill and caused no real problems. I'll call him Twitch. He played the rogue.
- And, of course, me as the DM.
But before we can get to the campaign itself, we have to begin... at the beginning!
The Dawn of a New World
So, the campaign opens up, actually, with us working together to make a world using the Dawn of Worlds system. It was a fun experiment. Early on the players decide they want the world to be an island world. We each play the roles of deities, I draw a map and update it in the chat (Skype, as I recall) and we start making the world.
Things go relatively well at first. We've got a fairly interesting world with weird islands. There's these rock dudes, and a corrupted lava form of them called slagkin, and there's all these weird and interesting races that each player is making. (There's also spiders on the moon, but the player who made those I think achieved Nirvana IRL after smoking too much weed and never came back.) There's these pelican people, there's pirates, there's raiding and stuff...
And then there's Abraham's halflings.
See, everyone else in the world stage was interested in creating stuff for the players to explore. Y'know: strange races to encounter (and for me to stat up), monsters in the seas, weird terrains, etc. They made up cool monsters, and they created a variety of cultures, etc.
But Abraham just wanted to make halflings, and by God he wanted his halflings to be the best at everything.
Everyone had agreed on an island world, as said. Well, Abraham had to make sure his halflings were the most advanced. And how do you do that on an island world? Why, you have your halflings invent steampunk airships, that's how! And you make them all powerful shapeshifters. And you make them the masters of magic. And you make them create the fantasy UN, which they're the head of...
And when another player decides they've had it up to here with your damned halflings and starts turning some of the shapeshifters into werewolves that attack the halflings and creating a little havoc so it's not just halfling planet, you tell the GM "Hey, I know we've only done two out of three of the Dawn of Worlds ages, but I think we have a GREAT planet right now and we should stop literally right now before my precious halflings actually get hurt."
Well, that's fine. Whatever. I'll run the game with the world as is.
The Actual Game
I'll be real: I wasn't having fun with the campaign. At first I really and truly tried to keep it interesting, but this campaign made me hate Steampunk. Here I'd had a beautifully mapped island world full of ocean encounters and stuff, and one cheeky player decided that we were gonna have an aerial adventure instead. Well, crap.
But still, I did try at first. I don't remember the adventures I ran at first. There were some sky pirate birds, I think, and some gangs. We didn't actually progress all that far, mostly because while I enjoyed Twitch and Lori as players, Bread and Butter kind of just memed and joked their way through the game and Abraham was actively making me ANGRY. And problems kept mounting, people kept not wanting to follow the polite gestures toward the railroad tracks, and I just... lost enthusiasm.
So, I did what any reasonable GM would do: I told them gently that I no longer had the drive to run the campaign, and I asked if someone else might be able to take over a new one.
I'm kidding! I was an unreasonable GM and I began drafting plans for their punishment...
In this setting, we had dragons. Only we also had this jackass chaos god (played by Lori) who liked to screw with others' creations, so this chaos god made some of these dragons into weird dragons. These dragons - let's call them Aberrant Dragons - could sprout any number of changes. They might grow tentacles or a hundred eyes, or they might suddenly become sleek and eel-like. They might suck things in rather than breathing fire, or they might literally become like giant worms that chew their way through mountains.
As the GM, I decided this meant they could even become Duck Dragons.
The party was motivated by money, and their airship was badly damaged or stolen or something. I don't remember exactly. The point is I forced them out of the sky and onto the water, more specifically into some port town. They decided they needed money, so when I dangled a plot thread about an island with a dragon and a huge bounty on dragon eggs on the black market, they took the bait immediately.
The party decided to hunt down the dragon. They commissioned some old piratey sort of lady to take them to the distant shores of that island. They packed some supplies, stuffed their treasure on board (Abraham would never leave the treasure somewhere he couldn't keep his personal eye on it), and promptly made their way to the island.
On the way to the island, they heard some splashing and a distant, giggly sort of "Coooooo!" The players didn't tense up so much as they regarded the situation with confusion. Then they saw the dragon.
It was a dragon, yes, but it had a duck's bill instead of a regular dragon head, and it didn't fly so much as it just danced and skipped across the water. Like something out of a bad trip, the dragon started circling them in a way that couldn't be called menacing so much as it was concerning.
The party started hatching plans to deal with the dragon. Then it exuded a sort of strange pink gas, circled the boat so the gas would surround the party, and skipped away back toward the island.
What followed was actually an interesting enough scene. The gas was confusion gas, but I didn't want to use the Confusion spell. Instead, I wanted each player to be in total control of their actions, but to see completely different things than the other players. I pre-wrote different scenarios that one might encounter on a failed saving throw. Only one player passed the saving throw (Twitch).
So, I told everyone in the Skype call that all talking was to cease, and to please not message each other the details of what I tell them. I told everyone I would be sending them individual messages about the situation going on from their perspective, and they were to type back to me their reactions. I had pre-rolled initiative and would settle things accordingly.
This part isn't the horror story. It was fun enough, and after the party suffered through some hallucinations and endangered themselves until the Confusion effects wore off, everyone was in a fairly high mood and chatting with each other quite eagerly after such prolonged silence. They were confused, but they were ready for whatever weirdness next session would bring.
Next session was awful.
Any experienced GM can tell you that if you go into a session in a vindictive mood, you aren't going to run a good game. It might seem fun or clever at the time, but it can and will ruin friendships, or at least break up the game. An adversarial GM is a bad GM.
I, however, had not learned at this point to settle things between sessions, or how to communicate like an actual adult, despite allegedly being one. So, I ran the game in a foul mood, intent on punishing my players for ruining my island setting and generally just making me not have fun running the game anymore.
(In retrospect, most of my 'not having fun running' issues were because of being an unprepared newbie GM who also didn't get to run the campaign he wanted to run. Mistakes were made, and I deserve as much blame as any of the players.)
The party set foot on the island, which was this jungle-covered morass, the sort of thing you might see on Madagascar or in the Congo. It had swamps, huge trees, vines, etc. But the players were happily surprised to see a huge egg not too far into the jungle!
Predictably, the players surged forward to collect the egg, albeit not before rolling perception for trouble. They didn't see anything. But once they got close to the egg, it suddenly stood up on two duck legs, ran toward them, and exploded in acidic yolk.
So, the party encountered the first monster on the island: giant exploding duck eggs. That was a thing.
Next they encountered velociquacktors. They're like velociraptors except they're ducks. The players started noticing a theme. Bread and Butter were pretty cool with the silliness, I think, but everyone else knew something was off.
The party went further into the jungle. They encountered more exploding eggs, more velociquacktors, some duck-themed scenery, and eventually came to what they assumed was the dragon's cave. They didn't see the dragon, so they decided to go inside. Immediately, they were assaulted by Quacklings, which I explained were like halflings except they were ducks. This annoyed Abraham, and that pleased me.
(Hindsight is 20/20, but I should've just called them ducklings. Oh, well.)
Also noteworthy: I had the party roll Perception checks as they entered the cave, and none of them passed. You'll see why later.
But the worst travesties had yet to come. The party went into the dragon's lair, and by then they knew I was building up to something. They fought a few more duck-themed monsters until they encountered... a duckubus.
Yes, literally a duckubus. Poor Lori and Twitch fought the duckubus while the rest of the party fought more quacklings and velociquacktors. Lori's character got kissed by a duck and subsequently level drained. That ruffled some feathers.
However, I did have one monster that did not quite fit the bill. The party noticed the cave was partially submerged in water, and they'd have to swim through the water to get to where they figured the eggs were hidden. As they started wading into the water, they were attacked by a literal trash monster, an otyugh.
The party decided they'd had enough of the damned island at that point. Having spent most of their resources, battered and weary, they started leaving the cave.
As they left the cave, I had the party roll Perception checks again. This time the majority of them passed, and they noticed that the stupid duck dragon that had spewed confusion gas at them before was sitting right on top of the dang cave, barely hiding at all. Suddenly they weren't ready to leave the island just yet, because they REALLY wanted to teach that dragon a lesson.
So, Lori the elf pointed her spear at the dragon and demanded, "Give us your damned eggs!"
"Okaaaaaay!" the dragon replied with a coo. It turned around, lifted its butt up, and squatted.
Predictably, everyone bolted before the eggs started hitting the ground. They were chased out of the jungle by newly hatched velociquacktors all the way back to the boat. They got off the island and...
And that's where I stopped the campaign. Not with a party wipe, not with a cool boss battle, not even with a polite "And that's that, folks!" I just sort of stopped running the game after that in the most passive aggressive way possible, because at that time I was not a mature person.
I don't talk to Abraham anymore, though honestly that might be a good thing. I kept in touch with Bread and Butter for a few years, and even played in a game or two they ran, but I've lost contact information for them since then (since we mostly communicated via Skype and WoW, and I don't use either of those now). I likewise kept in touch with Twitch for a good while, but he and I stopped talking, eventually, too. Lori is the only player that I still keep in touch with, and for a long time Lori didn't trust me to GM anything after that.
See, the reason this is such a bad story is that nobody from that table really trusted me to run anything ever again once I pulled this stunt. In fact, this took place around 8-9 years ago, and Lori has only started considering me as a potential GM for things since about two years ago. I just kind of got this reputation as a lazy GM that will rage-quit his games into oblivion because of what I did.
Never run a game out of anger. If you're not having fun - if any of the players aren't having fun - then nobody will have fun. It's better to quit amicably than to prepare some clever comeuppance for those uppity players. You presumably have actual friendships on the line with the people you're playing with. And if you don't... uh, why are you playing with them?
I'm a very different kind of GM now, and I can look back and laugh at this. However, being a good GM means owning your mistakes, both in the past and the present, and most of all it requires good communication. It also requires a level head and an actual desire to run the game. If you're just running the game because somebody has to, you might not be cut out for GMing long-term, at least not presently.
Anyway, I'll get off my soap box for now. I hope Duck Island was a brief but silly distraction for your day, and perhaps even a teensy bit educational. Peace.