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File: 1351935443339.jpg-(551 KB, 1863x1431, 1337825096650.jpg)
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Did anyone ever post the full rules for time wizards? The pic included alludes to a full set of rules, which I would love to own a copy of!

Anyone got them or know where I could find them? I googled a little, and checked 1d4chan, no luck
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No but I want them.
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If this guy never shared the rules, he is the worst kind of human being possible.
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>>21411713
Bump for intrest
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Well, /tg/ has a reputation for mad creativity, and this is certainly mad and creative.

Building from the framework the OP presented in his post, perhaps we could build a Time Wizards! of our own?
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>>21411966
Op here, I'm not even slightly experienced in home brewing things, or even tging, outside of freeform rp and three matches of 40k I lost, but I do have a pretty decent imagination, so why the hell not?
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Clearly this is the thread where we make the game and the guy who shared the story was from the future, who traveled back in time to get the idea started. Time wizardry man...
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>>21411966
This is like being given Van Gogh's ear and shopping list and told to reconstruct "The Starry Night" from them.
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I'm gonna search through the other posts under the trip that posted the time wizards! thing
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Well to start off, clearly the betting was about rolling the highest number, then slapping away your opponent's dice to get as many of highs numbers to your side as possible.
I imagine this is a level-free game, with pools of d4s and d12s being allocated based on a standard amount plus/minus bonuses/penalties for the situation at hand (How relevant is the power of "putting on the swimsuit" to the current situation would decide how many extra/fewer dice one had).
If the game HAS levels, which levelling system would it have?

Clearly skills shouldn't be in the focus, as it's all up to the moments the PCs picked and their/the TM's interpretation thereof when it comes down to what these can do.
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SO:
1. The TM picks the difficulty which determines how many dice he is allowed to roll, which he now does in secret

2. The players may choose how many of their dice they take from their pool, then roll them (both in secret)

3. Players pick an action and may bid a score that can be made with any combination of the rolls they made, and they put these dice aside. This starts from the left of the TM and goes around once. These bids ARE NOT in secret, but which dice you pay for them with IS.

3b. The bidding possibly starts again, players can choose new actions or again try to get the same action (hedging bets adds additional skill). Dice cannot be used if already used in a previous bid.

(Dice that are rolled but not bid are lost)

4. The TM reveals his score, all players who are equally close to the TM's roll smash the dice they bid (for the relevant bidding round if using 3b) as fast as they can, the player who gets it down first wins and gets to take his chosen action.

5. If the closest play does not do so in an arbitrarily short time (time may change with round difficulty), the other players are given free reign to smash that player's bid and steal the action (cue desperate flailing over the table and dice being lost under the couch for all time).

6. Action resolves. If the action does not advance time, this process starts again, players have to use whatever dice they had left over. Otherwise all dice pools are refilled until the next event.

Obviously it would be freestyle, the rules do not determine how well something happens, just who gets the right to make up the ridiculous next step.
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Uh, I found the full original thread if anyone wants it, well, I looked it up on foolz

Also foolz said DM kroft had been posting semi recently, so if anyone sees him ask him for the original rules I guess

http://archive.foolz.us/tg/thread/18672838
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>>21412086
This game is insane, and would need a ludicrous amount of dice, also how does character creation work exactly? I didn't quite understand it

And ho would you play online?
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>>21412144
The slap phase is the most important part! Online play doesn't include the capacity to hurt yourself.

>>21412086
Should note that if you DO NOT resume time after a single bout, the water gargling rule in the OP pic is implemented.

As actions are totally dependent on the result of the slap phase, statistics like dexterity/strength etc. would need to be abstract.
Maybe if at the start of the game you got X points to assign to stats like:
Number of dice in pool. 1 point earns you a new d4, 5 points earns you a new d12.
Time allowed to decide each bet. 1 point earns you an extra second (I could see limited time for betting being unfair on the players sitting closer to the TM's left, bidding order might have to change direction each time)
Privilege to wear thin gloves when slapping dice. 2 points per layer of latex glove, 5 for a woolen mitten, 10 for leather, 100 for your larping platemail glove.
Ability to ignore the gargling rule. 5 points for the first gargling round, 15 for the second.

In addition to altering "traditional" gameplay, there could be stats that allow you to effect meta gameplay.
You may steal dice from your opponent if you can get away with it. 10 points
You are allowed to drop out of rounds to avoid drowning and/or impaling. 10 points and being branded a pansy.

You could add rules for playing at night, requiring that you sink points into your lightsource (matches, candle, flashlight). You could add rules for randomizing who is the new TM (for directing gameplay, determining difficulty of being the baseline roll) at COMPLETELY RANDOM intervals, sinking points into the ability to delay the changeover for 30 seconds while everyone desperately tries to finish what they are doing. You could add rules for reversing time, with the score of the last action being the new "TM roll", allowing you to create paradoxes. The only limits are your imagination and pain threshold.
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>>21412213
XP for new stat points could be gained equal to the difficulty of a particular turn if you won it (or you lose that many if you fumble your slap). Actions that are particularly creative might earn multiples of the difficulty, while bland or positively bad-for-the-continuum might only earn a fraction of the difficulty.
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>>21412144
>>21412213
>>21412232
How does the changing of events work? How do you promote a concept? Swim through a coffee table? How does all that bizarre shit tie in?
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>>21412516
The magic of imagination, there is no way in hell the system has legit rules for the shit going on in that picture.
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>>21412516
>I travel through 4th dimensional space to a point where this area was underwater, and the coffee table being used to block the doorway (not to mention the doorway and the rest of the structure) does not exist.

That is a creative way of using 4th dimensional travel, turning a price into a physical object and having it wear a swimsuit is not time related in any way.
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>>21412552

You're taking predefined segments of time and applying them to events elsewhen. Its time related in that respect.
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>>
This
This is now canon
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>>21412608
da fuck?

was supposed to refer to
>>21411980

I have no idea how that happened.
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Are the basic mechanics of gameplay sound? If not what would you change.

Also looking for ideas of how to moderate/direct what is allowed as actions.
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>>21412629
I think we need someone to compile what we have so far and explain it so it's easy to work towards understanding, I'm not that person though, I haven't got a firm grip of these concepts yet, I'm sort of grasping and groping and my hands are connecting and enclosing the concept but slipping slightly and repositioning themselves uncertainly
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I'm going to sleep, fingers crossed this thread lasts til tomorrow
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We have a TM and three players (John, Sally and Tom) with John sitting on the left of the TM, Sally on Tom's left and Tom on Sally's left. The TM describes that the group enters a dingy stripclub, and takes seats near the front. John requests the chance to perform wizard-related shenanigans involving the dancer's cup size, to which the TM agrees. At this point, all three players have a pool of 4d4 and 2d12.

The TM decides that "doubling the cup size of the dancer" (the PROPOSED CHANGE to spacetime) has a difficulty of 3d4 and 1d12. The TM then rolls his 3d4 and 1d12 in secret, and notes down the total score. At this point each player takes as many dice from their POOL as they want and roll them in secret, becoming their ROLL (any dice not draw from the POOL are put aside for now).
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>>21413057
John starts first, and declares he is attempting to travel forward in time to retrieve Human-Breast-Growth-Hormone from the year 2250 (the ACTION he wants to take to bring about the PROPOSED CHANGE) and bids 11. He now has to take dice with a total score of 11 from his ROLL (becoming his BID). He announces his BID and ACTION, but does NOT reveal which dice he is using for the BID (a pair of d4s and a d12, which add up to a total score of 11). It is now Sally's turn.

Sally, disgusted by John's intentions, declares she is attempting to punch John in the face, bidding 15. Tom doesn't feel the need to intervene, and wants to save his dice in-case the bidding comes around again. Now his turn again, John (worried that Sally might ruin his plans) decides he will make an additional BID of 8 on the same ACTION as his last BID, to hedge his bets. Sally cannot bid further, as she used all the dice in her ROLL on her last BID. Tom decides that he will bid this time around, and declares that he is attempting to create a portal to the past (when this area was a lake) in the middle of the club. Tom chooses to bid 15, the same as sally, so that if 15 is the closest to the TM roll he will get to race Sally to slap the dice first.
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>>21413060
The TM then reveals that he had a total of 9 on his dice, the closest bid being 11 by John. As John's bid was closest to the TM roll, he gets to enact his action. John triumphantly smashes his palm into the dice he used to make the BID of 11, successfully travelling into the future and returning with his magic-syringe. All the dice which were used in the ROLL and any BIDS are removed and NOT returned to the POOL.

John, still needing to actually deliver his package into his target, opts to continue working towards the PROPOSED CHANGE, starting a new round of bidding. By electing not to resume time, the continuum starts to destabilise, and all players must now gargle water while talking. The TM again rolls his 3d4 and 1d12 and each player may choose to roll any of the dice they have left in their POOL, becoming their new ROLL. John tries to declare his intention to inject the dancer 7 days in the past, bidding 12. Unfortunately, through John's gargling, the TM hears it as "I travel up in time 7 days to inspect the danger". Sally, laughing hard, passes the turn to Tom. Tom, desperate not to waste the opportunity, gargles out "I inject John with the syringe", bidding 10. John cannot bid again, having used all his other dice on the ACTION of getting the syringe. Sally passes again. Tom also bids 13 for the same action. The TM reveals that he rolled a 16, Tom slaps the dice in his 13 bid and John gets a chestful of hormones.
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>>21413066
The players decide that this is getting out of control, and resume time, refilling their pools and returning time in the club to normal. In further turns John manages to prevent Tom's birth (undoing the hormone damage), the bouncer is never hired and Sally disciplines all the other patrons in the past to prevent them from growing up to be perverts.
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>>21413070
>>21413066
>>21413060
>>21413057

While a nice idea, you're kinda missing the backstory/theme from the OP, i.e. you have moments of time stored that you can apply to other moments in order to create effects.

Its not wizards who travel in time. Its wizards whose magic is focused on applying a certain moment of time to the situation.
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>>21413143
I'm sure someone with better imagination could do that, but it was meant as an example of the mechanics, not the roleplay.
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>>21412701
Well, why don't you do it, then?
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This thread threatens to implode my brain.
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I'm gonna do a small collection of rules and add some of my ideas to it too.

It'll consider everything said so far to be ideas in brainstorming, so I won't be hearing or applying any critique to anything.

Want to add /d/ elements? Okay. Want to propose a different way to do things? Okay.

But MAGOS DEL TIEMPO aka TIME WIZARDS will become a real game this weekend.
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>>21413312
It needs more paradoxes. I don't care how many you intended on being possible, make it more.
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>>21413312
is there a way to go backwards in time? there needs to be a way to go backwards. and sideways.
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>>21413320
>>21413362
I'm compiling the ideas that we have so far and the original story ideas that should be able to happen in a game.

Gonna take an hour, or two, or three. Or the whole night. But I'm gonna come up with some kind of playable beta and all the ideas of alpha version.
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OP's post reminds me of pic related
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there should be a 1d4chan page about this...
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>>21414462
There will be, once I get this mess sorted out. I started to think a chain of events with a test character and decided to take a break after that. Continuing the work now.
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>>21414613
Paradoxes... Paradoxes everywhere...

I need some way to deal with paradoxes. Two biggest ideas right now are "if past changes then future changes accordingly" and "Who gives a shit?"

I think I'm going to go with both to save my sanity.
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>>21414975

But they aren't "Wizards in time"

They are wizards who cast spells relating to 'that moment in time'

That moment being the moment they become wizards. You know "I make Thomas clumsy as he runs, because his feet 'into bologna sandwiches'"
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>>21415089
Okay so, let me get this straight. Their powers relate entirely to the moment when they became time wizards, and, as such, that moment defines what they can do with other moments in time?
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>>21415174

If you'll read the OP picture, you'll find a few more details, but that's the basic concept yes.
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>>21415089
Yes, yes. BUT, if somebody has a way to declare that "But then I just rewind the vcr" there's bound to be timetravel shenanigans.
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>>21415200

I think you're rather missing the point.

I'm guessing 'Rewinding the VCR' was one of his Time Wizards chosen moments, but that doesn't necessarily mean it allows time travel.
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>>21415215
It might. But no worry, I think I came up with a an optional rule that would make paradoxes part of the game. Whether or not you use the rule depends on if Time master allows time traveling backwards or not.
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>>21415257

That sounds like it could get too complex, to be honest. The rules framework we've got from the OP is simple, and I don't think we need to get much more complex than that, we just need to work out how the pieces fit together and fill in the gaps. Making a system like this too complex can kill the pace of the game.
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>>21415278
OP says that the rules were intentionally complex. But at the moment this is one man brainstorming with a flowchart, so any critique is kinda pointless. I personally do intend to make the playable version to be simple and rules light because that's the kind of games I play and am most intimate with.

Gotta compile all the ideas first, make a playable beta and then start to figure out if this makes any sense.
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I think I've figured out character creation.

The GM spends time with each individual player, basically describing the character's everyday, mundane bullshit for a week's time. The player has until the week is done to pick a stopping point, or they have to deal with whatever they were doing at midnight when the week ends, which will obviously end with a lot of sleepytime wizards.

When the player stops the GM, they get to take five phrases that turn into their powers, from the events leading to the stopping moment.

EXAMPLE:
Timmy is well into the third day. His character just came home from work. On the way, he flipped off a dumb driver, accidentally beheaded his neighbor's mailbox, fumbled his keys at the door, put away his coat and wallet, picked up and moved the cat (that was on his recliner), sat down with a bag of fast food, unwrapped his cheeseburger, and turned on the TV to his favorite station, which sadly was playing a rerun of a stupid show, so he changed the channels.

At this point, he gets to pull FIVE powers out of what recently happened. Its been too far from work to do anything from there. But he can pull powers such as "behead the neighbor's mailbox", "fumble the keys", "move the cat", "unwrap the cheeseburger", and "change the channel".

These powers go as far as you can take them as-spoken. With "move the cat", you could very well move the letters C, A, or T in someone's name or levitate a tiger. With unwrap the cheeseburger, you could turn any cheeseburger into an eldritch grenade, causing them to "unwrap" their physical essence, exposing their cosmic innards.
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>>21415462
It's just...
Awesome.
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How the hell does one define too many odd events? I mean, as far as I'm concerned, too many odd events are bound to happen. Where's the cutoff point?
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>>21415603

TM's discretion. Or three concurrent alterations of reality in the same scene.
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>>21415462
Okay, that's the most solid idea how character generation could be done so far.

Personally, I'm thinking of taking a few game mechanics from Itras city, which is a surrealistic noir-fantasy game and see if they would fill the last spots... Gonna throw the flow chart here in a moment.
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bump
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Okay, sorry for the delay, but here is barebones flowchart that could be playable.

I got a headache now, but if you got ideas, questions or anything else to throw in the brainstorm, then please do so.

I'm getting rather sick, so I'll write example plays a bit later.
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>>21417117
Magos del Tiempo is going to be one hell of a game if that's the "bare-bones".
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>>21417117
OK, so... ugh... how do we determine how unchangeable an event is?
Some kind of measuring scale or do you roll to see how difficult the challenge you declare/that is declared is?

What of the soda gargling clause? That should come into effect during the paradox resolution rules.
Maybe have other types of things to gargle depending on what kind of paradox?
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>>21418053
How unchangeable something is? At the moment, based entirely on DMs intuition. If anybody comes up with some guidelines, feel free to share.

Soda gargling is part of "Time dilation". That is when you stay at the same moment and use additional effects. At the moment, I don't know exactly how many rounds you could do at the same moment, but I'm thinking that 2-3 rounds being the maximum before dice pools run out would be good. Paradoxes have no mechanical effect to the gurgling at the moment.
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>>21418228
I think I'm misunderstanding something then, or maybe I'm not.

So the soda kicks in when too many odd events happen, I'd assume odd events are things like time paradoxes.
A paradox could be triggered by two or more players all managing to alter time in some way that contradicts each other in the same round.
Then they have to gargle something while declaring their actions to fix it (undo their own alteration to time or the conflicting alteration of time, reverse time to before the paradox, or make time move forward past that paradoxical point).

Which means it's possible to have a time wizard duel to see whose alterations would stick in the event conflicting alterations arise.
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>>21418367
At the moment, paradoxes don't happen because two time wizards are doing two different things at the same time.

Now, the guy who got the highest number gets to describe first, then comes second and last is the third.

After that comes one of 3 things:
Time moves forward
Time moves backward
Time stays still and time dilation starts to appear

Time dilation/soda gurgling only happens if people start to flex their time wizard powers more then once in a single moment.

In game, the time dilation would start because two wizards are fighting for control on the effect that "sticks", but the actual mechanic is just that they are rolling more then once in a single moment.
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>>21418521
ok, different thing now.
How does time move at the same rate/speed/direction for every time wizard?

What keeps just one of them from going back in time and doing something else at the same moment their past self did something?
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>>21418574
That's a good question. I'm thinking that moving trough the time will be something that the players do not have much control over. Their powers are just something that they take with them from a single moment in their life, and those powers are the only thing that will constantly move trough the 4th dimension.

I'm writing/ripping off a a bunch of "game changer" cards that players/TM could draw once a session to change something in the game.

One of those cards would be moving back in time, one would be moving forward.
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>>21418638
And here are the "change" cards. All players, TM included, have a 1 chance to draw from this deck of cards during a session.
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>>21419139
Captcha, ya bastard.
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>>21419147
Doing this by myself is rather taxing, so I'm just gonna go and get something to eat and have a nap. Will continue working on this tomorrow and then los Magos del Tiempo/Time wizards will be done from my part.

Because I can't playtest it.
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>>21419147
this is going to be the most complicated game I've ever played, provided I can find/coerce any of my friends into playing it with me.
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>>21419353
Thanks?

Damn and all I did was to intentionally keep it as rules-light as possible while keeping the possibility to play all the shenanigans that the OP described viable.

A simple roll over system with some slap happy time and card drawing.
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>>21419476
Don't know if I'll be able to test play this since the problem is actually finding people who want to play this.

Might work better if they're drunk.
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>>21419625
The "slapping your hands down on d4s to gain something to your roll pool" mechanic is perhaps something that should be reconsidered for normal play.
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Guys, I love you, this is amazing, let's all pray to the dice gods we don't go insane and/or lose our grip on reality
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>>21419646
hmmm... just incorporate good pairs of gloves.
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>>21419776
It's pretty much written to the rules that you will lose your grip to the reality.

There's no dicegods here to save you.
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>>21419876
Well if I am going to go insane at least it's playing the greatest game
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>>21417117
You missed the most important rule, to shout out "Meanwhile, the TIME WIZAAAARDS".

The story in the OP even says it is the main rule.
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Morning bump
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I want this thread to have my children
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>>21421041
God damn it. How did I miss that?

>>21419812
That'll work. I also am thinking of way to get this work in internet play. so I gotta come up with some other method of gaining roll pool.

If you guys have any ideas, keep posting them. There's absolutely no critique going to come from my side of things while we do this brainstorming, so however stupid you think your idea is, then just post it.

If for no other reason then to help people(Me at the moment) realize that "hey, I didn't think of this way. This exactly might not work but there's something salvageable in here."

As for todays program, I'm gonna start with addinf some sort of mechanic to allow online play and write some play examples. At the end of the day, if nothing new comes up, I'm going to test it by myself in need be, throw together a PDF and finish it.
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>>21424602
For online play, you could have some kind of voice warbler rather than just gargling through some kind of drink.


And I don't particularly like how the players have so much control when they roll less than the TM. Perhaps it should be that the TM decides what happens, with guidelines from the no rules, if the players can't pass the roll.


And should the first person to slap down go first, or should they get to choose when they go after all actions are declared?

Winning the slap roll means that the players after you know what you are doing, and thus can counter it or change it to their own advantage.
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>>21411713
>¡meintras tanto, los MAGOOOOS DEL TIEMPOOOO!
That is so fucking Mexican. But also it sounds fun.
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>>21424638
The idea of the winner going first was that his effect, whatever it is, becomes unchangeable reality for that moment. The second person has to abide by that reality with his effect, and the third person has to abide by those two unchangeable things before him.

That way, the first one has the most power over the situation, but I can imagine how somebody might be able to counter that with imaginative use of his effect.

It's something that definitely needs testing.

I gotta go for a few hours, but if anybody finds a good voice scrambler that makes insane sounds come out of your mouth over the internet, then we're golden.
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>>21415462
That´s what I got from OP too. Let's go with it.
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Glorious Bump.
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Bump for chance to get home and save
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>>21424602
What method would one even use to play this on the internet?

IRC? Skype? There's a lot of yelling and preforming involved in the game play mechanics.
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>>21428179
I have a few ideas. Some kind of competition simple competition is needed for the slap phase to have minimal changes. Time dilation can be done with running your effect trough translators a couple of hundred times and Interpreting what comes out.
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>>21412116
it's also on suptg
http://suptg.thisisnotatrueending.com/archive/18672838/

>>21428225
Have you considered incorporating the lag time into game play mechanics?
Or declaring a temporal paradox (or something along those lines) if one player lags out especially hard?
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>>21428225
Also, the reason why I haven't posted anything is because I decided to take a good long break after Australia and Africa went full gay on each other.

Its like a writers block in my head now.
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>>21428265
The player character turns to turnip. Or something. Easiest way is just to declare that something has happened to the character and everybody else just goes with it.

Once the player gets back, he'll probably have something interesting to come back to.

But lag during slap phase would be bad. If nothing comes up, then some kind of simple rolling mechanic will become the name of the game.
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Well, if anyone is interested, I'll be on sup/tg/ #timewizards

Trying to continue without continent on continent Yaoi.
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Hopeful bump.
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Okay, it's in somewhat readable form now. Hopefully some elegan/tg/entlemen and ca/tg/irls find some use from this:

http://pastebin.com/Q5JgMvNw

>>21419147
Here are the "Change" cards. I'll be trying to come up with a dicebot program to play this game online.
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>>21432114
>>21432114
Okay, now dicebot got the files too.

A thing about making this work for online play:

Everybody chooses their dice, but instead of going for the one that has the highest sum, the dice go individually against each other.

Say, first round was Kromgols 3,6,12,4 on normal difficulty. Morgan the TM rolls 4,5,10,4

3 loses to 4, 6 wins 5, 12 wins 10 and 4 ties with 4.

Kromgol wins because his 12 beats TMs 10 by two, 3 loses by 1 to 4 and 6 wins by 1 to 5, leaving him at 3 wins +2 against TM.

Matt rolls 4,6,10,4 giving him only one win and +1.

Noh rolls 3,5,3,2 giving her 3 losses and helluva lot of minus points.

Kromgol and Matt both roll their "Yes" cards and describe their effects, Kromgol first, after which TM rolls for Nohs "No" card and describes how her effect fails.
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>>21433053
Sorry, Kromgol gets two wins +2
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What time is it?
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>>21433297
Wizard Time.
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>>21433441
Okay.

Leveler.
>>
Last bump from the guy who did a thing.

If anybody wants time wizard homebrew rules, you can find them in this thread. 'Twas a fun weekend project, I can heartily approve doing things like this for. Opens up your mind if for nothing else then to find out shows like "Thank god you're here" and "Whos line is it anyway".

If somebody wants dicebot files, then, but those are pretty easy to make yourself too.
>>
>>21434830
thanks for putting together a base for anyone who wants to try this.

I'm going to see if I can get a couple of buddies of mine interested in playing this sometime with me.



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