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Psychout wrote:Burn wrote:And better yet, why does it need an ongoing storyline?
Because HMW is full of roleplayers who want a structured command, a leader to follow and a feeling of achievement after completing a certain task as opposed to the current monotonous growth with no particular success measure.
In layments terms; Plot to follow.
Psychout wrote:Burn wrote:And better yet, why does it need an ongoing storyline?
Because HMW is full of roleplayers who want a structured command, a leader to follow and a feeling of achievement after completing a certain task as opposed to the current monotonous growth with no particular success measure.
In layments terms; Plot to follow.
Uncrazzimatic wrote:I'm sort of half and half. Though I'd like to see a story with characters (leaders or otherwise) I think that it should not go in to too much detail so that players have enough room to fit their team in to the story without compromising their ideas too much.
Burn wrote:Uncrazzimatic wrote:I'm sort of half and half. Though I'd like to see a story with characters (leaders or otherwise) I think that it should not go in to too much detail so that players have enough room to fit their team in to the story without compromising their ideas too much.
You mean being able to play and develop their characters the way they want to?
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