The Forge Reference Project

 

Topic: My Life with Master: Origins
Started by: Mike Holmes
Started on: 7/2/2003
Board: Actual Play


On 7/2/2003 at 3:34pm, Mike Holmes wrote:
My Life with Master: Origins

Well, Origins was a great time, as usual. Late one evening I found myself in a hotel room with a bunch of folks, and we were trying to decide on a game to play. It looked like we were going to do TROS until someone asked about MLwM. I told them that it had been great in playtesting, and that I'd run it if I could remember the rules, and they were really interested. I did, and they were, so off we went into that danse macabre that is MLwM.

Names have been ommitted to protect the not-so-innocent. If players want to admit to their characters and their actions, they can post below. Instead of trying to do a recount of play which I feel could not possibly recapture what happened, I'll just post some tidbits and impressions. I'll also leave the secrets of the mechanics alone unless Paul wants to talk about them.

First, however, the Dramatis Personae:

The Master: I gave him a name, but it seems that you rarely use such a thing in play. It's just more fun to call him "The Master". Our Master, as devised by the players was a very wealthy man who had inherited a chemical company. He had used profits to set himself up in a building he'd purchased in a sleepy little town in upstate New York. He resided in the loft/penthouse atop the small tower. A completely emotionless man, the master had a desire to conquer women, and to do so required a concoction that was mad in part from the tears of children. Here's where the minions come in...

The Minions:
Albert the Albino - the buttler and chaufeur for the master, Albert was a giant who could intimidate anyone when not intimidated himself by the sun. He also could not speak unless a bell was rung in his presence.

The Gardener (name not remebered) - this man had been employed by the Master to tend to the gardens about the tower, and to other "chores". He was adept at disposing of bodies that tended to occur around the master, but somehow could never conceal well the bodies of pretty women. In fact he was unable to speak to women at all unless it was on the subject of gardening.

Pug - Pug was part dog, the result of an experiment my the master than had produced him a son. Human enough looking, pug could pass amongst people, but tended to have some dog-like behaviors like the tendency to "mark his territory". He also retained his canine sense of smell.

Wolf Boy (name forgotten) - another son, and result of experiment, the Wolf Boy appeared completely as a dog, but was possessed with the brain of a human. Thie meant that he wasn't allowed out of the apartment without a leash, and the pretense that he was merely a pet. His heritage had left him with immense speed, which allowed him to outdistance others except when he came across water which he feared for some reason.

Ridiculous (given name forgotten in preference of the Master's nicname for him) - a chemist obtained from the company, Ridiculous was a dwarf nebish who had no real experience with the outside world. Tiny, he couldn't use most equipment unless it had been sized for him. He was, however, capable of creating almost miraculous concoctions, though in the end they never really seemed beneficial to anyone.


Tidbits:

Albert looming over the Master's date to prevent her from fleeing.

Wolf Boy knocking a grandmother down and stealing her cane so that Pug could grab her granddaughter.

The Garderner barging into a lady's appartment to get some Begonias, and being beaten back outside with a watering can.

Ridiculous's trip to the Peep Show.

Pug giving the little girl ice cream. Then later having to beat her to death and using her grandmother's cane to do it.

The elevator with the Master's date on it opening up to see Pug holding the little girl in a tarp.

The gleeful look on Albert's face as he resisted the Master's command to clean the kitchen and instead pursued Wolf Boy and the Gardener who had orders to kill the Master's date (she having seen too much).

The Gardener's insistence that, after Wolf Boy had knocked out the Master's date, that she be put into the shed instead of buried.

Riduculous then showing up and suggesting that if Wolf Boy were to use his scalpel to disfigure the woman that then the Gardener would be more inclined to get rid of her properly.

Wolf Boy dragging the body off to the river, and Albert's thrashing about in the water looking for it.

Wolf Boy's several pathetically unsuccessful attempts to kill himself.

Albert using Ridiculous's new concoction to bring the Master's date back as a zombie, and the implications that followed.


MLwM is amazing in play. Players are constantly agape at the play of the other players ( I know I am). And it's not like this is just the players willingly being overly grotesque, somehow when players are making this stuff happen, it all makes sense in terms of the characters and the situation. Basically the system serves to create what seems to me to be amongst the most intense moments of play that I've ever encountered. And it does so with remarkable regularity and fecundity. Like every 15 minutes of play or so.

I'm not the greatest GM. I'm sure that I misremembered some of the details of the rules. And I had no prep at all. And still we were able to have a great time, just based off the basic concept of play driven by the mechanics. I'm probably sounding like a raving fanboy here, but this really is quite a game, IMO. I'm sure other's will agree...assuming they want to admit to playing. :-)

Mike

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On 7/2/2003 at 4:04pm, Jason L Blair wrote:
RE: My Life with Master: Origins

I may or may not have played the Wolf Boy who may or may not have been named Tobey. The gardener's name was Geraldo, btw.

MLwM is everything Mike said and more. It is a truly amazing game. Paul has hit it way out of the park with this one.

The actions your characters take in-game are oftimes hilarious, oftimes repulsive but, as Mike said, they fit. Even though, as a person, you're going "Dear sweet Jesus, what's going on here?" you realize that everything the characters are doing falls within context.

Poor Tobey...resolved to a life sleeping inside the dishwasher....

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On 7/2/2003 at 4:04pm, Matt Snyder wrote:
Re: My Life with Master: Origins

Thanks for posting this, Mike. I think you hit all the main points. I've been trying to write up my gonzo-journalism style write-up of the con on my Live Journal. I was hoping someone would get to posting about our mad, macabre and darkly humorous game of My Life with Master.

This session was EXTREMELY fun. I really, really like My Life With Master (and heck, I'm probably not even playing it "right"). Paul, you've got a winner on your hands. Run with it at GenCon, man!

Pug giving the little girl ice cream. Then later having to beat her to death and using her grandmother's cane to do it.


This was the single darkest and most troubling event of my role-playing experiences to date. I loved it, and for that I should probably seek counseling. Oh yes, my only excuse is that I played Albert, the tragically lovestruck albino Lurch. I can safely say I had nothing to do with said cane-beating.

The session also generated some interesting takes on the game:

My So Called Life With Master -- Nicotine Girls meets MLwM. That got more than a few chuckles. Go Paul!

My Life with Santa Claus -- The players take on the roles of elves and reindeer in an effort to cope with the slave-driver himself, St. Nick. (I want to play the dentist!). This is wrong on so many levels . . . .

My Life with Elvis -- A game set in Graceland, 1977, where the minions of the King are trying to depose him. Hey, we'd just played octaNe

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On 7/2/2003 at 4:46pm, Valamir wrote:
RE: My Life with Master: Origins

Everything I did I did for Science.

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On 7/2/2003 at 5:04pm, Alan wrote:
RE: My Life with Master: Origins

For those struggling to find out more about this game, like me, check out
http://www.halfmeme.com/

EDIT: Oh heck, I just checked and discovered the website is only a release date announcement. Where can I get a copy? I'd love a download pdf.

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On 7/2/2003 at 5:13pm, Matt Wilson wrote:
RE: My Life with Master: Origins

Alan:

Clicking on that link leaves me struggling to find out more. Unless there's a button that isn't loading on my browser, there's no info at that address other than the title of the game.

But based on that brief description, I'm wondering about the "self loathing" part and how it might have shown up in play. Mostly the above is a list of horrific acts. I could do that with D&D. What about the insight into the pain and sadness of the characters? How is that facilitated in play?

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On 7/2/2003 at 5:36pm, Paul Czege wrote:
RE: My Life with Master: Origins

Hey,

I'm momentarily between meetings at work, so this is necessarily brief:

1. Good lord. Mike, Ralph, Jason, Matt...you guys are depraved! The game is a reflecting pool, you know.

2. As far as availability is concerned, My Life with Master will be for sale in print at GenCon, at the Forge location, booth #1841. It is 64 pages, 7" x 8.5", with deluxe margins, saddle-stitched, and priced at $10.00. It has amazing cover art by Will Terrell, of Lucid Comics, and awesome interior art by the Forge's own Colin the Riot. If I have a few print copies left over after the convention, I'll probably just post to the Forge and sell them off that way. If I have more than a few left over, I'll sell them at http://www.halfmeme.com. PDF sale is planned for after that.

Paul

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On 7/2/2003 at 6:40pm, Mike Holmes wrote:
RE: My Life with Master: Origins

Paul Czege wrote: 1. Good lord. Mike, Ralph, Jason, Matt...you guys are depraved! The game is a reflecting pool, you know.


Bullshit!

I deny the alligation and I deny the alligator! - Rev. Jesse Jackson

They made me do it! I was going to run TROS!

And I blame the designer for making the game work the way it does! :-)

Matt, sure this stuff could happen theoretically in D&D with players who were just sick and twisted, and wanted to do something like this, I suppose. But this game makes it happen. It's not that it's an enabler or something - I don't want to give that impression. But like any really good RPG it suports the exploration of something.

In this case, it's exploration of the relationship between the typical Master character from fiction and his minions. You know what characters we're talking about here. And yes, Self-Loathing is a key element to making it all work. MLwM gets you inside their pathetic heads, and lets you walk around for a while. In the end it's a morality play that points out the fate of such ill-natured relationships in stark colors.

Basically you won't believe what comes out of your own mouth. You know it's the "right" thing for the character to do in the situation, but you're loathing saying it at the same time. As are the other players. It's that sense of loathing that puts the humor in the game. We laugh because we don't want to acknowledge how horrible it all is, and perhaps how small parts of our lives resemble the play in mundane ways.

You keep wanting to say, "Oh my God, I can't believe that you said that, you poor pathetic player, you. But it was soo right that I can see how you couldn't have sad anything else, so it sucks to be you." Does that make any sense?

Mike

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On 7/2/2003 at 6:52pm, TSL wrote:
RE: My Life with Master: Origins

Ahh, poor Pug. Our lives often turn on the smallest chances - Pug failed in a control role against the Master, else wise, the tale might have been different.

The cane was a nice touch though, wasn't it? ;)

That said, I agree with Paul. We are all clearly depraved. Nobody in their right mind designs games.

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On 7/2/2003 at 7:08pm, Jared A. Sorensen wrote:
RE: My Life with Master: Origins

Mike Holmes wrote: Basically you won't believe what comes out of your own mouth. You know it's the "right" thing for the character to do in the situation, but you're loathing saying it at the same time. As are the other players. It's that sense of loathing that puts the humor in the game. We laugh because we don't want to acknowledge how horrible it all is, and perhaps how small parts of our lives resemble the play in mundane ways.

You keep wanting to say, "Oh my God, I can't believe that you said that, you poor pathetic player, you. But it was soo right that I can see how you couldn't have sad anything else, so it sucks to be you." Does that make any sense?



I think that's pretty much how the PARANOIA RPG should work. That game has a built-in survival mechanism that interferes with the "I want my character to get vaped" mindset that the game seems to *want* to get across.

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On 7/2/2003 at 7:09pm, Valamir wrote:
RE: My Life with Master: Origins

Depraved schmaved...it was a thing of beauty.
The cane was perfect...have some ice cream little girl...WHAM WHAM WHAM.

Fortuneately I was right there to collect a blood sample for future lab work.




What?
Its for Science.

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On 7/2/2003 at 7:19pm, Paul Czege wrote:
RE: My Life with Master: Origins

Hey Ralph,

The cane was perfect...have some ice cream little girl...WHAM WHAM WHAM.

Mike messaged me earlier that there were spectators for the game. Ruth? Should I assume that Danielle and I no longer have an open invitation to visit?

Paul

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On 7/2/2003 at 7:35pm, Valamir wrote:
RE: My Life with Master: Origins

Paul Czege wrote: Hey Ralph,

<FONT COLOR="RED">The cane was perfect...have some ice cream little girl...WHAM WHAM WHAM.</FONT>

Mike messaged me earlier that there were spectators for the game. Ruth? Should I assume that Danielle and I no longer have an open invitation to visit?

Paul


Hell no. You're more than welcome. She was just tired from having driven 6 miles and was leary of being thrown in the deep end with those guys. She'll play eventually.

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On 7/2/2003 at 7:37pm, xiombarg wrote:
RE: My Life with Master: Origins

Jared A. Sorensen wrote: I think that's pretty much how the PARANOIA RPG should work. That game has a built-in survival mechanism that interferes with the "I want my character to get vaped" mindset that the game seems to *want* to get across.
Actually, I think you're on to something there, Jared.

Considering that nearly everyone -- even the most vanilla Sim roleplayers -- tend to agree that Paranoia's mechanics do not live up to the setting, and are often broken, why not run Paranoia using MLwM? Think about it: The Computer is the Master. The Townspeople are the rest of Alpha Complex, as wacked as you are -- very low Reason. (I'm thinking Fear 5, Reason 1...)

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On 7/2/2003 at 7:42pm, Nick Pagnucco wrote:
RE: My Life with Master: Origins

Hi
I'm a bit lost trying to figure out is going on (a common condition for me, I admit).

What I think I got so far is that it's a game where you all play the twisted henchmen of an evil mastermind of some form. I've gotten from this thread that something about the game encourages players to roleplay their characters as the horribly deformed things they are.

Anything else I should know about this game that is attracting & revolting me in one united action?

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On 7/2/2003 at 7:53pm, Matt Snyder wrote:
RE: My Life with Master: Origins

Nick Pagnucco wrote: Hi
I'm a bit lost trying to figure out is going on (a common condition for me, I admit).

What I think I got so far is that it's a game where you all play the twisted henchmen of an evil mastermind of some form. I've gotten from this thread that something about the game encourages players to roleplay their characters as the horribly deformed things they are.

Anything else I should know about this game that is attracting & revolting me in one united action?


Yes, Nick, absolutely some key elements you need to know (and naturally I defer to Paul on his creation!). As a player, you're dealing with three attributes: Weariness, Self-Loathing, and Love. Love is crucial. In playing Albert the Albino, my ambition was to earn enough love through clumsy-but-charming acts toward my master's date to 1) earn her romantic interest and 2) get enough decency to overthrow the master. However, I lost all that love when she died, despite my intentions to save her when no one else was looking. My hapless albino succeeded only in transforming his newfound love into a pale zombie (which made him no longer interested in her, alas -- her radiant skin was what he loved most).

We did not not depose the master in this session, which I gather is the goal of the game, with several epilogues possible for the minions (many of them tragic!). That we didn't achieve this in one session makes me love the game all the more.

The key is that until you're able to overthrow the master, you must do as he says or try to roll to resist his specific orders. I achived this once, but many conflicts during this session weren't so lucky.

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On 7/2/2003 at 8:06pm, Matt Wilson wrote:
RE: My Life with Master: Origins

As a player, you're dealing with three attributes: Weariness, Self-Loathing, and Love. Love is crucial. In playing Albert the Albino, my ambition was to earn enough love through clumsy-but-charming acts toward my master's date to 1) earn her romantic interest and 2) get enough decency to overthrow the master. However, I lost all that love when she died, despite my intentions to save her when no one else was looking. My hapless albino succeeded only in transforming his newfound love into a pale zombie (which made him no longer interested in her, alas -- her radiant skin was what he loved most).


Ah, I get it now. That sounds altogether horrible and brilliant. I love the idea that these characters have this faint glimmer of hope that they might one day overthrow the master. That should make their despicable actions all the more heartfelt.

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On 7/2/2003 at 8:18pm, Mike Holmes wrote:
RE: My Life with Master: Origins

Yeah, that's it Matt. You're rooting for them in a way. The same way that you root for Dr. Moreau's creatures when they kill him. Because no matter how bad they are, they're really only extensions of the Master's will.

Having once taken out a Master in a playtest, I can tell you it's a joy when it happens. Cathartic.

Mike

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On 7/2/2003 at 8:21pm, Valamir wrote:
RE: My Life with Master: Origins

My only regret in that game is that I never got to turn the dishwasher on.

I sooooo wanted to turn the dishwasher on...late at night, going to get a midnight snack...snick...

It would have been for Science.

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On 7/2/2003 at 8:32pm, Paul Czege wrote:
RE: My Life with Master: Origins

Hey Matt Snyder,

That's a great summary. Right now I'm just so mentally close to the game that I can't seem to describe it without going over much into the details. Thanks for posting it.

Paul

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On 7/2/2003 at 9:06pm, Nick Pagnucco wrote:
RE: My Life with Master: Origins

Good lord, I want this RPG.
Are there any specific comments about the color being comedic versus oppressive? What I mean is does the game focus specifically on one form, or is a 'dial' put in somehow?

Either way, I like what I'm hearing. I'm just curious.

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On 7/2/2003 at 9:14pm, Ron Edwards wrote:
RE: My Life with Master: Origins

Hello,

Mike, I presume you did not use the Endgame mechanics? Or did you use them, but the requirements were not realized?

Paul, if you don't want me discussing mechanics of the game yet, just let me know.

Best,
Ron

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On 7/2/2003 at 9:28pm, Valamir wrote:
RE: My Life with Master: Origins

We never qualified for endgame. Or more precisely we never qualified for endgame based on what Mike and I could remember about how it worked.

We played the whole game with mechanics from memory so there were likely some areas that were mechanically incorrect anyway. What I view as the most important mechanic...that being gain a point of love always from any human gesture and then roll to see if you gain self loathing, we ran with pretty well. Even though we didn't make too many rolls, it was the primary thing that drove most of the actions of the game. Earning love and then trying to avoid losing it when your connection gets killed.

But its a statement about how powerful the tropes of the genre were that we fell right into play.

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On 7/2/2003 at 10:13pm, Christopher Kubasik wrote:
RE: My Life with Master: Origins

Um...

Wow.

I think I'm going to need to order a Forge Booth Care Package this summer and have it shipped out to L.A. Can such a thing be done?

Christopher

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On 7/2/2003 at 10:43pm, Wolfen wrote:
RE: My Life with Master: Origins

$100 (round number, does not attempt to approximate actual value) of all new Forge-endorsed indie games at GenCon, as allowed by availability? That would be kinda cool, assuming they're all ashcans, of some sort.

Otherwise, I would simply say arrange with someone going to pick up some games for you.

The name of the game, and the vague discussions I've heard mentioned prior to this didn't really catch my attention, but this sounded immensely entertaining. If anyone ever wants to try to run a one-shot of this in indie-netgaming on a night I can join in, I'd definitely be game.

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On 7/2/2003 at 11:15pm, Jake Norwood wrote:
RE: My Life with Master: Origins

Is the game available online anywhere?

Jake

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On 7/3/2003 at 3:02pm, Mike Holmes wrote:
RE: My Life with Master: Origins

The world metrics I kept low and equal so that there was a chance that the players could meet them in one session. And by my reckoning, they got close on a couple of occasions. But not quite there. Which, as Matt pointed out was just fine. We all had a good time, and even speculated what the futures of each character would be in the short run, and how they might eventually get to take a stab at the Master. The following session would have rocked, had it been given a chance to occur.

What I really like about the endgame is that the results seem to follow well the way the character got played. If you have a character that never really tried to redeem himself, and did heinous acts, he'll end up dying a horrible death himself. Those that are pathetic but try may end up adopted by the townsfolk, etc. Basically, whatever the story of that character was, gets wrapped up neatly at the end by the mechanics. Really cool.

Jake, like Paul said above, it's not available until GenCon. So you'll have to wait until then. Afterwards I think he'll be putting it up as a PDF. And if this doesn't get played a lot at GenCon, I'd be very suprised.

Mike

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On 7/3/2003 at 7:55pm, Paul's Girl wrote:
RE: My Life with Master: Origins

Not to step on Paul's feet about this (he's been busy getting his game to the publisher) I know that print copies will be for sale at Gen Con (as stated) and he wants to sell the rest thru the Half Meme website. After the print run is done I believe his intentions are to sell pdf only.

Kudos to playing the game out of the setting, early 1800's eastern Europe, and making it totally work.

I would like to add that yes, you as a player do lots of horrible deeds and the strangest thing is that it is all funny. And not in a psycho-killer kinda way, but a 'my God what a terrible things that makes the story so great' way. My best moment (for those who didn't have access to the play-test forum) involved my 16 year old male character who's more than human was that he was mistaken for a woman, which correlated to the grand stage actor Master. After he had been publicly sodomized by the master then rejected for a young woman, Ambrose had the opportunity to save this girl, the Master's next rape/murder victim. I had alot of different options here: save her, grope or kiss her (very male) or kill her myself for revenge. But, instead, while she was being restrained by another minion to return her, I took her shoes. Self centered and telling her she was doomed all at once without a word. Ugh.

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On 7/3/2003 at 8:42pm, Mike Holmes wrote:
RE: My Life with Master: Origins

Kudos to playing the game out of the setting, early 1800's eastern Europe, and making it totally work.


I've been saying for a long while that the setting doesn't matter. Horror is timeless, as are the issues that the game deals with. Could have been a castle as easily as an apartment tower, but it wouldn't have made a difference to what sort of actions the characters took. None at all.

So, while the suggested setting is very evocative and moody, and I'd recommend playing in it at least once, I'd also recommend going to different settings as the participants prefer. In fact, if I run again, I was thinking that an island would be cool, perhaps between the world wars, the master with an Art Deco lair, with a superstitious set of villagers on the other side of the island. Some outsiders show up to start things off...I can see it now...

The way I see it, the setting including period, location, the nature of the Village, and the Master's Demenses are all part of creating the stage for the Master and the Minions. I left these things all up to the players, just like the creation of the Master, and I'd want to keep all this the subject of group decisions. I mean, if you want to have a master that's into Chinese water torture, you're going to want the appropriate setting, right?

Hmmm. Eunuchs....

Mike

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On 7/3/2003 at 11:55pm, Bob McNamee wrote:
RE: My Life with Master: Origins

What a cool sounding game. Should be on my 'Buy' list.

A stray comedic thought
Tattoo - "Mr. Life with Mr. Rourke" -- the Fantasy Island edition

Edit- Any chance of an indie-netgaming run by you folks?

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On 7/4/2003 at 3:19am, Comte wrote:
RE: My Life with Master: Origins

I think its a shame that this game wasn't included in that Dang Le Mon Mori/ Kill Puppies for Satan thing that happened awhile back. Someone should do that again someday it made for great reading.

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On 7/7/2003 at 5:15pm, Mike Holmes wrote:
RE: My Life with Master: Origins

Bob McNamee wrote: Any chance of an indie-netgaming run by you folks?

That would be up to Paul.

Mike

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On 7/7/2003 at 5:26pm, Paul Czege wrote:
RE: My Life with Master: Origins

That would be up to Paul.

I've got no problem with it, as long as you don't post game text or rules summaries.

Paul

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