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FPSC Classic Product Chat / The Unofficial Storytelling Guide

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Le Shorte
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Posted: 22nd Aug 2010 21:25 Edited at: 14th Dec 2010 00:38
Hi guys. Maybe you saw my post a few months back about doing an interview with John Zuur Platten, a top-notch game writer? Well, on Wednesday August 18, 2010, the interview happened. I've only got the Q&A ready to post, but I'll add on to this as I look through more and more of the two-and-a-half-hour interview.


Q&A Section- Updated December 4, 2010


Q: How do you beat writer's block?

A: Okay, well, a couple of suggestions. I've found that most writer's block happens because you become overwhelmed by the amount of work that needs to be done. For instance, on a screenplay, you think "I can't write a 120 pages", so that keeps you from writing one page. I suggest that the first step is to break the project down. In games, start by breaking down the levels (or missions), then tackling it as an individual module. You can break this down further by set-piece. Write a few and then start piecing it all back together.

Second, do writing exercises. So, for instance, you can start by writing about your day, or describing the space you're writing in, or an event that happened in your life. Something that you know and can easily describe. The creatively comes in how you communicate the details. Then, segue into creating the details, and you are back into the world of fiction. And now you are rolling.

Third, writing is a discipline like many other creative endeavours, so the main issue is to do it. Write a little every day if you can, and it becomes part of the routine.

Last, don't be overly critical. I think what freezes a lot of writers is that they worry that what they are creating isn't any good, so they create nothing. Most writing in the creative space is reallly re-writing. Scripts, comic books, games, etc all go through many revisions, so don't invest everything you have in the 1st Draft. Hope that helps.


Q: What are some good, FPSC worthy ways, to create a climax to your story?

A: First point. All stories rely on conflict. Without conflict you don't have a narrative. There are all sorts of conflict, from violent to humorous, but all stories are based around the idea of a protaganist, and an antagonist (a hero and a villain). This can take many forms, obviously. What is great about games is that the conflict, for the most part, is the core element of gameplay. So what I try and do is find ways to support that with compelling characters and set-pieces that "pay-off" that gameplay. So, when we get to the climax of the story, it has to be have been set-up along the way during the course of the game. A good climax is never a huge surprise (even if it is shocking). Instead, it is the logical conclusion of all that came before it. That is the biggest mistake that new writers make - they don't set-up the pay-offs to come. I'll give a couple of examples. Quick ones. In film, let's take a movie like Back to the Future. That entire movie is a series of set-ups in the first two acts that pay-off one after another in the third. Each beat of the story leads to a logical sequence that rewards the viewer. When Marty has to play his guitar at the dance, we know that he can do it because we've seen him in the first scene of the movie wanting to be a rock god. Now, at the end of the movie, the way he saves himself is by becoming a god (of rock and of his destiny). This is why the audience eats it up... because they see the character being rewarded (and by extension, they are as well). Now, from games.

I'll use an example from Chronicles of Riddick, since I wrote it.

The pitch was that at the start of the game, Riddick is thrown in the slam, and at the end of the game, he escapes. Pretty simple. But how he escapes needed to be something more than simply killing the warden. He needed to get even with him in a unique way. Well, we had set up (for gameplay) that almost all the guards were trigger happy maniacs that would shoot first and ask questions second. So, to create a compelling climax, rather than Riddick killing the warden, instead, he used him as a distraction to escape. But he also set his distinctive goggles over the wardens eyes and had him tied up, so that when the guards entered the darkened room, the first thing that their lights would reflect off of would be the goggles, and they would assume that the warden was Riddick. Of course, the result was they opened fire (as we had established they would), and in them killiing the warden, we get an ironic and logical ending that shows how smart Riddick is at engineering his escape.


Q: How should writers warm up before they sit down to start typing or writing away at a story?

A: I like listening to music. I have a large collection of soundtracks and also of ambient music, so I'll sometimes start with those. Also, I need to clear out any distractions, so I answer emails first and then put the phone on vibrate. You have to live inside your own head while you are writing, so you need to have that space to yourself. I also never assume that when I sit down, it is going to happen right away. So, if I'm working on a script, I'll usually start by reading what I've recently written, and then do any corrections that I see need to be done. This sort of gets me walking before I start running on all new material.


Q: Help! I'm a game designer who just found out a feature isn't capable in the engine's limitations! What do I do?!


A: Yeah, that is a tough one. A big problem in all creative endeavours is when expectations exceed reality. Often, you have a great idea, but the limitations of time, budget and technology mean that you can't deliver it. I also hate the "perfect idea" that happens three months too late. I can't tell you the number of times that someone has come up with an amazing idea on a project I'm working on when we are just about to go into alpha. You hate it because you know it could make the game so much better, but it is not going to happen. Big dissapointment. So, my suggestion first and foremost is you have to design within the box that you have before you. I've seen a lot of amazing games on the platforms like the iPad that have been hugely successful by focusing on what makes the game fun and entertaining, not on how many pixels can be pushed around the screen at what frame rate. The trick with indpendent game development is that since you can't compete with the budgets of EA and Activision, don't try. Do what they aren't doing. Make it quirky. Make it cool in ways their marketing departments won't allow. That is not anything that is limited by technology. That is making smart creative and design choices given what you can deliver.


Q: Are there any screenwriting programs you reccomend for a small budget? We're talking about, say, $50 of a budget.

A: That is a good question. I use Final Draft, which is the industry standard. It runs about 200 dollars, but can create scripts, comic books, manuscripts, etc. Very intuitive and easy to use. There are some others that are free or nearly free. I believe there is a program called Celtx that is based on open source. And Movie Outline (sorry, not sure of the price). There is also Movie Magic, which is about the same price as Final Draft. I do know that there are templates for Word which are available for free that have screenplay formatting. Most of the scripts I write for games are either in standard screenplay format, or in [Microsoft] Excel.

Q: If you could give one message to every aspiring game designer out there, what would you say?

A: Do what you believe in. This is the same message I would give to any creative. So many folks try and create something that they believe will sell, or what they see is "hot" right now, and so rather than creating something interesting, they instead create a lesser, "me too" version of what is already being done (better) by others. Do what makes you happy, and what you believe in.


Q: Do you need to come out with the next Call of Duty or Half-Life to be a successful game developer?

A: No. In fact, I don't think you can. The market to create the monster franchise is falling apart in my opinion. So, instead, the market is going to be looking for interesting new expressions of tried and true gameplay. In the FPS space, I think that means moving away from space marines, commandoes, WW2 and special forces types, and looking at new content that doesn't have me facing waves of zombies or aliens or Nazis or terrorists. Once again, I think that a game like Portal is a very good example of a smart way to approach independent development.


Q: What is the best way to get noticed as a game developer?

A: Very good question. I would say that you need to be unique, and have a very distinctive "voice". So, what is the overall "vibe" of both your game and the people behind it. Rock Star is a great company because they make very good games, but you also have the sense that the people that run the company see themselves as Rock Stars. They are projecting an attitude that is part of their "brand". So, if you are doing a Steampunk game for instance, for instance, what is the name of the company that makes me feel this vibe? What is the overall tone of the piece? How are the players within that company projecting that image? And so on. It is the idea of branding not just the game, but the developer, in a way that projects an image that is appealing.


Q: Star Wars or Star Trek?

A: Wars.

!!!New Questions and Answers!!!


Q: If all someone can come up with is a story made cliches, what is, in your opinion, the best way to get out of the cliche state of mind?

A: So, let's start with a cliche we all know, and then work out way out from it.
Cliche - Lone hero with a gun and dark past that includes some personal tragedy.
Now he wants revenge.
Okay, if we look at what Mark Millar did in Kick-Ass, he trains his 10 year old daughter to be a murderous assassin. So now he has projected that need for revenge, and passed it on to his daughter. And of course, because it is such an outrageous idea, it naturally lends itself to black comedy. And now that lone hero becomes Big Daddy, which is the obvious name he would choose.
So something new and original springs from a guy acting like a second-rate Batman.
Usually, in my opinion, it doesn't have to be much to a cliche and tweek in some new direction that can be a lot of fun.


Q: What's an effective way to convey story through level design without overpowering FPSC?

A: Well, I think the best way to tell story in games is:
1 - Play it.
2 - Show it.
3 - Say it.
4 - Cut Scene it.
So, if the narrative beat can be playable - your ally turns on you in the game by actually shooting at you - then that is the best way.
Then, if you can't do that, show it by seeing him retreating toward an enemy and not getting shot, then joining up with them and now you know he's gone to the other side.
Then, have some VO that explains what is happening if need be.
Finally, have the Cut Scene if you feel it is necessary to advance the story and build the relationship between the characters.

I would say that the cut-scene is your final choice. Not your first.To the extent the game can tell your story, the better.
Bioshock is very good at giving you a tremendous amount of story information that comes across through gameplay. It is in the world, in the enemies, in the sounds, etc. The world you are
exploring and fighting in is the story.

Side Question: So having the player actually experience the event is more compelling than a cinematic cutscene?

A: Yes. If you can play trying to run your character across the collapsing bridge, rather than simply showing it, I believe that is better. That is what games can bring to the party that other media cannot.




!!!General Conversation!!!- Edited December 13, 2010

Bold and italic= Le Shorte
Italics= John


Portal is also a game that could only come out an independent spirit. Of course, now with its success, it goes mainstream.
The reality of the game business is that it is a business. That means almost all decisions are driven on some level by a marketing department asking "will it sell?".
Indy games don't have those limitations.


So basically, you're saying to stick with indie because EA/Activision don't think of the idea of making something new. Just sticking with what works?

Well, the big publishers are for the most part now in the license and sequel business. And if they invest in a new IP, it has to be a breakout idea that can go transmedia. The business is in a bit of panic right now, as games like Farmville are raking in huge amounts of dough for relatively little development costs compared to a new Xbox 360 title. So social media games, direct digital downloads, and iPad / iPhone / mobile development is where a lot of folks are moving at the moment.

Okay, now that you brought up Farmville, I must ask: do you play it?

I have tried it, but don't find it very compelling personally, but I understand the appeal to the casual gaming market. What is interesting is that we are back to touching on ideas of design over technology. And new forms of communal interaction. I do believe that downloadable games, social games and mobile is the future, especially when the seemlessly integrate with consoles and PC gaming. So for instance, I could be playing a mini-game on my iPhone that will allow me to level up my WoW character, which is then reflected the next time I'm in the game from my PC. To me, this is the future.
When I first started in the game business, the metric that everyone used was "an hour of gameplay for every dollar spent". So, if a game was 50 dollars, that is 50 hours of gameplay. Now, most third person adventure and first person shooter games have campaigns that are beatable in 8 hours by an average player. The expectations of the market changed. And there are so many other distractions that players simply don't devote that kind of time to a single title unless they are extremely hardcore. So finding ways to reach out to the gamers in the other places they "live", whether that is through their phones or social networks, will be an important part of the next generation of gaming. And I think that there are tremendous oppportunities for game makers that can figure this space out and exploit it. And I don't think this will come from the big publishers and developers. I think it will arise from the indy community.


Indie does make a lot of revolutions.

!!!New!!!


Not a lot of people seem to care about storytelling in FPSC unfortunately.

Understand. The point is that almost all franchises in FPS gaming are built around characters, from Master Chief to Ghost. Story matters if you want to elevate the game to the next level in my opinion.

I agree.I'm glad someone finally mentioned Ghost.

I gave a speech at Comic-Con last year, and we talked about story-telling in games. Someone mentioned that what matter is mechanics and controls above all else. So I asked a simple question: "How many people in the audience are wearing a T-Shirt with a game mechanic on it? Okay, how many are wearing a shirt with a character?" You can guess what the response was.
Yeah, I liked Ghost because he was a good counter-balance to SOAP.


Soap was overrated in my honest opinion.

Agree.

I reject your stereotype of Wisconsin and, in fact, live in a city.
PW Productions
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Posted: 22nd Aug 2010 22:06
Wow, pretty nice advice! Thanks for sharing it with us


If something is perfect, it probably doesn't work. -PWP
anayar
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Posted: 22nd Aug 2010 22:17 Edited at: 22nd Aug 2010 22:24
Very nice le shorte! TY for sharing

Cheers,
Anayar


For KeithC
Le Shorte
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Posted: 22nd Aug 2010 22:58 Edited at: 22nd Aug 2010 23:08
No problem guys! If anyone wants to ask a question, just post it in the thread!

Edit: Obviously not too many questions. He doesn't have his schedule open forever. Probably only 5 questions, then I'd have to cut it off.

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DarkJames
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Posted: 22nd Aug 2010 23:55
Question Theme
Horror


1-
What ideas would you recommend me for a horror game, that hasnt been used, or are original?

2-
If you would read a story of horror, how would you organize it?

3-
Would you recommend me any book of Horror Story Writing?

4-
CSI or Law and order?

Le Shorte
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Posted: 22nd Aug 2010 23:58
Alright, which one of those would you most like John to answer? To be fair, I'd like to have one question per person, first come-first serve.

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DarkJames
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Posted: 23rd Aug 2010 00:06
The first one

Zay
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Posted: 23rd Aug 2010 08:16
Here's mine,which is in my opinion very important...

-Do you have any guide lines on drawing the player into the game and story?

Contact me in Skype,name- nejcplan
Le Shorte
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Posted: 23rd Aug 2010 17:43
Alright, I'll ask that when John's on Skype next

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Le Shorte
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Posted: 24th Aug 2010 08:53
*bump*

Sorry for bumping my own thread. I think this is too important for people to miss.

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SilverCrow
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Posted: 24th Aug 2010 18:43
I enjoyed this, thank you! I linked it in the SplatterSpawn Compo thread because this is pretty much what the compo is about, and I thought it could help some of the entries!

Le Shorte
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Posted: 24th Aug 2010 23:37
Thanks! Glad you enjoyed it

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vortech
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Posted: 25th Aug 2010 09:14
This should be stickied. So many is nowadays writing so original games.


Check for pure horror.
Le Shorte
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Posted: 25th Aug 2010 17:39
I was hoping it could be stickied too
Hopefully a mod will see this soon.

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PW Productions
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Posted: 26th Aug 2010 03:46
Wait, isn't the author of the Chronicles of Riddick Alan Dean Foster? Why does he say this at one point:

Quote: "I'll use an example from Chronicles of Riddick, since I wrote it.
"


And his name is John Zuur Platten, correct? Not trying to prove you or him of a wrong doing but am I/him/you mixed up some how?


If something is perfect, it probably doesn't work. -PWP
knxrb
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Posted: 26th Aug 2010 05:03 Edited at: 26th Aug 2010 05:04
Quote: "Wait, isn't the author of the Chronicles of Riddick Alan Dean Foster? Why does he say this at one point"

Maybe he wrote the game storyline? There's two or three Riddick games out.

[Edit] Here you go, he is talking about the game:
"The pitch was that at the start of the game, Riddick is thrown in the slam, and at the end of the game, he escapes."

knxrb
vortech
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Posted: 26th Aug 2010 14:00
There were two writers on it
Try to google his name. You will find much intresting.


Check for pure horror.
Le Shorte
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Posted: 26th Aug 2010 22:18
Yeah, he wrote (or at least co-wrote, never heard about that other person) the Riddick games.

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PW Productions
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Posted: 27th Aug 2010 00:54
Oh! You're talking about the game not the book. My bad, was a little confused there. I was sure he didn't write the books lol. Sorry 'bout that.


If something is perfect, it probably doesn't work. -PWP
Le Shorte
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Posted: 27th Aug 2010 01:03
It's fine

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Le Shorte
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Posted: 28th Aug 2010 17:21
*bump again*

Sorry again

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The Master Dinasty
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Posted: 28th Aug 2010 17:57
Thank you so much for this! It has helped me alot!


-Massap2


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vortech
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Posted: 28th Aug 2010 20:49
Still loving this. When this is going to be stickied.


Check for pure horror.
Le Shorte
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Posted: 29th Aug 2010 07:11
I'm not sure when or if it's going to be stickied
Sorry if anyone has a question unanswered, haven't caught Mr. Platten on Skype yet.

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Metal Devil123
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Posted: 29th Aug 2010 13:21
Nice! Will be very useful.

And I too think that this would be a cool sticky, as many people would need it. Or atleast go to the major big sticky.

Monkey Mja
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Posted: 29th Aug 2010 15:51
Definite Sticky.


But noone reads stickies...Whatever.

- Monkey
Le Shorte
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Posted: 29th Aug 2010 21:02
Thanks for the support guys!

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Le Shorte
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Posted: 1st Sep 2010 03:36
*coughbumpcough*



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SH4773R
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Posted: 1st Sep 2010 08:04
A mod better sticky this or I will attach a grenades to my head

Who the hell is General Failure? And why is he trying to read my hard disk?

My software never has bugs. It just develops random features.
Le Shorte
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Posted: 2nd Sep 2010 00:09
Lol

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DVader
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Posted: 2nd Sep 2010 21:19
"Yeah, he wrote (or at least co-wrote, never heard about that other person) the Riddick games."
You have never heard of Alan Dean Foster? Holy crap! Hmm, First Blood? (Rambo 1) Alien? He has done a lot of well known work over the years, both book and movie wise. I personally think First Blood the novel is way better then the film, and the film was very good.

http://s6.bitefight.org/c.php?uid=103081
Le Shorte
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Posted: 3rd Sep 2010 03:22
Quote: "You have never heard of Alan Dean Foster? Holy crap!"

I didn't really pick up on writing really deep things 'til I read Platten's book, hence my lack of knowledge of esteemed writers

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ZackS28
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Posted: 3rd Sep 2010 06:59
Yeah I really liked until the part about star wars but yeah that was great! Awesome guy and awesome advice!

Your signature has been erased by a mod
Le Shorte
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Posted: 4th Sep 2010 04:42
Quote: "I really liked until the part about star wars"

Trek fan?

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PW Productions
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Posted: 5th Sep 2010 06:56
@le shorte, I think he was talking to me? Oh well. This really should be stickied. Or else I'll have to help commico with those grenades...


If something is perfect, it probably doesn't work. -PWP
Le Shorte
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Posted: 5th Sep 2010 21:13
I could contact Nickydude and ask for it to be stickied?

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Le Shorte
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*bump*



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Le Shorte
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Posted: 24th Sep 2010 17:33
Update: I've asked Nickydude for this to be stickied.


No reply yet

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Le Shorte
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Posted: 4th Dec 2010 20:25
Updated. Mega-bump

I reject your stereotype of Wisconsin and, in fact, live in a city.
TheConnorian
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Posted: 4th Dec 2010 23:21
WHY HASN'T THIS BEEN STICKIED! this is great and would really help get the games that have a good idea but bad story on the right track. I mean look at the story i started my game with it was terrible and it took loads of people inputting ideas to get it right and looking at this i think that I would have sorted it within a week or two.

O and thanks again for the help with X10 and X9 le shorte.
Le Shorte
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Posted: 5th Dec 2010 00:40
Quote: "O and thanks again for the help with X10 and X9 le shorte. "

No problem

I reject your stereotype of Wisconsin and, in fact, live in a city.
Le Shorte
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Posted: 8th Dec 2010 15:59
Updated- added the general conversation.
More conversation to come

I reject your stereotype of Wisconsin and, in fact, live in a city.
Le Shorte
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Posted: 11th Dec 2010 05:37 Edited at: 11th Dec 2010 05:37
Bump....

I reject your stereotype of Wisconsin and, in fact, live in a city.
Le Shorte
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Posted: 14th Dec 2010 00:39
Updated. I think that's the last of everything. Sorry guys, you'll have to keep the thread alive now.

I reject your stereotype of Wisconsin and, in fact, live in a city.

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