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 Castle / Castle Organizations / *1700 (-5)
  Re: Nonhuman2: Interaction?
 
(...) Magnus, doesn't ripping stuff apart to build something else suck.........i know how u feel cuz i always have to do that........ (25 years ago, 24-Jan-02, to lugnet.castle.org.cw)
 
  Re: Nonhuman2: Interaction?
 
sorry for the typos i forgot to proofread it. (25 years ago, 24-Jan-02, to lugnet.castle.org.cw)
 
  Re: Nonhuman2: Interaction?
 
i love using non human thngs it makes it a lot cooler. i made som up myself, used existing names from thign, and well jsut had fun foling wth them. they make my setups and evrything better. so here they are. enjoy, and drectquestin to me here, (...) (25 years ago, 24-Jan-02, to lugnet.castle.org.cw)
 
  Re: Nonhuman2: Interaction?
 
Lenny, As you and others have already mentioned, it's really up to the balladeers to determine how their characters/races interact when (and if) they meet. The only guidance I've seen from Castle World on this is that if you want to use another (...) (25 years ago, 24-Jan-02, to lugnet.castle.org.cw)
 
  Re: Nonhuman2: Interaction?
 
(...) My problem with incorporatimg non-humans into my world is that I have lots of different kinds of heads I could use, but not very many of each. I have 4 gungan heads, maybe 8 ninja heads I have made elves with etc. Hardly enough for a non-human (...) (25 years ago, 24-Jan-02, to lugnet.castle.org.cw)

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