Super Dungeon Exploring!
Because Pam is awesome (one of the many reasons I'm marrying her), Christmas arrived early this year in the form of Super Dungeon Explore! This is very exciting, since I expect I'll still be painting it all up by the time Christmas day rolls around. Luckily, I had an opportunity to unbox and slap some paint on to get a couple of games in this weekend with Pam and our good friend Miss H.
If you want to see the complete gallery, and don't care about the words, it's available here.
Since I've had a chance to play, I figured I should probably get off my ass and do something that smells like a review. So, here we go …
As well you know, I'm not a professional reviewer, game player, or anything else, just another enthusiast throwing his two penneth into the pot to help his fellow gamers make a more informed decision.
I play with a small group of friends (2 - 4) very irregularly, and with only a few hours to play every year, we have to be careful of complexity, length of play and fiddly rules. My favourite games for this purpose are the ever-present Fluxx, Arkham Horror (and Mansions of Madness, when I can speed it up), Shadows Over Camelot and Pandemic. Unfortunately, I haven't played Descent or Hero Quest, which seem to have become the defacto comparisons.
I tend to be weary of traitor mechanics and prefer to play more co-op type games, but I don't mind diving into team games too.
I'm predominantly a modeller-turned-gamer, enjoying the creating part often more than the playing part, so games that have low counts of reasonable quality miniatures really scratch that painting itch for me.
So enough about me, I'm sure y'all want to know how did SDE stack up against the other games?
Well, the box contains a ton of miniatures (in many, many parts), 5 double-sided dungeon tiles, a dungeon organiser board tile, some special dice, a hat full of tokens (hat not included) and some cards: character, monster, loot, treasure and some other miscellaneous cards (yes, the kobold card is errata).
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Miniatures
The miniatures themselves have already had a number of discussions that I hadn't even considered from a modeller perspective until I saw the furor over the number of pieces the minis come in and the difficulty of assembly. Compared with many of the other pop-out-counters-and-unwrap-cards games I have, I can sympathize that if you wanted a game playable out the box, then this would come as a shock.
Even for me, as an experienced modeller, the sheer amount of parts took me the better part of a Sunday to clean, wash and glue. If you were to go straight for assembly, without all the modelling faff, then you could probably knock it all up in about 2 hours, which I seem to recall being the same as Space Crusade. Obviously you'll need a lot more glue for SDE!
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Although things aren't on sprues, it's the same idea: build one bag at a time, laying out all the pieces (to make sure you've got everything) and test fitting the joints as you stick; trimming as necessary to make things fit nicely. If you have the intention of painting these, you might want to consider washing (luke-warm water and washing up liquid in a bowl, plus toothbrush) these to clean up some of the release agent. Although I didn't try paint before I'd done that, they looked pretty shiny, which is a good indicator of release agent on the plastic.
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Regardless if you paint or just assumble, on completion you'll be rewarded with wargame-quality miniatures as a result, which seems rare for a board game. Even the Mansions of Madness miniatures are significantly lower detail than anything you'll find in this box, and it didn't even have chibithulu (kawaii!!).
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If the idea of wargame miniatures actually makes you sick, then nothing I can say will get you over that hump, so you might as well stop here. Thanks for stopping by, hope you find something you enjoy!
Once you've built all these fantastic miniatures, you will find it a bit of a squeeze to put back in the box. If you've stuck everything together but not painted anything, I think you'll be able to just chuck it all in. Some people have mentioned not gluing the dragon wings to help ease him in there (or you can lay him on his back with the wings still attached).
I emptied part of a KR Multicase box, which luckily had some trays (type F3H I think) that were sort of the right size to squeeze into the model area in the game box. As you can see, some models are doubled up, while others have a lot of dead space. However, I had to carry the two ogres and dragon separately. I can't see any reason why you couldn't replace the entire black part of the SDE packaging with custom cut trays and get everything, including the ogres and dragon, into the one box nice and safely.
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Compared with organising Mansions of Madness which required using the packing box the game was shipped in to hold the actual game pieces, while I put all the monsters in the actual box, SDE miniatures really aren't a problem.
Rest of box contents
Okay, that's enough about the miniatures. But what about the rest of the box?
As I've seen mentioned, the cards and tiles aren't fantastic quality. Which I didn't think much of, until I went and thumbed through some of the Arkham Horror cards, and even my old Space Crusade cards and boards. I think I would recommend getting some cheap card protectors if you plan on playing this a lot.
The game board is built out of these dungeon tiles, which are double sided, so be careful to have a clean table before you place them down, lest you end up with a chocolate malteser dungeon effect on one side for your next game. It didn't happen to me, but I can see how it could if you weren't careful. The tiles themselves are a little thinner than some of the others, but they're heavy enough that I didn't see any warping during play and big enough that any sliding doesn't end up wrecking your carefully laid out dungeon (oh Mansions of Madness, how many tiles do you need?).
The dice are nicely detailed, with stars and hearts and potions. The quality of the printing on the dice is perhaps one notch down from other speciality dice I've used, the ink didn't seem to have flood filled some of the hearts properly, which was a shame, but hardly a deal-breaker.
The tokens are appropriate thickness for what they do, and unlike Arham Horror, they're all a uniform size and shape, making them easy to pick up and move around. We punched them out as we needed them, and didn't have any tearing problems as I have done in the past.
The rulebook is nice and glossy, and feels similar to the Arkham Horror rulebook in both weight and content. After a few nights reading it in bed, and a good couple of games of thumbing, it's starting to look a little rumpled, but doesn't show any signs of coming apart at the staples, and is still firmly bound together. I would expect maybe 2 more major thumbing sessions during play, and then I won't need to have it out so much anymore, so it'll easily last the lifetime of the game (spills notwithstanding).
It's full of text that covers the major parts of the game, with callouts, examples and notes throughout, just like Arkham Horror. While it's not too bad to read through to get most of the rules (and compared to the Malifaux rulebook, everything sinks in much quicker), there are a number of oddities that I found hard to reconcile that errata will fix in the first instance, and a second revision of the rulebook in the long run.
This wasn't a major surprise, since it takes a while for every game to settle down. On the flip side, the simplicity of the base rules meant that this has been the fastest game to set up and get playing with (excepting the one-off miniature build time) I've dealt with to date.
Gameplay
If multipart miniatures or sub-Fantasy Flight component weight hasn't put you right off, then let's get into the meat of things, the gameplay.
For those that have been living under a rock and not read any of the other information, the basic premise of SDE is one of videogame tropes (ala Zelda, Diablo, Final Fantasy Tactics and so on) meets Anime-style characters and they all go dungeon-delving. Monsters are spawned by the Consul (the monster player), who get beaten up by the Heros. On death the monsters drop hearts and potions, and you gather loot from chests and monsters. Eventually after enough slaying things, the Consul can spawn minibosses and then a big final boss.
The setup is simple:
- Chose a game size in terms of Heroes (2, 3 or 5).
- Take turns laying down dungeon tiles, starting with the Consul, until you have placed as many tiles as you have Heros.
- Place one spawn point per dungeon tile
- Lay down the Start marker (to determine where the Heroes enter from)
- Place one treasure chest per tile.
After handing out the starting potion to our Heroes, the game starts and consists of many 'rounds' that all look a bit like this:
- The Consul spawns 4 points of monsters per spawn point
- Roll for initiative (all Heroes vs Consul), highest gets first play
- Alternate between activating one good guy and 4 points of bad guys, spending movement and action points per miniature
- The Consul gets to activates whatever is left unactivated after all the Hero/Consul turns.
Then everything starts again. Spawn more monsters, hack and slash away, get some loot … profit.
Pam, Miss H and myself managed two games. The first was a 2 Hero game, the second a 3 Hero game; I got to play evil overlord Consul both times. Delicious! With our feminine Hero players, I can say SDE is definitely girlfriend-approved and girl-friendly.
Game 1: 3 players, 2 Heroes, 1 hope
After oohing and ahhing at the miniatures, we set everything up and got cracking. Much like with electronics and flatpack furniture, I skim the instructions and then set them aside. Although I've tried not to do this for games, I can't help it, I just want to enjoy the game … the less rules flipping I can do, the better the experience.
So, I spawned a bunch of miniatures and watched the terrified faces of the Paladin and Sorceress realise what they'd just let themselves in for. It took half a turn to realise that the amount of spawn I had was directly tied to the spawn points themselves. 2 kobold warrens got me a motley crew of kobolds, and you get enough in the box for 2x complete kobold groups and 1 dragon group. So with the 2-Hero game, you're only using 1 of the 3 groups of miniatures (this turned out to be handy, since I didn't have so many to paint before playing …).
That's when they found the combat rules and learned about looting …
It took a little while to sink in that in order to stop the spawn, they should probably kill the spawn points (although one of players was seriously thinking of grinding the mobs for more loot … ), but they got there in the end. Every wound dealt (by the monsters or by the Heroes) increases a track that unlocks certain spawn possibilities (marked at 8bit, 16bit and Super). With the 2 player game, the miniboss spawns at 16 bit, which is half way down the track (16 wounds, appropriately). The track also bakes in a nice mechanic that rewards the Consul with an extra spawn every 4 wounds, encouraging the Consul to get in there and throw mobs at the Heroes to trigger the minibosses and such. Meanwhile, every 3 wounds the Heroes deal generates a piece of loot.
And who doesn't like loot!
Loot comes in the form of upgrades. You have 4 upgrade 'slots', each colour coded on the sides of your character card. The red slot is “treasure”, which consists of awesome upgrades and boss-specific artifacts (A Dragon Lance!!), but are only obtainable from treasure chests. The other three slots (yellow, green and blue) come from the Loot deck, and augment your various stats, including granting immunities to status effects, or adding a status effect to your attack or spells. It's enough variety that you feel like you're upgrading, but not overwhelming such that you end up with analysis paralysis, or worse, trying to min/max your character by grinding the loot deck …
We quickly got into a nice groove, without too much downtime and pretty quick turn arounds, and things felt pretty good. I spawned a ton of mobs that bottlenecked the Heroes in a long thin corridor patch, so they were really under pressure to try and force their way through the throng. This is a game that is stacked against the Consul from the start, but that doesn't feel so unbalanced as to be a waste of the Consul's time.
The Sorceress used her flying potion to good effect to hop over the horde and swipe another treasure chest. Meanwhile, I managed to kill off the Paladin with my miniboss, only to have him resurrected with a magic charm piece of loot from Miss H!
The Paladin was a solid choice of character, with reasonable damage, a nice defence aura, heals and other bells and whistles. The Sorceress, however, was all about the debuffs (detrimental status effects), which are basically wasted on anything with less than 2 HP (hit points). Most of my kobolds were 1 HP monsters, so it wasn't until the miniboss came on the scene that the Sorceress really shined.
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Special abilities, both combat and non-combat related, work in a very similar way. Every miniature has a number of actions they can take per turn (some loot gives Haste, which is +1 action point). Sometimes a special ability uses more of those points than a normal attack. Where you get extra actions through loot, sometimes it's specified that you can only use a non-damaging special ability (which looks like a blue game controller button). If you use a special action that has a red game controller button, that will deal damage. How much? Just one. But every combat action deals one damage except some special attacks (that cost more than 1 action). You can spend all 3 action points at once, you can spend one at a time between movement, whatever works. Non-combat and area effect actions are designated as Dangerous (will affect both your team and the enemy) or Augment (will only affect your team), while by default combat actions will only effect your opposition. So you can switch on your armour buff aura without fear of boosting the defense of the monster you're trying to hit!
I got a couple of good hits in, but succumbed to the debuffs, and eventually they beat him into the ground, and I declared them the winner. It felt good. Even having been a bit sloppy on the rules, everyone caught on very quickly and I could feel my rules thumbing slowing down considerably.
While the book says 2 Heroes should be a 30 minute game, it took us about 2 hours. But that's about standard with me, so I wouldn't put too much stock in that number.
Game 2: 3 players, 3 Heroes, 3 chests!
Having succeeded with the 2 Hero game, but after finding it a bit cramped with only 2 tiles, we stepped up to the 3 Hero size ready and eager for more. Knowing a bit about the characters made my two players reevaluate the party choice. They stuck with the Paladin, but this time opted for some more damage variety in the form of a Rogue for melee and Mage for some AoE (area of effect). The 3 Heroes were split between the two players, 1 for Miss H and 2 for Pam.
Not making the same mistake with the horde, this time they went straight for the spawn points and mopped up the mobs afterwards. In general this was a good tactic and kept us entertained for a good 2 hours, trading wounds, loot, barbs and frivolities.
There are 3 types of dice in the game, blue, red and green. The blue does lower damage (with the sides having two blanks, two 1 stars, one 2 stars and a heart), while the red is a bit better (one blank, two 1 stars, one 2 stars, one 3 stars and a potion) and the green dice, with it's much coveted one 1 star, two 2 stars, one 3 stars, one 4 stars and a combined heart and potion. Primarily dice rolls start with one or two blue dice, or a blue and a red, and upgrade from there. Loot tends to add either a single extra dice for rolls, or a static modifier. The numbers you're rolling are on the small side, so modifiers are usually small. With only 4 stats (attack, armour, will and dex), and only ever one opposed roll, learning that a missile (non-magic ranged) attack is dex vs armour, a magic attack is will vs armour and any melee attack is attack vs armour happens within the first game, and that's it, you've got 90% of combat sorted.
I spawned a miniboss, who got stuck behind a bunch of my own monsters in a corridor, causing the Heroes to spawn the actual boss before really getting a crack at the miniboss!
This was it, I thought, my chance to crush these puny Heroes and finally take over the world! Oh, how wrong I was.
Without the Sorceress, it took a bit more effort and was a tad more dangerous, but the ogre miniboss was downed anyway. The Heroes managed to swipe the final chest, and take out the last spawn point before starting the clean up mission of whatever mobs I had left.
With the last denizen down and out, it was Starfire the dragon vs our 3 brave Heroes.
And actually that's where we had to stop and scratch our collective heads a bit. You see, we'd been playing the game according to the rules as we interpreted them, and one of the rules is “Remove all excess wounds” during the End Of Round section of the game. This to us meant that any wounds accrued during the round were wiped.
The dragon could just about deal 5 damage to one Hero (100% of the Hero's HP) in 1 turn, but it was a pretty close thing. Meanwhile, the Heroes got 3 attacks each, and had to deal 8 HP to the dragon. At 4 HP, the dragon teleports and spawns a bunch of the mini dragon things to help him.
It seemed to us that the Heroes would spend a long time running around chasing the dragon down trying to get a lot of successes against an enemy that was highly likely to avoid enough (his armour is very high) so as not to get killed in one turn, meanwhile the dragon couldn't really kill off the Heroes, ending in a very unsatisfying stalemate.
We called it a day due to frustration and packed up making a note to write a review and pose some of the queries we came up with during play. On the journey home, I discussed the wound issue with the missus and we decided that wounds, like status effects, shouldn't be automatically removed. So although the Heroes are likely to win against the boss eventually, they have to manage their HP more carefully than they were.
This was later confirmed by the good folks over at Board Game Geek, who set me right.
All in all, we were done in about 2.5 - 3 hours, which considering the extra complexity added by the boss, is pretty good. However, the book suggests we should've been finished by the 1.5 hour mark. For comparison, the same group usually get through closing 6 gates in Arkham Horror in 3-4 hours, so maybe we're a bit slow in general.
The Takeaway
Like many things in SDE, the overriding rule seems to be “What would happen in the Legend of Zelda?”. This is easy if you've played that sort of game, but obviously, if you're still living under that rock, you may not grok things so easily.
Based on the games I played, it feels like there could be some scalability issues. With 2 Heroes things were okay but a bit boring with such a small map. With 3, things were great except we couldn't evenly distribute the characters to the players and the wound issue/stalemate was a real downer. With 5, I think the boss fight would be very easy with the suggested wound fix, making the game just that much longer and the boss dead by default. That is just speculation on my part, however. Perhaps I'll write up another game session if I get a 5 Hero game done …
Anyway, it doesn't feel multiplayer (more than 2, anyway) was really baked into the rule book properly. What I mean by that is not that there are balance problems, just wording issues. This was especially a problem for us as we were trying to work out initiative. Eventually we settled on rolling once for the Heroes, and once for the Consul, and both sides rolled two red dice. If the Heroes won, they got to chose which of the Heroes acted first, regardless of which player controlled that Hero. This seems to have confused a few people other than me, since BGG has a number of threads on initiative, but the consensus there appears to be that you should roll your best model's WILL stat per side. That is to say, the Consul rolls according to the WILL of his Dragon Priest, and the Heroes roll according to the WILL of their Sorceress (for example). It was pointed out that this would put both sides on an even-ish footing at the start, with the Heroes drawing ahead for the latter part of the game until the boss came out, when things were evened up again, which makes sense to me.
Despite all of that: the litany of miniature issues, usual first edition rulebook weirdness, cheapish cards, and even the final stalemate, we had a great time. I mean it was fantastic. No player was sitting still for too long waiting for someone else and they were cooperating. I started to see some combos come together toward the end, but they'd need another game or two before really trouncing me, I think.
With the 8 Heroes and the fact that the Consul doesn't have a lot of extra rules (unlike Mansion of Madness), I can see a lot of variety of play from different Hero combinations, and when you need a break, you can always switch from a Hero to play as the Consul.
It feels very similar to Space Crusade, if you were able to roll your 5-man team into one uber-dude, and use different weapons and abilities. There's far more board variety, and you don't have to deal with any contrived reasons for killing stuff and getting loot.
It's girl friendly, doubly or triply so if you can put some paint on the miniatures (or know someone who can), which is a huge plus, and has a very short set up time. With some forethought and/or foam, you can arrange your miniatures so you know they'll be safe in transit and you can play monsters straight from the box.
The rules aren't so bias toward one side or the other that playing is a waste of time, and with expansions likely consisting of different spawning groups and bosses, this is a game that I am likely going to get buried up to my eyeballs in.
When you buy SDE, your money is going into the miniatures, and it shows when you crack open that first bag to find a bazillion pieces. And yet even knowing what I know now, and having heard the complaints, I'd buy the game again and be completely remorseless about it. It fits what I need out of a game with a reasonable basic learning curve, pretty fast play time, lots of strategic options, a co-op element, possible expansions, and I even get to be creative between play sessions (which are months if not years apart).
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Should you buy this game? I have no idea, but I've got some painting to do, so I should get back to that.
The Opening Gambit
I am anxious.
Basically all the time.
I mean, pretty much everything makes me worry as soon as I start thinking about it. I'm not medical crazy, but it doesn't take much to send me into a deep dark spiral of worry. The longer I think about something, the worse it gets (sort of explains why I'm always doing some new project or another: keeps my mind busy on stuff that's harder to worry about). The biggest worry for me is travel. Presumably as it's something that I've not learned how to cope with yet. Alongside travel is “holiday”, but that's a different story entirely.
Presumably though, I cope day to day, and don't have to fret about every little thing? Well, yes, more or less, because I've developed a number of coping strategies for situations that I often find myself in, and go to some lengths to ensure I don't have to change the strategy.
For example, travel. I'm on jury duty at the moment, so it's high on my list of things to worry about. Anyway, travel: if I can, I'll do a trial run. If I can do a trial run after walking around with street view, I will. And if I can use a sat nav, I will (although I swore I was happier without - clearly a lie). Being on the bike doubles the stress as I'm still working out the details of getting sat nav visuals, and the audio instructions aren't fast enough to be usable above 10mph.
If, like me, you're more than just a passive observer in your own life, you will have built any number of coping strategies for unfamiliar tasks and situations, based on existing familiar tasks and situations.
Also, if you're me, you like to analyse these strategies and sometimes, just sometimes, you spot patterns.
I was heading back from my trial run of getting to court, when I spotted a pattern in my life, to do with the stages of anxiety when a new experience is on the horizon.
It goes something like this:
- Fear of the unknown. You analyse and over analyse the situations and contingencies you may have to deal, but basically you don't know what you don't know.
- Fear of the recently known, or “First time is scary”. You're doing it, but things are coming up that you hadn't got contingencies for, or even planned for. Oh well, no use fretting now, too busy doing whatever it is you're doing. Still, at least now you have some grounded fears.
- Second time is a thrill. You've been in the situation, you can more accurately make plans and contingencies, and you know what could go wrong. But typically it doesn't go wrong. Oh man, what a rush!
- Third time is confirmation. Was the second time an accident? Did you cover everything in your plan, or was it just luck? No, this repetition confirms what you discovered in the last step, and now you have reasonable plan for repeating this experience in future.
- Fourth time is rote. This is now old hat, and except the exceptions, has lost it's thrill.
This happens for me with everything new that arrives in my life. Everything. And that was the interesting pattern, that I cope with things in exactly the same way each time. Except sometimes I get beaten by step 1 - the fear of the unknown.
Let me say that again, that four step process is exactly what happens for me with everything that crops up, daily or once in lifetime, it's the same process.
- Staying somewhere not at home.
- Going somewhere I haven't been to.
- Picking up the phone.
- Getting take away.
- Visiting someone else's house.
- Having a job interview.
- Meeting new people.
- Stepping outside the front door.
I'd originally started this post about telephone anxiety, and how I deal with customer service, but when I realised what was going on, telephone anxiety for me is just a small subset of the first step on the ladder: fear of the unknown, or a general 'oh shit I don't know what I'm doing' feeling.
What's interesting here is that I often get beaten by that first step, and don't even make it out of the gate into doing that new thing. Recently, that's been cruising around some band websites looking for collaborators. This happens about once every couple of years or so, and without fail leaves a sour taste in my mouth that reminds me why I work only with people I know. I last wrote about it here, and this time around is no different. No closure, just sudden silences from my would-be collaborators … Still, that's another story; the point being, is that apparently I don't have a good opening gambit when replying to other people's adverts.
Since my process of creating opening gambits is long and somewhat error prone, requiring trial and error, I worry that I'm alienating my best possible musical-matches with poor opening gambits. Is there a second time to make a first impression? Eventually I'll hit on a strategy that has the desired effect without leaving me feeling frustrated, I suppose.
Once I've identified a working opening gambit, I'll try it again and again, and get confirmation it wasn't infact a fluke, and then …
Then it's rote. And then I can get on with the business of worrying about something else.
6ixes
Merlin does it better with 5ives. The following six things have been swimming around in my head for too long to write lengthy interesting pieces around:
- You don't appreciate the value of money until you have to pay to live.
- You don't appreciate saving until you have no income and still have to pay to live.
- The only time you truly feel a part of a team is when someone else observes you to be so. You're the new guy until someone else is.
- You only really know a subject when you teach it.
- You only really enjoy a subject when your teacher enjoys it.
- You're good at your job when no one knows what you do, but they know things would fall apart without you.
At least some of these are probably true. At least for me, anyway.
The Case of the 20 Pound Typo
It was late; maybe a year ago now. The rain was coming down outside like cats and dogs. And I don't even know why cats and dogs would be coming down this hard out of the city.
The lights were off, or maybe I'd forgotten to pay the bills, but either way it was dark. The kind of dark you have nightmares about and wake up in the middle the floor sweating over.
All I wanted to do was pay my credit card bill. It was no big deal.
Except tonight I'd had one too many - I don't handle drink well. And I handle money even worse it seems.
I put in a number to pay, and then added an extra zero. Damn. I didn't have that much cash in my account to pay the bill. Actually, that extra zero was more than I could even have on my credit card …
When I couldn't use my card, because this payment was pending (a payment that could never be made), I phoned the bank. The gal on the end of the phone, she told me I could make it all go away, if I just paid up. 20 stinking smackeronies for a stinking typo.
Why didn't they refuse to even take the chit? My credit card is attached to the same bank as my current account, after all. This doll, she tells me: “Sorry sir, they're a different company to us.”
Man.
All I wanted to do was pay my credit card bill. It was no big deal.
Big Bo(o)ty Girls
Even when I know they're bots, I can't help myself. This happened tonight.
22:21 ladypignotti Looking for a Prince 22:22 Piete Still? All I can offer is a frog, I'm afraid. 22:22 ladypignotti Hello there.. My name is Kat.. 22:22 Piete Unlikely, but sure, you can call me Jerry. 22:22 ladypignotti I love chatting with new people.. Would you like to chat today? Where are you from? 22:23 Piete Deep in the heart of self-deprecation. 22:23 ladypignotti Nice Im 21 .. Can i ask you a question? 22:23 Piete I'd rather you didn't. 22:23 ladypignotti Do you like big booty girls with big t*ts? lol seriously cuz thats what ppl tell me i have..Is that too much for you to handle? 22:23 Piete They call me Jelly Jerry, so I'm sure I'd manage ... 22:23 ladypignotti so yea i'm lonely would you like to have some kinky fun? Would you like to see me? 22:24 Piete I have a haptic keyboard and a screenreader, because I'm mostly blind. I couldn't see you if you were smothering me. 22:24 ladypignotti ok but i have no pictures on my laptop.. but i have a video camera that came with it 22:24 Piete Of course you do. 22:24 ladypignotti lol ok goto [redacted] and we can go 1 on 1 chat. Just accept the invite on the page baby
This happened about twice a week when I spent more time on messenger. Now, not so much, but still. This one address does keep cropping up. Presumably because I keep responding.
I'm sure someone somewhere will take offence at something on here. In which case I will direct you to my not-so-subtle passive-aggressive disclaimer.
Happy botting, everyone.


















