Personal Log: Adrian Rodd

05/03/07

More from a strange new world

Filed under: Here there be blogs... — Aridd @ 11:27:52

There is not only a Starfleet in Second Life, of course; there are stargates, too. Which actually work. With the chevrons engaging, sound effects, the whoooosh, and all. A few days ago, I (well, Karida) discovered a stargate right next to home, and went stargate-hopping for a little exploring.

So this is a stargate, but... the iris is closed. No, punching in a destination (notice that I've hit keys on the DHD, lighting them up) doesn't work. Darth and Karida wonder what to do next.

No, this one, with a protective shield (Atlantis-style), doesn't work either.

A friendly gentleman opens the first gate for us, but today the gate is faulty: impossible to go through.

Later, I discover a stargate half-buried in the sand near "my" home, and manage to activate it. Wormhole established! Let's see where it takes me...

It leads me... here. Well, this isn't what I'd expected. I'm in a small structure high above the ground, containing three stargates, nothing else, and no exit. Except the obvious one. I dial the gate, establish a new wormhole and step through to a new destination.

You can dial a random destination, too. Here I've just finished exploring a random location (where I found a trampoline and party hats that you wear round your neck, but that's another story...), and I'm dialing back home. Enough exploring for one day!

Of course, when RoBobby joins us, we have to take him through the stargate. Here he is, having just come through to where Totalus and Karida were waiting. Yes, it's a stargate right next to a Starfleet building! Whoever said Second Life wasn't a strange place...?

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  1. Notice, by the way, that Second Life stargates have only seven chevrons, not nine! Obviously it's not possible to dial a location "off-world"...

    Comment from: Aridd [Member] — 2007-03-05 @ 11:34

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