@thenomain said in Shout for Help:
So you hit up Google and end it with site:musoapbox.net
You know, I've been kind of tempted to write a 'How to Google Like a Champ' thing for awhile now. Maybe this will get me the motivation to finally do that.
@insomnia I always liked the idea of Supernatural as the setting for a MUSH.
Here's a question for you: How (and if) would you intend to tackle one of Hunter-based games which is essentially what this one would be in its heart, namely the reliance on plots for things to happen?
@misadventure said in Game Design is never easy:
I think what I am saying is I appreciate the visions, and the efforts of those who create these games, whether or not I am in the audience who finds the final product.
This is one of the reasons that I will always cheer on a new project.
It takes courage. It takes creativity. It takes real work. It takes time.
And there are no guarantees for any of it.
It's one of the reasons I will always support any ethical choice (and most choices are completely ethics neutral when it comes to these games -- things like where to set it, what time period, etc.) whether it's the choice I would have personally made or not. (I won't support things like, say, Elsa emailing abuse to people, because duh. That's the kind of thing I mean about unethical choices.)
There are a lot of things I disagree with. I still believe in encouraging people to try them, and explore the possibilities of them. They might work, and that would be awesome! If they don't, we've collectively learned something from that, too, and maybe they or someone else can fix it so it does work.
Every creative endeavor -- and I consider world building, grid building, roleplay, plot running, and even code to be creative endeavors -- is a constant learning process. Everything is constantly in a state of being refined. Sometimes this is from one game to the next, sometimes within a game. I think that's actually a pretty healthy thing, and it speaks well of those willing to do it. I start things over from scratch repeatedly for exactly this reason more often than I ever imagined I would at the outset, and that goes for not just games, but all the other artsy foo-foo I do. (I lost count of the number of times I've restarted the current knitting project to refine it, for instance; I know it's over twenty.)
Yeah, so I read this whole thread. This shit is my drug. I cut my RP teeth twenty-odd years ago in Wheel of Time chatrooms on AOL. I am guaranteed to play on this thing and would be happy to help as I can. I'll probably just idle on the server forever until people show up.
@skew said in Choosing a MU Server:
I have to say that I still do not understand why no one has set up a "blank" database, which has not just the TinyMUX core stuff (SGP?) but also a package of the most used features on it. It seems like it would be incredibly simple to do.
Well, I can't speak to TinyMUX but I did exactly this for PennMUSH with my Softcode Package (which everybody calls the 'FS3 codebase' even though FS3 is a completely optional addon.)
The trouble, I think, is that there was so much variation in softcode packages. Should your starter DB include Faraday's +who or Volund's? Brandymail or Faraday's mail? Also, configuring these things required code knowledge (because it requires monkeying with attributes on objects and softcode formatting functions). If you need a coder just to set the dang thing up, then having a pre-built code package for simple globals was of minimal benefit.
But this speaks to a core philosophical difference between Evennia and Ares. Ares is designed to be a 'MU in a box'. There are a bunch of things you can configure easily, but if you want a radically-different +where display, or to completely remove the BBS system, it's going to take some code surgery. Whereas Evennia is more of a blank slate. If you like Sparks' BBS you just install it. Or you can use some other BBS. Or make your own. In this regard it's more like the old servers. Harder if you just want something that works out of the box, but easier if you want to go off the beaten path or just do something your own way.
@skew said in Choosing a MU Server:
I'll be documenting my stuff as best I can ... Super easy to copy+paste it!)
Probably worth noting that both Evennia and Ares have repositories for community contributions. So it'll be easier to share your stuff and have people actually find it.
@thatguythere LOL that's horrible.
Not to derail the thread too much about automated combats but I think it's at least vaguely relevant...
The nuts and bolts of automating combat are actually pretty easy. Entering your action, rolling initiative, and then iterating through the actions inflicting damage or effects... you could code that in a lot of systems. In fact, the original versions of my +combat were for B5MUSH (which used a sort of oWoD mortal-only homebrew) and BSP (which used FUDGE). There was nothing FS3 about it.
What makes FS3 unique is that the mechanics are optimized for MUs. There's no concept of "holding your action", for example - not because it's a bad idea, but because it would disrupt the scene flow too much. There's nothing like: "Oh, he just shot me, I'm going to activate my Iron Skin power to soak the damage better..." or "I'm going to allocate half of my dodge pool to this attack and save the rest for the next one..." or "I'm going to try to riposte..." or the other more 'interactive' combat mechanics that you might find in a traditional tabletop RPG. There are also no creative powers, like, "I'm going to put ice under his feet..." because okay, how would you model that effect with an automated action? (rhetorical question)
That kind of stuff is what makes combat systems difficult to automate, and why MUs trying to use traditional RPG rules for even GM-ed combats get so bogged down. There's just too much back-and-forth.
One of the last things we're working out is Valor. Valor replaces glory for Valorous Dominion; simply because Glory has a large tie to chivalry. Valor is very similar, fame and reputation, status and standing, gossip in the shadows and glory on the lute of musicians. But, it's not really chivalrous. Vendetta is a large part of daily life for the nobility, and thus courage to act and defend honor is a sign of valor. Likewise, it is reputation. Doesn't have to come from good deeds; best example I can think of is Cersei Lannister's walk of shame. It may have been humiliating, but her courage to do it or her gumption to do it in spite of everything might have bolstered her reputation from the event.
House management and Vindicti are systems in place. One of the uses of house commodities is to hold social events, sporting events, tournaments and the like. Not only is this a way to impress/turn the ear of NPCs of influence, it is a way to increase house reputation. We are focusing less on combat (it's there) as a means to gain Valor, this concept is similar to hosting tournaments in Pendragon. The net 'glory' is instead awarded to the house as reputation. Individuals that attend the party gain 1/10th that reputation as personal valor. It will mirror the levels of glory for tournaments, with a progression for importance of the event; one can raise the level by attracting influential/famous NPCs to the event. The easiest way to get an NPC to show up is spending of house or personal reputation to draw them to the gathering, increasing the reputation for the house to host such notable individuals and, thereby, increasing personal valor for being in attendance at prestigious events. We're hoping a lot of the drive to gain and earn valor is player driven.
Another implementation post-opening we are planning is a quirk/hook/goal system. We're not requiring any of these for characters, but those wishing to add them and play them out will be rewarded. Our focus in the system is on houses, anything we don't see is something we won't know about. Using this system will prevent reliance on +requests to earn Valor, but like all systems it will take effort and this will require logging on some level to supply to the system as proof of goals. Rather than define levels of goal/quirk/hook involvement, it will be by the month and the amount of scenes/etc in which the goal is worked on or the hooks played out. No matter how many listed, there will be a limit of Valor awarded per month.
All that said, we are settling on an opening of Monday (23rd). It's a full opening and we're sure there are plenty of things missed or overlooked. It will come with changes, code fixes, theme clarifications and anything in between. Once we open it will be a persistent setting for the characters developing. We could call it alpha, but even if anything needs fixed changed, the characters, there will be little cosmetic difference as the story persists.
I think about buying suggested book on Apache wars.
That could make for better Apache Scions in my Victorian Scion game.
Why do the Scions show up now, and not when they could have saved the First Nations?
Because Scions (in my setting) are created specifically to face Titan activity.
Scions and the Gods have sucked for every group who were scattered or wiped out throughout history.
This game is depressing.
I will bounce off what @coin said to pitch Part-Time Gods, not post-apoc/post-god(s), but I like how it manages to have basically a superhero "all-spark" mythos but not be drowned out by an all-encompassing metaplot or setting focus. I personally find it awfully human, which is to say I think it would make a good Mu*. I would play it as an optimistic future, knowing that the gods in our past were complete dicks.
Think it's been said pretty well already, but why not say it again... Original world. Borrow as heavily as you like from one of those other settings, but make clear that it's not that thing.
I know it's not a great example, but when we ran BITN (a WoD MUX), we said "there are vampires, and we might borrow from WoD vampires, but they are not WoD vampires. They are original vampires." and everyone was happy with the response. Something to orientate yourself helps. Keeping it original otherwise seems to interest players.
Really anything but Star Wars, Star Trek, or D&D in space (Spelljammer and Planescape are acceptable because they are unique and haven't been done to death yet.)
I've decided to go with a generalized Yakuza theme in the future, sort of a mixture of Shaun Sans Pants' old Yakuza theme in a purist's form, Chicago MUSH's Mafia as a rival faction, and MotM's Interpol (as viewed by their player Daniel) as the heroic faction. I'm going with a loosely Bladerunner technology level, so we have the boomtubes, 'Strange Days' drugs, Rumsfeldian warfare for the Shadowrun military corporate ethic, and the 25 cities on top of a very simple one-room-per-continent grid.
I'm taking my project 'Neo-Tokyo Nights', which I've determined is Daikatana, and making a much more simpler 'Katana', without releasing Daikatana and ruining myself.
I'm calling it 'Yakuza MUSH', and it will essentially be a corporate criminal versus street mobster versus mercenary cop game, which sounds very boring, except you'll have a neat combat system I've designed where you build experience very simply and advance rapidly at first, but slowly upwards, with more experienced players having a superb advantage (it's just harder to get to the higher levels).
The combat system is really the centerpiece, the entire MUSH is a showpiece for the combat system.
Spider counts as a bad person even ignoring anything she has ever done on a game for the @surreality house episode alone, causing a ton of damage and never paying for it is one of those things that makes you a bad person. I can understand not being able to pay all at once but never a dime after years is really not acceptable behavior.