@autumn said in Resetting your #1/God/Admin password:
A very slightly easier version of #2 for TinyMUSH is to redefine GOD to the dbref of a character you do know the password for -- then recompile and restart. The TinyMUSH source code I have at hand is about ten years old, but it's probably still in flags.h:
#define GOD ((dbref) 1)
This has the advantage of allowing only the specified player to change #1's password; but it makes it even more important to change it back right away, because there's probably some code on your game somewhere that depends on #1 being God.
Most excellent. That totally slipped my mind as a valid solution. Thanks for the reminder!
I added it to the main post with credits to you.
@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.
@horrorhound said in As an ST..:
..as an ST, how do you balance for yourself, your group, your sphere, your game, the stories that are on a grand-scale vs. personal?
Usually when a story is set to be personal it starts out that way. A pack wants something ran, for example, so there isn't that much need to balance it out; they are the stars. At that point it's pretty similar to being a table-top DM/ST, with the main difference being you can't blow up the city in the process.
Otherwise my PrP series are launched from a neutral place exactly so that I can fit personal storytelling in them later on. That's tricky - and potentially unwanted - to plan for; sometimes characters I want to buy in don't, and others I didn't expected show up big time. There's no control over this since OOC factors play in the mix (RL schedules, players already having too much on their plate, etc) so I read the room and respond accordingly.
So to answer the OP's question I balance things dynamically because there's no one-size-fits-all approach here. Stories just need to stay flexible to accommodate newcomers, emerging ideas and approaches, even for interactions with other plots ran at the same time.
The one thing that isn't flexible is my own time. I have what I have, and I'm available when I'm available. Everything else has to work based on that or else it won't work at all, so my responsibility here is to make it clear from the start and stick to it as much as life allows.
@thatguythere said in What Is Missing For You?:
My question on the cyclical WoD game idea would be how to draw players, if I can make a character on cyclical game that has a max lifespan of one year, or make a character on standard game that I can play for 6 years (not an exaggeration I have hit the six year mark with a few characters over my time in this hobby) there would have to be a lot more bells and whistles to draw me to the limited lifespan one.
I agree with this sentiment. My bells and whistles would be dedicated staff STs amd focuses on smaller arcs interlinking into a larger story woven by the backstories of the players.
@kestrel said in Heroic Sacrifice:
So the question becomes, as a game creator, how do you tackle this? How do you encourage your playerbase to step back a little from their need to play heroes? From their need to avoid obstacles, reject risks/stakes, and inhibit progression or complexity in a story?
I don't think that this can be done on any MU.
For the most part, MU culture doesn't flock to mushing because they want a lot of complication that they won't be able to control. They're looking for complication and conflict that is titillating, but not frustrating. You're talking about a lot of people who are going online to write and roleplay fantasies with a strong emphasis of escaping the elements of their daily lives where they cannot control the outcome.
I've mushed for over a decade, and if you look close enough you'll see this forum (and I've seen its predecessors) touch point on this every few months or so. This will never, ever, ever, ever be resolved due to the general pulse of the MU community.
In short: For a number of people, this is gaming. For a larger number of people, this is writing.
I personally advise you find, keep track of, and do your best to maintain positive relationships with people with similar mindsets, but understand that you're going to be surrounded by players with this hero concept that you described. You'll often hear it as the "My Story" concept, where when they make a character, their concern is for my story, and they want to ensure that my story is fulfilling for them. The general idea is that whether they're reasonable about it or selfish, it's that losing (pc death, failure, etc) isn't fun, and that others should be willing to find ways to also accommodate resolutions to the story that are fun for everyone (in the way that some people argue on behalf of everyone when it really is arguing for their own characters).
So in the least negative way possible, I'm advising you to just let it go.
Now, from a GM perspective? If you want to show people that their OOC desires aren't going to run the show, the best way to do so is by mandating dice rolling. Dice rolls ensure that it isn't the will of the OOC personality that mandates pass/fail. Without dice, many mushers have learned that OOC tactics work best for cutting the red tape: Making friends, roleplaying within cliques, character assassination, being difficult until they're given what they want, manipulation, schmoozing with staff, etc.
Not intentionally being negative, but as a musher what you're asking will be something you will struggle with for your entire time mushing.
Before you is a woman effuse with a youthful vigor of the refined sort, delicate of mannerism yet delightfully unambiguous in her conversational tones. While her height may be short, curtailed by genetics and gravity, her build is is rather robust, perhaps even stout.
As she lingers before you her body always finds the most classical of poses, one hand cocked on her hip and the other with elbow bent, palm raised to the side. Should she be riled, however, you may hear her shout "Tip me over and pour me out!" in steamy, whistling rage.
Lest one get the wrong impression, she is also of the clever sort, the sort to show you what she can do! That handled pose is easily switched, inverted, that the entire process may begin again!
Finally getting to the part of a plot you've been working the better part of a month on. Esp. a large plot that has a lot of moving parts and other PCs could have (and nearly did!) interfere with.
I've had so, so, so many times over the years where I poured a lot of time and effort into plots and the climactic scenes (for me!) never happened. Either the ST lost steam, the other people needed lost interest, or other things just never came to fruition. So actually getting to see things through for the part in it all that I was waiting for (this is the point that I've been trying to get to since the very first scene I was personally involved in in the plot) is very exciting.
@misadventure It is amazing how many people don't understand that. We need the failures in order to make the successes have meaning. If all we do is win all the time it is just /boring/ because there is no variety. Yet so many people cannot abide failing at anything...
It is strange.