@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.
@rinel said in Real life versus online behaviors:
@kestrel I don't know how much I agree with that. What we choose to do with how we feel--the public restraint we choose to exercise--is part of who we are.
And it's not just a lack of consequences that influences our actions online; empathy is much harder to come by when you can't see or hear a person. And that's not an intentional issue--just think how many fights start on this forum because people misunderstood something written they'd never have misunderstood in a face-to-face environment.
It doesn't excuse consciously acting like a jerk, but I think it explains why people sometimes do. It's not that they don't care that people are upset; it's that they don't see it.
I think that empathy can be measured in the radius of a sphere.
Everyone cares about themselves. Almost everyone also cares about their inner circle: family, friends, significant others.
A little further out people care about people like them: their gender, their race, their political party, their country. Much further out people might/sometimes care about the wellbeing of their entire species, e.g. people from other countries, other backgrounds, other beliefs, social outcasts such as prison inmates, and so on.
Even further out people might care about sentient beings who are very different from them, starting with the family dog and expanding outwards towards endangered species on the other side of the planet.
Caring or not caring about people on the internet, who are theoretically on the other side of the world, and whom you can't see, would rank a little higher on the empathy scale, but I don't think that's any less a measure of the person in question. It might just be that they never even think about what the person on the other side of the screen is going through, but again, that's a lack of empathy.
It's similar to how some people are deeply moved by the horrors they see on the news, and become inspired to action, while some people shrug and move on with their day — or will even continue actively contributing to these horrors somehow — but would perhaps feel differently if they were transported into the communities and came face to face with the victims, whom they don't otherwise think about harming with their day-to-day choices.
I don't necessarily think that the latter category are 'bad people', but they're definitely less empathetic compared to the former. It isn't a binary measure.
The reason people conflate things happening to their character with things happening to them is because the character is viewed as an extension of the self. I realize this is entry level, but bear with me.
The idea that character is an extension of self is baked into the game design. As an example of this, most of these games reward your character with experience points or whatever for good roleplaying on your part. You, the player, are expected to want your character to ultimately win. Notice how also in most games, you only play one character.
The only way to escape this is to play worlbuilding games like Microscope, but they're too out there to appeal to most people. So we're all stuck with the player-PC conflation, and yes, we are all guilty of this deep down.
RL has been merciless, but the end is nigh. After being stuck in the hospital for 32 days, I get to go home tomorrow! YAY! But there's a catch: I'm still going to have a 2 week limbo of not knowing when I'm going back (when, not if).
To that end:
I apologize to everyone that has popped in or faded out. I really thought I'd totally have all the free time and brain power to run plots and do the things and carry on like normal. Boy was I wrong >.<
I know she looks dead, but as soon as I can, I'm going to go digging through posts and try to gather the strands of the plots I had (Diptheria, warring praxes, the neutral court to bring the wolves into the playing field as allies instead of enemies, and the like).
Hopefully, it won't be any more than 2.5-3 weeks before I'm home (again) and able to start doing the things.
ETA: I could really use another staffer to bounce ideas off of and do my jobs for me XD Mine sit and look very sad. I promise, I pay well (hah) and do not make much job mess.
I vaguely recall there's another game... Arthurian game? Something? That has this really funky set up for the characters where you can end up playing three+ for the price of one, effectively. You go through time? Something like that?
... Don't look at me that way, I have a perfect recollection of all the kinds of coffees I've ever liked, ok. :( My brain knows what is truly important.
But it was set up in a way where it was absolutely definitely clear that the characters themselves were less important, and it was about the story you were making and the health of the group. Place. Thing. Ugh. On the other hand that meant that our involvement in the characters themselves was also greatly lessened, and we were more focused on developing the... settlement? and how the group as a whole interacted with the other factions in the kingdom at the time. As I recall walking away from it I found it was a fun novelty, but it didn't have the satisfaction I get from really getting into a single character. It very much felt like an Arthurian tabletop version of Dwarf Fortress, pretty much.
I do wonder, thinking about it and that The Greatest Generation game if maybe that would be a partial solution, though. Follow the same group of people through time, play Joe then Joe's son then Joe III then Joeanna daughter of Joe III etc. Speed up the time some, maybe? This is spring in 111, now it's summer in 112, etc. Or faster yet, maybe. Timewarping could be an interesting feature to emphasize the story over the characters whilst still keeping you involved.
@saosmash said in Purple Prose Desc Challenges:
@kestrel has already won this game now tho.
It was the first song that came to my mind, too; I just couldn't sit down and type it out at the time. Although, I don't know that it's the winner. It's not really purple.-prosed, it's just the song in prose format.
@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 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.