What's missing in MUSHdom?
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Okay, I want to learn me some ruby, and when I learn new languages, I do projects in them.
Oh, look, AresMUSH just went beta.
What RPG setting/system out there is good/interesting yet we doesn't have a game occupying its niche? I'm not looking for collaborators right now, not for staff to fill out other parts of the stuff, the setting, rules, policy, etc. Right now I want to do all the coding needed for a project just to learn a) Ares in general and b) Ruby in specific.
But I don't want to go through the effort for a pet project that no one ever sees, so after I'm done (if I'm successful), I want people to want to play there, so I'm wondering.
What's missing in our games? What would you play if only it were there?
Current thoughts are Stars Without Number has a Revised Edition. I'd go do Eclipse Phase except @The-Sands is doing that. I seek ideas.
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@ixokai Cthulhutech?
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@ixokai I'd love it if someone did a FFG or Fate plugin for Ares, as I think both of those fit the overall feel of the other systems. (Like, you could technically do WoD in Ares, but so much of the built-in code is geared around an open, freeform environment it kinda feels like that would be jamming a square peg into a round hole.)
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@faraday What's FFG? I know Fate: my problem with Fate is almost its too lightweight. I feel I'd spend more time writing the help files explaining what aspects are, what compels and invokes are, then doing any actual coding. Someone could do Fate with their eyes closed. I might do it anyways, though.
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@ixokai Fantasy Flight Games - the one with the funky dice used in Star Wars and their new Genesys generic RPG.
And Fate may be simpler than most, but there are still some nuances in chargen with the skill pyramid, and some unique mechanics with compels and stuff to model... the stress track... stunts... I think it would be a good starter project for learning a new language. And people would probably use it.
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@faraday I'll check out FFG. As for Fate, I really don't think its very interesting (technically); but its just a system. I'm not looking for a coding project, I'm looking for a game to code for -- but why I want to code is a coding project. So I'm not looking for an easy thing to start with, but something people find interesting/missing. Fate is a system I'm a fan of, but its not a setting or world or RPG on its own. Most of the nuances to Fate are just that Fate is a toolkit to make a RPG and not so much a RPG in its own right.
@The-Sands Huh, interesting idea. Reading the book now
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@ixokai said in What's missing in MUSHdom?:
So I'm not looking for an easy thing to start with, but something people find interesting/missing.
I've just seen a lot of folks interested in potentially running a Fate MU*, and I really don't think it would be quite as "easy" as you think - especially if you include the web chargen component. But you know better what sort of project you're looking for. I'm not trying to sway you one way or the other, just clarifying why I brought it up.
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@ixokai The Strange is a really interesting setting as well.
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I was talking to someone (I forget who, sadly) on Fear & Loathing who was actually developing (or hoping to) WoD plugins for Ares.
I'd really, really love to see Deadlands maybe. Possibly. >.>
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@faraday said in What's missing in MUSHdom?:
@ixokai said in What's missing in MUSHdom?:
So I'm not looking for an easy thing to start with, but something people find interesting/missing.
I've just seen a lot of folks interested in potentially running a Fate MU*, and I really don't think it would be quite as "easy" as you think - especially if you include the web chargen component. But you know better what sort of project you're looking for. I'm not trying to sway you one way or the other, just clarifying why I brought it up.
I have a fully functional chargen/sheet/roll system for Rhost for Fate, and its trivial, configurable and usable. There's not a web CG for it but I could write one with ease, with Rhost's API (A system by which external processes can run arbitrary mush code/commands).
Fate's just... not hard. The skill pyramid just requires you having a configuration of what the top skill is, and then only allow +1 for each level down. Otherwise, its nothing really more then traits, from a code POV. The only hard part I found in implementing stress tracks was the UI, but that wasn't actually challenging in mushcode. The hard part in Fate is deciding/accepting what stunts are valid/invalid, and code can't do that, and it will vary from game to game.
@The-Sands Do you mean the Monte Cook game which is about a paranormal-ish multiverse organization world hopping with the system Numenera uses?
@Auspice Ahh, I can't do historical settings. I help run marvel1963 and I find playing in '63 sometimes challenging. 1863? Nooooo.
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Tribe 8 (alien horror in a post-apocalyptic Montreal)? Alternity: Star*Drive (space opera that isn't Star Wars)? Back in the day, I used to toss these around as potential ideas for a MUSH.
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Now that Ares is in beta I've been thinking of trying my hand at a plugin. Thinking I might try something fairly simple like Mythic Battles: Pantheon (post-apocalyptic ancient Greece) or maybe Deadlands. Hmmm...
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@zombiegenesis said in What's missing in MUSHdom?:
Now that Ares is in beta I've been thinking of trying my hand at a plugin. Thinking I might try something fairly simple like Mythic Battles: Pantheon (post-apocalyptic ancient Greece) or maybe Deadlands. Hmmm...
<whispers>Deeeeeadlaaaaaaands</whispers>
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We have lots of WoD games. We can have more than one Eclipse Phase game (especially as none exist at all at the moment).
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Someone should make a Vampire game in New England! that would be dope
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@ixokai said in What's missing in MUSHdom?:
Do you mean the Monte Cook game which is about a paranormal-ish multiverse organization world hopping with the system Numenera uses?
Yes. That's the one. I'm not a huge fan of the system itself but I really like the setting.
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@tnp said in What's missing in MUSHdom?:
We have lots of WoD games. We can have more than one Eclipse Phase game (especially as none exist at all at the moment).
Once I've got what I feel is a fairly stable code base (considering I was working in TinyMUX and I just decided to port everything over to Evennia I'm a ways away from that) I would be happy to share it. I'm attempting to make the code as data driven as possible that it should be relatively easy for anyone familiar with MySQL to make modifications such as adding new morph types/skills/factions/backgrounds. Probably the one thing I won't do is incorporate the alternate CG rules from Transhumanity so anyone wanting that would need to code that up themselves.
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Altered Carbon.
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@betternow Actually, that's part of the reason for coding up Eclipse Phase. EP draws very heavily from Altered Carbon and it would only take a mild amount of altering data (stacks are more fragile than they are in EP, backups are more expensive, the vast majority of morphs are flats and splicers, etc.) and you could run a world nearly identical to Altered Carbon.
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@the-sands said in What's missing in MUSHdom?:
@ixokai said in What's missing in MUSHdom?:
Do you mean the Monte Cook game which is about a paranormal-ish multiverse organization world hopping with the system Numenera uses?
Yes. That's the one. I'm not a huge fan of the system itself but I really like the setting.
You know The Strange could be interesting on a MUSH. I know will never play it table top since the who GM never rolls means I will never run it, and no one else in my table top group runs anything besides superheroes, Shadowrun or D+D.
I find he system kind of interesting in theory and wouldn't mind a chance to test it out.