The importance of large grids for MU*
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Maps. To me you can have a map of the game world without having every square inch of the map actually built. We have so many options these days, for how to build a grid, that nothing really implies that the spaces all need to be built specifically, not when someone can easily go to temporary rooms off the OOC on one game, or use a temp room code on another game, to go left or right, when the grid doesn't give you the option, and the map does. I think it is very easy to be conservative, while still allowing your player base to be creative. Plus. I really dig people who actually draw a map with little trees and little buildings and little named places and upload them someplace people can see. Heh.
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Ownership. Ownership is so weird! What is it we're looking for, a place we can lock? Some places can't even be locked. Do you want a dark exit?? What is it you want? A place you can desc how you like? A place you can boss people and say, "Get out!"? I don't think people can even define why they want a personally owned space on a game. As far back as the 90s it was all about being able to idle and not get moved someplace off grid. But the ways individual games handle xp now, even that isn't relevant anymore. So what is it we're all looking for when we want to own a bunch of things? Can we even define it anymore?
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@Bennie said:
- Maps. To me you can have a map of the game world without having every square inch of the map actually built.
Yes, but for some reason I want the grid to map to the map. There's areas on the map that don't have grid spaces, but if I make a diagram of the grid with the rooms as little boxes and the exits as lines, I want to be able to lay that diagram on the map and have it overlap more or less correctly, if I just adjust the sizes of the boxes and the lengths of the lines. My sad leetle brain does not 'feel' the reality of the game world if it doesn't work that way. (I remember one quite clever grid where neighborhoods of the city were all connected to a central spot, the +ic drop point, and all the parks and houses and shit to the central neighborhood room, so you could go anywhere from the drop point in two moves, and I never felt like I knew where the fuck I was, though I could easily look up the neighborhoods on a map of the real city.)
- Ownership. Ownership is so weird! What is it we're looking for, a place we can lock? Some places can't even be locked. Do you want a dark exit?? What is it you want? A place you can desc how you like? A place you can boss people and say, "Get out!"? I don't think people can even define why they want a personally owned space on a game. As far back as the 90s it was all about being able to idle and not get moved someplace off grid. But the ways individual games handle xp now, even that isn't relevant anymore. So what is it we're all looking for when we want to own a bunch of things? Can we even define it anymore?
Nobody on 'my' game has yet complained to me that they cannot actually own a grid room, they all belong to the builder, and they cannot redesc them without a +request containing the new desc, and they cannot lock them. Yet they want these spaces that are, ICly, privately owned. Why do they want them? My guess? They want them because their characters *have *them. They want them for the same reason I want the grid to map to what the world is actually supposed to look like. They want them because they reflect the game reality and thus make the imagination-work-experience-thing more vivid.
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What I want in a build.
- A place where I can control the number and flow of people entering and exiting.
- Somewhere that I can go when I need to be able to answer jobs/mails/read bb's without potentially being spammed by sudden RP or random OOC chatter.
- And yes, someplace where I can lock the door and be invisible and not be pestered when I don't want to be.
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See, we have this 'idle lounge' or 'quiet room' for avoiding of sudden RP or random-chat or pestering.
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Yeeeeeeeeeeeeah. Ever noticed how in TR's quiet room you can't roll dice? No thanks.
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There's PRP rooms on most games too.
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I like big, well-written grids with places that are described as actual places. I even like grids whose rooms have hidden exits and are intentionally linked in ways that turn them into mazes. However, the only places I've seen with grids like that are ones that have been around more than a decade.
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Yes. You also asked this the first time I mentioned it. You have holes in your brain!
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@ThatOneDude Did @Coin mention Demon?! Waitaminutehere. I missed that the first time around.
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@ThatOneDude said:
@Coin I know, I just like asking cause its exciting. I was going to make a joke asking if I had to make a character that sucked at life to get the approval of @il-volpe , but, I don't think the humor its meant to convey translates into text
The 'holes in your brain' was a Deadpool ref. You suck. Take off that icon, you don't deserve it.
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Why does no one ever try to test my pony knowledge? I feel so left out. Like ponies are uncool or something. I don't understand...
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@Luna said:
Why does no one ever try to test my pony knowledge? I feel so left out. Like ponies are uncool or something. I don't understand...
Ok... What pony is this?
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There's no 2nd ed mummy yet I don't think.
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@Miss-Demeanor said:
Yeeeeeeeeeeeeah. Ever noticed how in TR's quiet room you can't roll dice? No thanks.
Nope, 'cause I never played there. Sure 'nuff if you spammed the quiet room with dice rolls, that'd make it not quiet. They don't have pdice there?
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@Bennie Mummy: the Curse. It was out before Demon. But it breaks the conventional power stat/fuel stat of everything else in nWoD.