I will design you a MUX


  • Pitcrew

    I will accept a handful of pitches for a Chronicles of Darkness MUXes, and, if there is something I find interesting enough, I will write you up the following:

    • Game Policies
    • Theme Notes
    • Setting
    • NPCs as needed
    • House Rules

    What I cannot do for you is the following: Install Code, make a pretty wiki. I can probably convince @Thenomain to install his code for you, though. What I also will not do, is I will not staff on your game.

    Serious Inquiries only.


  • Politics

    @tragedyjones said in I will design you a MUX:

    Serious Inquiries only.

    Your mom's a serious inquiry.


  • Creator

    @Coin said in I will design you a MUX:

    Your mom's a serious inquiry.

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  • I'm a pretty decent programmer (day job), and I also have a good bit of experience writing MUSH code.

    I'm happy to help with any promising projects.

    Promising is defined as:

    • Setting isn't fucking stupid (I'm not super picky)
    • Policies aren't fucking stupid (I favor strong ica=icc, but again I'm flexible)
    • Wizard(s) don't display obvious personality disorders
    • Not be a single sphere Changeling game (Great game, I just don't enjoy it)

    Basically, I'd enjoy coding for any game I'd enjoy playing. Consider my hat thrown in the ring.



  • I hate you both for tempting me into trying to make a game.

    Thankfully my work schedule precludes any sort of heavy lifting on my part, time-wise. Otherwise I'd be in trouble.


  • Creator

    If I had time to create a MU*, I've got an idea for an original horror setting. Unfortunately, I'm not sure when I'll actually have time to do anything that labor-intensive.



  • That said, I'm willing to throw in a little money every month to help pay for a game if someone wants to make something I like.


  • Pitcrew

    Designing a game isn't that hard. Building it isn't either. Running it, that's the bitch.


  • Coder

    @somasatori said in I will design you a MUX:

    If I had time to create a MU*, I've got an idea for an original horror setting. Unfortunately, I'm not sure when I'll actually have time to do anything that labor-intensive.

    I'd call it something foreboding, yet believable. Perhaps a part of the world on the precipice of disaster that calls itself The Reach.



  • Okay, created an account just for this thread. I have been dying to make a post-holocaust MU for atleast 15 years. I've played other games when the urge to create came upon me (I am so not a coder!), and finally, finally, I am breaking down.

    My post-holocaust world is a Mad Max meets Bladerunner with lots of PH elements from the 70s SF writers (Harlan Ellison in particular!) and old-style TT games (Aftermath and Morrow Project).

    What I desperately need is a coder. But, tossing my hat into the ring for any volunteers to give me a hand. I have a server with MUX loaded. Have the barest of parent objects, but.. would love tech help, etc.



  • Hey Berk! How about a WOD Planescape MU?


  • Creator

    @Blue said in I will design you a MUX:

    My post-holocaust world is a Mad Max meets Bladerunner with lots of PH elements from the 70s SF writers (Harlan Ellison in particular!) and old-style TT games (Aftermath and Morrow Project).

    Would play if made. A++++++



  • @somasatori I'll keep you in mind! :)


  • Pitcrew

    @tragedyjones

    The basic problem with WOD places (to me at least, I'm sure everyone else will disagree) is that after Generic Angsty WOD Mush #652, they get kinda...repetitive. You could swap out any city in the country for them (they are almost always in modern USA) and they'd be exactly the same.

    Here are a few ideas that I think are better:

    Ancient Alexandria, Egypt. (During the heydey of the Roman Republic?)
    Trinidad, 1680, Golden Age of Piracy
    London England, 1939
    New York, New York, 1920
    Constantinople, 769 AD
    Last Days of Rome, 460 AD

    Some of these would require houserules on clans/etc. to adjust things, depending on which version of WOD was used. But any of them would be more interesting then ....yet....another...modern...goth...emo...city.

    What are the two really big, notable and cool things about vampires (other then the drinking blood, and the traditional ennui often seen in them in media?)

    1. They can live forever.
    2. They've seen a lot of history.

    Why are these the two things NEVER explored in any WOD mush? I'd love to see something set in ancient times, even with modified clans and a 1 for 1 timescale. But what I'd -really- love to see is something set in some absurdly ancient period and a vastly accelerated timescale. I doubt anyone would go for that latter bit, but it'd be really neat to be able to explore the fall of the roman Republic, and then the fall of the roman Empire, with the same group of pcs. Mostly what I see from WOD players is uh...not that. And I mean, I think it would add something of the 'Highlander: the Series' vibe to it, if the timescale is faster, and perhaps if you have a few cities (like around the ancient Mediterranian, Rome, Alexandria, Greece, etc.) - and a faster timescale, and people keep seeing each other as the centuries roll by.

    But this is part of why Paradox Games bought out White Wolf - I expect to see something like this emerging on the videogame front, at least, though I doubt a mush of this sort would ever be popular with anyone but me.


  • Creator

    @secretfire

    I know a bunch of folks who've quit MU*ing who would probably be all over a Requiem for Rome game if it got made. The main issue I've seen with WoD games (either traditional WoD or CoD) set in a different time period is they usually have a novelty effect for about a month or two, then people start to flake off of them in favor of Generic City By Night. However, I agree with you. I've had about four character concepts pop into my head with the mention of those time periods. It'd be great to play out; the issue would be trying to gather players for a somewhat niche setting.

    What I figure is that the amount of research that goes into a character on a modern nights game would be greatly enhanced if it were set back in - say Trinidad during the Golden Age of Piracy. Depending on the level of realism you want, a potential player might have to research famous figures from the era, what might have brought you there, why you have any interest in being there at all, etc., which is generally a tall order from someone that just wants to get on the grid and buckle their swashes. That being said, I'll reiterate that I agree with you and would love to see something in a non-traditional era.



  • @secretfire @somasatori I'd play the hell out of it.



  • This post is deleted!

  • Pitcrew

    The biggest problem with historical settings is that people such at research. You either care about historical accuracy and you stay a niche game, or you don't and you become a slightly larger niche game.


  • Coder

    @tragedyjones said in I will design you a MUX:

    The biggest problem with historical settings is that people such at research. You either care about historical accuracy and you stay a niche game, or you don't and you become a slightly larger niche game.

    While I +1'd this, it used to be quite possible for people to find their game theme and then throw a historical veneer over it. The more fantasy or alt-history it is, the more people can click with it which is probably what you want.



  • I think Chronicles ruleset is really good for a more historical setting, but it needs to be focused and specialized in its theme. Imagine something like the old CryptMUX. Just creating an historical based WoD game set in any time period isn't enough. It will just degenerate as theme is continually ignored by players and staff alike.

    A focused setting where the theme is well detailed and the structure of the setting is established by staff in such a way as to provide a guide for all players.

    I remember many years ago, I thought about creating a Dark Ages game set in Prague. I did thorough research and as I developed the setting realized that I had to make sure that the structure of the setting was established in such a way that there was no question that A or B was the way a vampire, for instance, would view the power dynamic in the city.

    I think they're not done often because most people when thinking of creating such a game have the realization of how much work it will actually be but it can work. I've said it many times that I'd play the shit out of a CryptMUX type game using Chronicles rules.

    I think @Thenomain is right though. Either you throw a veneer over it, but otherwise accept that its going to be a City by Night type game or you apply some kind of fantasy or alt-history twist to it to make the setting actually work. I'd prefer the latter.



  • If you set your expectations to Popular Culture Historical (as imagined by tv, moveies and pulp fiction) I think you're fine. If you try to be authentic as opposed to mere plausible, you're going to go mad. It'll also be a very tiny game. Further more you should pick both a setting and a time that is familiar.

    Classic Greece? Sure, if you're cool with Xena and Hercules being as much of an inspiration as anything you cook up.
    Rome? Sure, but we're talking Gladiator here.
    Western European Dark Ages? Sure.
    Renaissance Italy? Can totally work
    Victorian London? Go for it.
    American Wild West? Sure.
    Constantinople? Eh (and that goes for both Byzantine and Ottoman)
    Pre-Columbus Aztecs? Eh.
    Mughal India? Eh
    Feudal Japan? Eh.
    Warring States China? Eh.

    The key principle is familiarity, if not with the details then how pop culture has portrayed it. Go off the beaten track and people have to do more and more research, coupled with the fact that the more niche the more dedicated the detail-oriented freaks you've attracted will be. The kind that will hate the bastardization of their favorite era.


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