I came up with ZombieGenesis maybe 12 years ago? I hated having a number in my username and I wanted a new yahoo mail address because my last one was getting spammed to death. My friend had built me a Yu-Gi-Oh deck to try out with the Vampire Genesis card. I figured since it was a popular Yu-Gi-Oh card that name might be taken so I went with ZombieGenesis. I use it on most sites and things now. I've only not been able to get it 2 or three times (most notably on The Old Republic and X-Box Live).
Best posts made by ZombieGenesis
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RE: MSB alias/username
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RE: Star Wars Stand Alone - Staff Sought
While the game sounds ineresting @krmbm got an upvote for his Chester avatar.
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RE: MUs That We Would Love To Make (But Won't)
@sunny said in MUs That We Would Love To Make (But Won't):
... than shaming people into running things.
I'm out. Enjoy the thread everyone.
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RE: RL peeves! >< @$!#
My peeve: F'n snow. Over the last 3 weeks we've gotten something like 36 inches with another 20 or so anticipated between today and Sunday.
I'm over it.
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RE: Star Wars Stand Alone - Staff Sought
Not to derail the thread but in regards to Ares, I played with it a bit at the beginning of the summer. I went in knowing nothing about Ruby. In the span of two weeks I had a fully functioning A Song of Ice and Fire character generation system using the system as put out by Green Ronin. The only education I had for Ruby were YouTube videos and some pointers from faraday. Ruby is much easier to learn than coding for MU(X/SH). That's not to say the platform is perfect(ultimately I did abandon it) but even with my limited exposure, I don't see why someone couldn't code up, well, anything for Ares.
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RE: Previously Mutants & Masterminds MUX, now a Question! DUN DUN DUN!
We seem to disagree on how much of a toolbox system M&M is. I think it is just as much of a toolbox system as Hero (though I agree that it is not nearly as daunting but I think this is thanks to a slicker design than to being less of a toolbox system). That's about it.
I view M&M as the ultimate toolbox system. It has a fairly minimal entry learning curve but gives you absolute control over how your character is built. You don't have to shoe horn powers in a "close enough" build, you can create exactly what you want.
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RE: Star Trek Adventures
@Auspice Here's their main page: http://www.modiphius.com/star-trek.html
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RE: Star Wars Stand Alone - Staff Sought
I love the FFG Star Wars dice system. If it's properly embraced it can lead to some really cool storytelling situations.
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RE: Mush Campaigns
Certainly. I've been running DC games for over 10 years and on most of them I've run story arcs that impacted the world. Sadly I have yet to get New 52 driving in that direction but it can be done.
As for how hard it was to pull off...that varied. Sometimes players just did not get into it or half way through you'd find out things weren't going the way you anticipated. So long as you stay flexible, however, I think most campaigns would be fairly easy to do. Especially if you have story staff to help.
And yes, always listen to player input. They're the people playing the campaign after all. Bore them and they'll just stop playing.
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RE: What Types of Games Would People Like To See?
I was literally just talking to someone about how well Monsterhearts 2 would translate to an MU environment. Like just 10 minutes ago.
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RE: TMNT & Other Strangeness MU*?!
I'm actually a big Palladium fan. I coded up a Heroes Unlimited MUX way back in the early 2000's. Never had much play but it was fun to code. When my TT group as playing After the Bomb I started work on a c-gen system for it. Never got too far but it was something I was very interested in. I always thought it'd be a blast to play in an After the Bomb type setting or even just "mutant animals infest NYC" type thing.
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RE: Good or New Movies Review
@Ghost I enjoyed the new Hellraiser. Maybe not as much as the first one but on par with the second one. I don't think it was perfect but what is? I'll definitely watch it again and I'm eagerly awaiting the announcement of a sequel.
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RE: What Types of Games Would People Like To See?
I think a MH game would be best set in a college town, for sure. One where the college is maybe even assimilated right into the town and caters as much to townies as to outsiders.
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RE: Something similar to WoD, but not quite
Ugh, Buffy. I tried running a Buffy game but...players ran me right off. I hate to be "that guy" but every day was something new and horrible for me to deal with. I allow Highlander Style immortals but that's not good enough, I need to allow 1,200 year old Highlander style immortals who get extra points for combat stats you know, for reasons.
I allow player created demons with very few restrictions...welcome to the club of all combat stats getting straight +5's and every demon being immune to all types of damage.
It was a nightmare running that game for even the brief time I ran it. Everyone wanted to be THAT special snowflake.
While that is not entirely fair (I did run into a number of great people and had some good scenes) I would warn anyone looking to get into a Buffy game that "special snowflake syndrome" will run rampant.
All that said I do have a Buffy game kind of ready to go and would be willing to host it and work with people on it. I just won't run it myself.
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RE: What Types of Games Would People Like To See?
@Cupcake said in What Types of Games Would People Like To See?:
Fantasy Greco-Roman, a la Hercules and Xena.
Man, I've been tempted for years to try my hands at a game inspired by Pantheon Mythic Battles. Essentially post-apocalyptic ancient Greece. The Titans rose up and destroyed Olympus, the gods have been exiled to Earth, the gates of Tartarus have been shattered releasing all the monsters and villains ever locked within. Great game, great theme.
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RE: What would a superhero game need to be/do to bring in a new player base?
It's difficult to constructively reply to a statement made up of out right lies, made up half truths, and passive aggressive innuendo but I'll do my best.
You can't expect a bunch of strangers to behave as a team and function as a well oiled machine and work things out together and push through the plots together.
Then why play on a game where you play with a bunch of strangers that are expected to behave as a team?
Empire Bay had /1/ staffer. 1. I've yet to see a /single/ MU* work with just a single staffer because of sheer time constraints.
A lie.
Not everyone can make the 'scheduled' times, not everyone is interested in the same stories, not everyone's characters even have the same drive and focus to /get/ involved in many stories.
If you don't have the drive to RP why are you on the game? Why are you here? I had one dedicated staffer and 2 volunteer players (in addition to me) creating multiple plots for a variety of different character types. We ran regular scenes as well as offered our time when it was convenient for players. Not sure what else is needed here.
A game needs staff as much as it needs players, staff to help guide players, to run stuff, to just answer questions without waiting for an @mail to get answered, or a job to get processed.
Again, I have 1 dedicated staffer in addition to myself as well as 2 volunteer players handling things. Given our modest player base this has proven to be more than enough.
With only one staffer it can feel more like play by post than it does anything else because it's just social RP in between waiting for mails/requests to get answered, or if you're lucky enough to be able to make a scheduled scene that the /1/ staffer can run.
Another statement predicated on an outright falsehood.
Empire Bay was understaffed. That simple. Once on the grid there was no real direction at all other than put in a request to check up on one lead or another... which doesn't really make for a lot of RP opportunities while waiting.
There was and is plenty of direction to be had for those looking for it. I also note the snarky passive aggressive way you keep implying the game is closed. It's not. It's been open for over 3 years now and will be up for another 3 years for as far as I'm concerned. It'l have it's ups and downs and I'm fine with that too.
My team provided ample opportunities for dedicated RP scenes as well as flexible plot nuggets that could be followed up in individual scenes as dictated by anyone looking to investigate them. Some players took advantage of it and others didn't. The point I made is that simply providing things to do for a playerbase is not guarantee that said playerbase will be active.
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RE: RL Sads
@Devrex I wish I could do more, I really do. I did share the link on FB so hopefully that helps. Thinking good thoughts.
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RE: What's So Hard About Ruby?
I found Ruby to be a very newbie friendly language. When I first wanted to learn enough to code a plugin for Ares I took a vacation from work and spent most of my days for an entire week just reading, watching tutorials, and playing around with code. By the end of it I had a working RPG plugin for Ares(Song of Ice and Fire RPG by FFG).
Since then I've coded some more advanced systems and even learned how to create a web based character sheet. The hardest part, for me, is the web integration.