@surasanji I feel you would be better off setting the game itself on the coast of the Dreaming Sea and thus very much on or beyond the edge of Prasad influence? You could have dragon blooded PCs with their 'safe' area in the empire proper. Then a mixed area of vassal states, dependencies and similar with all sorts of adventure shenanigans going on and ability for celestials to operate but probably not set up a fixed public base if they do not want to be smashed by a hundred experience dragon blooded with a serious business army. But plenty of ability to adventure and clash with Prasad influence if they want.
Then extended adventure times areas beyond that where celestials can openly set up kingdoms or lead clans of wolf pirates or whatever. If you have celestials within Prasad itself then they are going to end up 1) A majority of the PCs (this will happen anyway) and 2) Probably running the place.
Whoo, yeah, that'd be a right pain in the keister. Each book and splat book looks to contradict the other, so you'd basically have to pick one of the cores and force everything else to conform. For example, depending on your core and splat, 'partial borg' could either mean only one hand altered or everything but a leg.
Not on Earth yet but plan to get there by the end of this year. Small but we have enough activity. The combat system is the one Transformers 2005 used until it closed a couple of years ago I think it was.
@Jennkryst chuckles Cute. Yeah I just...I loved a few people I met there. I really did. Some of the rp there was amazing and I'm thankful to the players for it. I'm just a bit too out of touch with the setting I think.
That and sometimes things would just go left turn WAY too fast without any reason what so ever.
Garou Sphere made me so sad I wanted to cry. I can't touch Sabbat anymore, either. Again - sadness.
At least you're enjoying it!!! That's great to hear.
This is the desc of it from frenchquarter.com. It'll at least give you something to start with for a desc to translate it into for your purposes:
Every quarter-hour, the thin peal of bells at St. Louis Cathedral calls saints and sinners, mostly the latter. They clang out a slightly off-key sound, as if they well know the offbeat rhythms of the neighborhood below them. The pulse of a circus atmosphere around the church pounds from hour to hour, as if to compete with the timbre of the sounds from the tower. The church stands sentinel, nether judging nor joining.
Inside, the aroma of ancient brick masonry greets the visitor. One thinks at once of an old French monastery, although stone is nowhere. The darkened entry gives way to a bright interior with painted surfaces everywhere. The eye is drawn to the great high Rococo altar, where gilded and fluted columns of the Corinthian order support a busy entablature. Two rows of wooden columns divide the church into nave and side aisles, with a mute upper gallery where, one imagines, crowds overflowed before Vatican II put an end to crowded churches.
Along the walls, St. Louis lives through stages in multicolored shards of artist’s glass and lead. Here he receives a blessing from St Blanche, his mother; there he marries. He builds a chapel, receives the crown of France, and departs for his first crusade across a wooden plank. Further on he visits a leper with lesions of hollow glass, and in the great lunette over the high altar Louis announces the Seventh Crusade. Overhead, St. Peter receives his shepherd’s staff from the Savior, surrounded by apostles, as the Father oversees the mission.
Sorry guys, it was a hell of a month. I left from Sindome actually, mostly because as I said they discourage any and all ooc communication and so I was completely on my own for figuring out basic survival mechanics.
Anyways aside from a sense of progression?/i guess medieval? Lord and Ladies games where I can /do/ things, etc.
So most MUSHes are really designed for a tabletop RPG writ large feel, that's very character relationship driven with GMs often telling stories or maintaining plot, but they generally don't have the kinds of game mechanics you'd see on a Sindome or HellMOO or Armageddon that has a player versus environment feel, that could give you the kind of sensation of progression.
I'm adding some of that to my game over time for what you might be thinking of, but it's still really downplayed, because games that are MUD-MUSH type hybrids are deciding where their focus is on creating an environment that can act as RP prompts for players and let them develop things on their own, versus a collaborative storytelling experience where the focus is really on letting those players drive stories without an environment possibly getting in the way. I like to try to combine the two and want to keep adding in more environmental features on Arx, but they are still noticeably different styles of RP.