Chronicles of Darkness cyberpunk game seeking help.
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Right now I have much of the baseline plot, setting, and themes for the various splats done, but would still like a little more help. The game is set in Honolulu and the year 2078. The spkats allowed will be vampire, mage, changing breeds with war against the pure used for the baseline, demon, beast, changeling, and promethean. If interested hit me up for more details.
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@saulot When you say CoD, do you mean the first edition, or the new one with a ton of house-rules for those games without the GMC changes, or do you mean some bastardization like The Reach/Fallcoast did?
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@ixokai complete 2e. The only thing that takes major adjustment will be changing breeds, and that's easy. Much of the mechanics will be straight from werewolf 2e except for affinity gifts. That bit is still be sussed out. The major custom or house ruled bit will be stats for the 4 non- human forms, but like I said using the template initially load out in War Against the Pure.
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Since Demon (the only wod game I'm still into) is on the list, and you are not using the Abomination of Rules, count me as interested.
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Why would you use War against the Pure, but not allow Werewolf?
I am completely at a loss here...
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@lithium it gives a template on making changing breeds without using the cb book, and I don't want to do regular werewolf. Regen, auspices, facets/gifts, shapechanging rules (aside from stats), and the majority of things from werewolf 2e will be used.
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@saulot You could arguably just not use 'classic werewolf' as written, and just have 'wolf' an allowed CB type, fwiw, no different from any of the other types. (Which is essentially the same as just making all things that shift on the same footing, vs. 'all things OTHER THAN WOLVES are X, but wolves are special!!!' which is more or less how it's done in the canon generally.)
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@surreality wolves are still a thing with us.
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You got my codey code help if you need a cut-rate Thenomain!
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@skew said in Chronicles of Darkness cyberpunk game seeking help.:
You got my codey code help if you need a cut-rate Thenomain!
I've plans to help with the coding, but I've asked that we use Evennia and not tinymux. Because I'm 98% done with MUX coding. (1% goes to DW, and another 1% goes to The Descent).
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Ugh, Evennia just sounds like, 'okay yeah like in a year this game will still not be open'
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@ixokai said in Chronicles of Darkness cyberpunk game seeking help.:
Ugh, Evennia just sounds like, 'okay yeah like in a year this game will still not be open'
Good, fast, cheap. Pick two.
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I don't see why that should be the case, assuming they are able to find enough people to help out. The hard part is usually code, but the fact they'll be writing that code in Python rather than MUSHcode should speed up the process considerably.
Oh, and I'm also willing to help with codey stuff.
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@rnmissionrun said in Chronicles of Darkness cyberpunk game seeking help.:
The hard part is usually code, but the fact they'll be writing that code in Python rather than MUSHcode should speed up the process considerably.
On the one hand you've got "installing @Thenomain's ready-to-go WoD library and tweaking it on TinyMUX" and on the other hand you've got "learning a new framework + building an entire WoD chargen/skill system from scratch in Python + redoing lots of MUSH globals that don't exist in core Evennia". There are many reasons to use Evennia. But there's no way on earth it'll be faster - or even vaguely comparable in effort.
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@rnmissionrun said in Chronicles of Darkness cyberpunk game seeking help.:
I don't see why that should be the case, assuming they are able to find enough people to help out. The hard part is usually code, but the fact they'll be writing that code in Python rather than MUSHcode should speed up the process considerably.
Another question when it comes to 'how long does it take' is comparing the original deployment versus future requests. As @faraday mentioned it's going to be considerably faster upfront to take an existing codebase and tweak rather than figure out a new one you're not already familiar with... but you (meaning the game-runners) need to ask themselves what they may want to implement down the line.
Many games (for a while there it looked like every game) was content with just this and it'd be overkill to spend the extra effort for a different codebase in that case.
Other games have different requirements; web (or any other protocol) real time integration for example. If so then it makes every kind of sense to pick something else. Hell, many self respecting programmers want to actually either transfer their hard-earned skills in existing respectable languages over or at least to hone them - for example I haven't coded in python in a long time, and messing around with a MU* could be helpful in general. That's another big reason, too.
Anyway, my point here is that the choice of tools always depends on the project's goals.
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We're using Evennia over TinyMUX. I ask that those of you interested in having conversation on the pros and cons of that to make a thread for it as this thread isn't specifically for that.
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It is kinda neat that Hawaii is now the setting for two urban fantasy MUs. Waaaaay west coast!
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@faraday said in Chronicles of Darkness cyberpunk game seeking help.:
@rnmissionrun said in Chronicles of Darkness cyberpunk game seeking help.:
The hard part is usually code, but the fact they'll be writing that code in Python rather than MUSHcode should speed up the process considerably.
On the one hand you've got "installing @Thenomain's ready-to-go WoD library and tweaking it on TinyMUX" and on the other hand you've got "learning a new framework + building an entire WoD chargen/skill system from scratch in Python + redoing lots of MUSH globals that don't exist in core Evennia". There are many reasons to use Evennia. But there's no way on earth it'll be faster - or even vaguely comparable in effort.
Well. I mean. If you have an experienced Python coder on-hand, I bet they can at least come up with a sheet and stat storage system in short order. 2/3rds of the hard work that I did was emulating an indexed database by way of something more like XML. (May the sobbing begin.) The speed of using my code is that it is done. The difficulty of using my code is that it's MUX, and if you wanted to add systems it's going to be far, far faster in the long-run.
Isn't that always the case? Prototype and run, or structure and release when ready? Most Mu*s work on the former principle. I thank @Cobaltasaurus at first then the EldritchMUX gang for giving me the time and platform for doing it the latter.
(I'm done side-tracking @Saulot's thread, honest.)