MU Soapbox

    • Register
    • Login
    • Search
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Muxify
    • Mustard

    What RPG SYSTEM do you want to play on a Mu*?

    Mildly Constructive
    50
    163
    25082
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • Kumakun
      Kumakun last edited by

      Reviving this thread again! Mwa!
      For my JS powered codebase, I think I'm pretty decided that I want to use FATE as my first 'example' plug and play system. I'm curious what about FATE works well on a MU* and what causes hangups. I've heard that FATE tends to be very staff heavy. What makes it that way?

      I can see the FP economy in a scene suffering some without someone being assigned to dole out compels, etc - or having to come up with a system to allow characters to offer each other a compelling from the scene pool.

      Ma' FATE experts, go! 🙂

      Thanks everyone!

      No trees were destroyed in the sending of this message, however, a significant number of electrons were terribly inconvenienced.

      Thenomain Kumakun 2 Replies Last reply Reply Quote 1
      • Thenomain
        Thenomain @Kumakun last edited by Thenomain

        @kumakun said in What RPG SYSTEM do you want to play on a Mu*?:

        I've heard that FATE tends to be very staff heavy. What makes it that way?

        #1: Aspects.

        What is appropriate, what is too much? Fate Core has done a lot to make this more mechanical, i.e. if you want to add an aspect to a scene you usually have to perform an action.

        And in starting a scene, what aspects does it already have?

        #2: Worldbuilding.

        Similar to aspects, and sometimes exactly the same. With several skills and/or stunts, you can create history, put down business and allies in certain locations.

        e.g., under Contacts:

        Create an Advantage: Contacts allows you to know who the perfect person to talk to is for anything you might need, or to decide that you know the perfect person already. It’s likely that you’ll create story details with this skill, represented by aspects. (“Hey, guys, my contacts tell me that Joe Steel is the Best Mechanic For A Thousand Miles—we should talk to him.”)

        I don't think any of this is terrible, but it can make the world larger-than-life. Absolutely nothing wrong with that.

        #1 + #2 = #3: Consistency.

        I'm going to imagine, with no strong experience, that having consistency for some of these things requires a lot of note-taking, a human brain, or not really caring if the tone weaves around like a season of Lost.

        On this last one I think a staff presence is always a plus, no matter what kind of game it is.

        --

        Anyhow, them's my thoughts. I'm always willing to take a FP, since the best systems reduce your Refresh for picking more stunts and powers.

        “If you wish to make an apple pie from scratch, you must first invent the universe.”
        ― Carl Sagan, Cosmos

        1 Reply Last reply Reply Quote 0
        • Kumakun
          Kumakun @Kumakun last edited by

          @kumakun said in What RPG SYSTEM do you want to play on a Mu*?:

          Reviving this thread again! Mwa!
          For my JS powered codebase, I think I'm pretty decided that I want to use FATE as my first 'example' plug and play system. I'm curious what about FATE works well on a MU* and what causes hangups. I've heard that FATE tends to be very staff heavy. What makes it that way?

          I can see the FP economy in a scene suffering some without someone being assigned to dole out compels, etc - or having to come up with a system to allow characters to offer each other a compelling from the scene pool.

          Finding another small thread for FATE, I see that the Fate Point economy is a hangup in a persistent world setting - and some of the suggestions were to either lessen their impact or customize the refresh rules. I could see a time-based refresh, but the ability to trade back and forth with compels during scenes, which could lead to interesting RP.

          No trees were destroyed in the sending of this message, however, a significant number of electrons were terribly inconvenienced.

          1 Reply Last reply Reply Quote 1
          • 1
          • 2
          • 5
          • 6
          • 7
          • 8
          • 9
          • 9 / 9
          • First post
            Last post