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    To OOC Room or Not to OOC Room (and Other Artifacts)

    Game Development
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    • Derp
      Derp Admin @friarzen last edited by

      @friarzen said in To OOC Room or Not to OOC Room (and Other Artifacts):

      Hmm... This topic is timely to a game design issue I discovered after my last Section14 post. I was planning on just building out a traditional grid based on my first couple plots, only to realize that would lead to a sprawling set of used-once-or-maybe-twice-at-most locations that would then just rot. In my head, the game is fairly episodic, with only a couple of small recurring locations (like the secret base where the players reside between missions and the "generic" supply depots/storage-dumps/oubliettes that per-mission resources get pulled from or sent to), and the rest of the grid would be temporary-ish rooms used for part of a "Season". Right now, I'm working on just giving the players a set of commands to "re-skin" temporary-ish rooms as needed for scenes or PRPs.
      I guess I'll need to think more on what that design means for privacy/ooc issues, though.

      What codebase are you using? I know that MUX has some pretty robust temproom code out there already, and that would probably work fine on Rhost. Ares has a whole 'scenes' system which is just lovely.

      Racism isn't Tinkerbell. It doesn't need you to believe in it for it to exist.

      friarzen 1 Reply Last reply Reply Quote 0
      • Ominous
        Ominous last edited by Ominous

        As I said in the other thread, I support an OOC Room on a server that does not have a private room for each PC. That way there is always a place a PC can go and not have someone run across them and try to start a scene.

        The only other circumstance where an OOC Room would be welcome is a server going the RPI route and not having channels. This ensures there is a place people can gather to chat OOC and make plans for meeting up on the grid.

        I do support Private RP Rooms, though. They allow people to have backscenes off of the grid so people not part of the backscene aren't accidentally walking into the scene.

        Ceterum autem censeo Carthaginem esse delendam

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        • friarzen
          friarzen @Derp last edited by

          @Derp The codebase is basic Evennia. The system is a minor variant of Gumshoe. In some sense, I guess, I am recreating parts of Ares's Scenes functionality.

          Derp 1 Reply Last reply Reply Quote 0
          • Derp
            Derp Admin @friarzen last edited by

            @friarzen

            Admittedly I haven't been keeping up with Evennia lately. I have no idea what systems have been coded for it. @Apos might have something similar? Or ... someone else who runs some other Evennia game.

            That said, aside from OOC rooms, what sorts of things do people think we could alter as far as game structures go?

            Racism isn't Tinkerbell. It doesn't need you to believe in it for it to exist.

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            • Roz
              Roz Banned last edited by

              Arx doesn't have a traditional temproom system, but it does have a plotroom system that would probably be adaptable and that you'd be able to find in the public Arxcode github. It's more designed to have temporary rooms tied directly to @cal events, not just for everyday RP, but it has a whole database setup, people can desc plotrooms and make them public so others can use them for events or keep them private, etc. I'd imagine it'd be a good jumping off point, at the very least.

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