Which canon property/setting would be good for a MU* ?
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@Auspice said in Which canon property/setting would be good for a MU* ?:
[...] The Expanse[...]
EEEEEECLIPSSSSSSSSE PHAAAAAAASE
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@Jennkryst said in Which canon property/setting would be good for a MU* ?:
@Auspice said in Which canon property/setting would be good for a MU* ?:
[...] The Expanse[...]
EEEEEECLIPSSSSSSSSE PHAAAAAAASE
You are not the first to say this.
BUT I DON'T KNOW ECLIPSE PHASE OKAY. -
Brandon Sanderson's Oathkeeper is coming out soon and I couldn't be more excited about a book. The Stormlight Archive series could make for a hell of a game, there are so many playable concepts and themes.
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@Auspice I like the folks who made it, but I was never wildly impressed with the Eclipse Phase system. I think that there are definite similarities between the Eclipse Phase world and the Expanse world, but they certainly aren't one-for-one.
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@Auspice Hard Science game with some spooky advanced/evil tech that could be the spore things? I only watched the first season, and that was a while ago. Should re-watch.
@Seraphim73 Luckily, 2E recently finished a Kickstarter run, and there are many streamlined things from what I recall of the previews.
AS ALWAYS, my desire to have coded spaceships and morphs you can +wear for your various body-swapping needs will be the reason no one will want to halp code it. ALAS.
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@Seraphim73 said in Which canon property/setting would be good for a MU* ?:
@Auspice I like the folks who made it, but I was never wildly impressed with the Eclipse Phase system. I think that there are definite similarities between the Eclipse Phase world and the Expanse world, but they certainly aren't one-for-one.
The Expanse lacks cyborg octopuses quadru-wielding SMGs and is thus objectively inferior.
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I also cannot express how much I like Eclipse Phase for their weapon system. They don't make specific gun with specific rules. they say 'This is a shotgun, which deals X. If you add Y mod, it modifies the damage thusly; or you could BUY a shotgun with Y mod already installed. End result is the exact same thing. Also, you can add Y mod to this pistol over here, or that SMG over there, and it does the same damn thing.'
No 'one gun to rule them all' sort of bullshit you get from Shadowrun, World of Darkness, or any other game that wants to 'accurately mimick the differences between different real world gun models' like that sort of shit matters.
Edit for more gun modz.
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@Jennkryst said in Which canon property/setting would be good for a MU* ?:
they say 'This is a shotgun, which deals X. If you add Y mod, it modifies the damage thusly; or you could BUY a shotgun with Y mod already installed. End result is the exact same thing'
That sounds like it could get annoyingly complicated for Staff on a game very quickly. In a TT, sure, fine, but on a MU*? Jesus I'd hate to be equipment staff. I'd want to murder every single min-maxer.
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@Auspice There is a limit to which mods are available, as well as what they do. I'd say it is no more complicated than doing equipment things on Shadowrun: Denver (I say this as the former staffer who used to handle 2-4x the +job work of every other staff member combined. THEN AGAIN, that was with their voucher code, which likely made things easier. There is also the Starwars Saga edition workbench method, of 'player do it themselves'.)
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@Auspice said in Which canon property/setting would be good for a MU* ?:
@Jennkryst said in Which canon property/setting would be good for a MU* ?:
they say 'This is a shotgun, which deals X. If you add Y mod, it modifies the damage thusly; or you could BUY a shotgun with Y mod already installed. End result is the exact same thing'
That sounds like it could get annoyingly complicated for Staff on a game very quickly. In a TT, sure, fine, but on a MU*? Jesus I'd hate to be equipment staff. I'd want to murder every single min-maxer.
I think the thrust of the post was, way easier just to have to code all shotguns in the game as "SHOTGUN," rather than banging out each individual one, like "Ithaca model Blahblahblah" or whatever, which... Jesus, were there MU*'s that did that?
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@Wizz
Not in a coded object way but WoD games have done similar in notes, since the WoD books in places have had significant variation between different handguns for example, that the type of gun would be noted and the game stats would be noted.My personal preference is somewhere in the middle, I would not want one set of shotgun or handgun stats but instead of eleventy billion real life models instead do things more along the line, light handguns do x, medium do y, and heavy do z, and a short list of what would be in each. Divide shotguns, rifles etc along similar likes. Just from logic a 9mm should not do the same damage as a .50 caliber but I don't think for game purposes there needs to be seven variations on a 9mm.
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From my very brief stint on SerenityMU I seem to recall them having a crazy equipment system with custom items and mods and crap.
Very interesting, to the gamer in me.
A horrible nightmare, to the part of me who is familiar with how MUing works.
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I find it's easy to pick a basic number of categories in a way that properly integrates with your statistical concept for combat (i.e. you have five stats, the standard three plus a two damage stats), then create a system that works into a mathematical variable (you have three weapon types that suit each type of your stat, you have three distance modes that suit the rival stat set, and then you have a direct relationship modification, and an inverse relationship modification, for damage interaction that can pair with both stats either way). That's an easy, intuitive system, for weapons damage code. Everything else is just fluff.
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Orville.
Just sayin.
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Darkover (pre-rediscovery)
I don't know that I would want to play there necessarily.
But holy christ on a cracker, that would bring out the totally batshit (and probably perimenopausal) insane ooc drama and ic hijinks like whoa.
So it would be kind of fun to watch.
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@mietze I have a hard time reconciling MZB's works with her horrible RL past these days. There are some artists I can separate from their work, but she's not one of them.
I know what you mean, though. Holy crap that would be some significant histrionics.
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Dark Matter and it's source material would probably be a pretty cool sci-fi game. You'd have politics, corporations, outlaws, civil wars... the scope would have to be narrowed down a bit maybe.
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@lithium I think both Dark Matter and Killjoys are good prospects for settings.
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What about S.M. Stirling's Emberverse series?
Post apocalyptic, non-zombies, people reintegrating back to Dark Ages communities?
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Also:
Simple setup:
Take a little bit of TGG, mix it with Battlestar, whip it up with FS3, and you've got a game where a platoon of soldiers who answer to corporate Weyland-Yutani interests are sent to fight wars, enforce martial law on labor disputes, and, you know...
...kind of run into xenomorphs and predators.