Dec 10, 2017, 7:02 PM

Reading through this (I fell behind and am only now on the second page), I keep seeing this idea that being web based would slow the RP down... might take 1-3 days to resolve, etc.

Why?

If it's a web-based set up, it doesn't have to be slowed down anymore than a MU*, as long as it is immediate input-response. Maybe I'm missing something, but when I was talking about a web based client/code/set up, I'm talking like a full scale, MU-in-a-web-format. We're talking a grid, poses, pages, etc. all right there. I'm talking games designed with a set up similar to WebMU by Cheesesoftware (which is what I use when I'm at work), but with a few bells and whistles, to make the play EASIER and more clean. The inclusion of a sidebar with clickable common commands (like clickable combat commands, especially. No more +rolling and figuring out dice pools and bonuses, etc. Automate that shit) and tab-spawning wiki links. But at it's core, the experience would be nothing more than what we have already. Just no need for clients and the focus would be more on making the games easier to use and interact with. Less antiquated code. No weird command inputs like + and @ to do things. Click a button on the sidebar to generate a pop up box to input a request to staff. Click send, and it puts in the job. Same with mail. Just stuff like that. A new kind of MU* built entirely on modern (and thus far more easily accessible) coding conventions and practices, with an eye towards ease of use via things like a GUI.