Dreamwalk MUSH
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@three-eyed-crow said in Dreamwalk MUSH:
@ixokai
Indeed, I mistyped. The post shall be left for posterity, though.Okay Sorry to be a dick on this point. I've just seen some commentary in the past equating FS3 and Ares, saying there was like no reason to use Ares except for FS3, etc, which I think does faraday's work an injustice.
Back to your regularly scheduled programming!
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Awesome idea for the mush. Reminds me of H.P. Lovecraft's Dreamlands.
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@tnp said in Dreamwalk MUSH:
Sounds interesting. One thing though leapt out at me...
and how many words you wrote.
I don't like the idea of encouraging nonsensical purple prose that takes a half hour to write and even longer to interpret. It actively punishes those who pose concisely.
Does it, though? 30 minute purple prose pose is X, 1 minute quick pose is y. So long as 30y=X in word count, cool beans.
Dibs on the Moonbase Alpha login. eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
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@secretfire said in Dreamwalk MUSH:
H.P. Lovecraft's Dreamlands
Good recommendation. I should revisit this and see if anything inspiring comes up in terms of how to further program the game mechanics.
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@tnp said in Dreamwalk MUSH:
Sounds interesting. One thing though leapt out at me...
and how many words you wrote.
I don't like the idea of encouraging nonsensical purple prose that takes a half hour to write and even longer to interpret. It actively punishes those who pose concisely.
If someone goes all purple, there's an easy solution. I just won't play with them. So far no one's been stupid. Poses are of what I expect generally in the normal length/quality of modern mushing.
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It takes so long to write something hideously purple, the person writing poses in a saner length is likely going to be able to get more poses out much more quickly by comparison.
I suspect that will balance out more than might be initially expected on the whole, since the only benefit the purple people would have would be if they're writing as many poses as everyone else -- and while they may hold up a scene now and then with pose order issues, that'd be made up for rapidly by faster-paced scenes with shorter posers that the purple person isn't in.
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Maaaan, I always get choice paralysis with settings like this. Guess I'll see you guys in a year or so when I make up my goddamn mind.
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https://www.twitch.tv/thestranjer
Live stream of me working on Dreamwalk MUSH. Tell me what needs to be coded.
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Here are the ways Dreamwalk MUSH improved today:
- Bridge tolls are now 50 per barrier level, not 25
- Toll recipients now get message for why they are paid
- Gifting now sends a message
- Poses now yield a message
- Starting out lists a reason for being awarded Lucidity
- Idling for an hour is now listed as well
- You can now have messages for getting awarded lucidity
- Bridge tolls go to owner of room being entered
- Starting Lucidity: 5000
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@ixokai so, bad?
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Just my two cents: pretty cool concept, but the headwiz has a very strong vision of what he wants this game to be and it'd be beneficial to get some text up explaining the core mechanics to people ASAP so they can decide in advance if it sounds like something that they'd be comfortable with.
Biggest hurdle I think most people will have to clear is that there is not and will not be a shared hub for RP, all interactions between characters are paid for in advance and made through connecting up personal spaces to interact in.
Not really something I could get behind, but if that sounds cool, more power to you.
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@wizz Yeah, man. I'm sorry that it didn't work out for you.
But as an aside, all new players will now receive 3 free bridges in addition to the 3 free sympathetic connections.
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I was under the impression that the IC shared connection channel could be used as this central hub. What more would be needed?
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@golgoth said in Dreamwalk MUSH:
I was under the impression that the IC shared connection channel could be used as this central hub. What more would be needed?
From the game wiki, it sounds like in order for two characters to RP with each other, one of them has to: a) create a sympathetic connection, b) build a bridge, and c) pay lucidity to go through that bridge. That means that three characters can't just randomly decide to do a scene together. They all have to be connected first to someplace they can all get to (or spend the points/tokens to do so now).
That's not a criticism; just an observation. The dreamscape mechanic is what makes the game unique. It also may be off-putting to some players.
If there's another way to RP then @Wizz is right - that probably should be clarified in the wiki.
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Just want to say that I'm going to play the fuck out of this game once my work week is done. Devoting my weekend to it.
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It wasn't the RP aspect that I was getting at. I just very briefly checked out the game last night. I can understand the need for a central IC meeting ground, but I think they could potentially waste the idea of the sympathetic link between the two dreamscapes. I also know (from in-game ooc chat, not on the wiki) that there is a method of mass IC communication of some sort at present. Though that isn't 100% the answer to an IC hub, it could be something at least.
On the flip side, I can see the use for a central dream hub something like a goblin market, or a general marketplace/bizarre bazaar type place could be worth players and NPCs gathering... To do things.
It could also be an actual player's dream to BE that central hub and then to build it more and more as players come together to think of that dream AS the central hub.
I might pitch that idea to the players in the game tonight when I get home.
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@golgoth said in Dreamwalk MUSH:
I was under the impression that the IC shared connection channel could be used as this central hub. What more would be needed?
Well, it's a public channel, for one thing, and it can get very spammy with just three or four people. And as it works right now, it's anonymous - player names are removed. It's a bigger adjustment than I was expecting, it's not like you can just waltz on down to the local coffee shop and RP with whoever is there and what I'm trying to say is that that is something a lot of players are probably used to taking for granted.
@golgoth said in Dreamwalk MUSH:
It could also be an actual player's dream to BE that central hub and then to build it more and more as players come together to think of that dream AS the central hub.
I might pitch that idea to the players in the game tonight when I get home.Just be aware that @ixokai and I talked about this idea with @Demiurge for quite a while already and he is pretty strongly opposed to there being some sort of easy way to set up or access any kind of central location like that. Like, pretty vehemently.
On the other hand, I guess that's one approach we didn't take, and there's nothing really stopping you from creating a dreamer character who's a bartender or whatever and trying to get everybody to link up to your dream tavern, for example.
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@wizz Oh, I'm aware. I'm sure what little I did see was a small piece. I am just trying to argue both sides and figure out a good solution is all.... And partially because I really like (I assume you are who I think you are on there) your character concept and would love to see you explore it.
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@sunnyj said in Dreamwalk MUSH:
@ixokai so, bad?
Huh? I don't understand the question. I've had reservations but not been quiet about them, but none of them have amounted to 'bad'. Changes made have reduced them significantly.
@golgoth said in Dreamwalk MUSH:
I was under the impression that the IC shared connection channel could be used as this central hub. What more would be needed?
Going from "we talked in the IC dreamscape" to "forging a sympathetic connection to" is something currently up in the air as there's differences of opinions on what "sympathy" means. The headwiz @Demiurge thinks random and strangers in fictional usages of sympathy connecting makes sense; I think sympathy is about likeness or intimacy or symbolic closeness. This isn't a mechanics issue, its, "what feels IC and right and makes sense when I enter a scene" and I can just accept Demiurge's words but it leaves me feeling weird. It's not a deal breaker. I just feel weird. I might be weird. This might all be in my head.
@wizz said in Dreamwalk MUSH:
@golgoth said in Dreamwalk MUSH:
I was under the impression that the IC shared connection channel could be used as this central hub. What more would be needed?
Well, it's a public channel, for one thing, and it can get very spammy with just three or four people. And as it works right now, it's anonymous - player names are removed. It's a bigger adjustment than I was expecting, it's not like you can just waltz on down to the local coffee shop and RP with whoever is there and what I'm trying to say is that that is something a lot of players are probably used to taking for granted.
I've quite enjoyed this channel myself, I just wish.. MORE could be made out of it. Like if it could fork off into some private conversations where I'd feel more IC appropriate to share names and details and later create sympathetic links.
Here's what I'm getting at above else: I WANT BAR RP.
I think its the fatal flaw of this game, and I really like this game and really want it to work, but think there needs to be some way for two random people to just at any hour of the day or any level of poverty they're in, just hey, talk.
This will lead them to making connections where they can visit eachothers worlds.
I feel weird being all I WANT BAR RP since the standard mush POV is bah bar rp is boring. The truth is, the staple of just having casual rp in some fashion is what keeps our games running.
My dire frustration is every time I bring this up the headwiz says it will destroy the whole theme of the game about connecting people and traversing dreamscapes, which I don't agree with at all. BarRP is a staple but it is also BORING after like doing it a more then a little with someone. You'll want to go visit their dreamworld or invite them back to your dreamworld real quick, and there, we have connections and traversal.
But we gotta have some sorta talk. The Communal Unconscious almost brings it but it gets a little overwhelming if more then three people are in it at once, and there's no way to narrow its focus to just one or two people who have captured your interest.
@golgoth said in Dreamwalk MUSH:
It could also be an actual player's dream to BE that central hub and then to build it more and more as players come together to think of that dream AS the central hub.
I might pitch that idea to the players in the game tonight when I get home.Just be aware that @ixokai and I talked about this idea with @Demiurge for quite a while already and he is pretty strongly opposed to there being some sort of easy way to set up or access any kind of central location like that. Like, pretty vehemently.
And man you only saw day 2. He and I talked about it for hours on day one without anyone else there.
On the other hand, I guess that's one approach we didn't take, and there's nothing really stopping you from creating a dreamer character who's a bartender or whatever and trying to get everybody to link up to your dream tavern, for example.
Note this is actively happening; a character making a hub all on their own. That's IC in game. This isn't about there's no way to make something work within the system, to me?
The entire issue is:
If I gotta establish a sympathetic connection with a random stranger, paying a permanent fee of a valuable resource, I... won't do it.
Is this just me being weird? It might be. If I can't get an introduction to Bob over there I'm just not gonna permanently pay to talk to Bob. I won't. If I can't have even ONE SCENE, just one, or some other mechanism to just figure out if we click in RP at all? I'm NOT going to buy that bridge.
That may all be me. I'll never be that guy who pays a limited (albeit free flowing: Really lucidity comes in as a flood with rp) resource on a complete stranger. I like to think I'm a healthy member of this hobby but I'm not THAT healthy.
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@ixokai said in Dreamwalk MUSH:
Is this just me being weird? It might be. If I can't get an introduction to Bob over there I'm just not gonna permanently pay to talk to Bob. I won't. If I can't have even ONE SCENE, just one, or some other mechanism to just figure out if we click in RP at all? I'm NOT going to buy that bridge.
I don't want to speak for @Demiurge since I have no connection to this game (other than being stoked that somebody else is using Ares) but I think this comes down to the philosophy of why you're playing.
For many (most?) of us, RP is the whole point of the game. We log on for the sake of RPing - period, end. When we don't have any better RP on offer (plot, relationship, whatever), we fall back to bar RP because a) some RP is better than no RP and b) it can build up connections to cooler RP.
In an environment like that, obstacles to RP seem completely counter-intuitive and even annoying.
But what if RP were just a means to the end? What if the game had other goals (like exploring the connections between dreamscapes)? Then spending your limited resource to buy connections to strangers is not only desirable, it's necessary to play the game the way it's meant to be played.
That might mean it's not for everyone, but as with @Botulism and HorrorMU - I applaud them for trying something different.