nWoD2 (GMC) support systems?
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So I'm trying to think of a list of coded systems that a WoD game might wNt/should have. Basic every mu code like who and jobs not needed on this list. Basic wod code like chargen and energy spend or xp stuff not needed either.
- pledges
- monthly spells (spells in general)
- buffs (spend glamour get + whatever to start for a time, per rules)
- spell support ( cast that sores your spells plus spell cloaking and stuff for a +scrutiny roll)
- feeding/hunting for vampire (track blood supply in a grid square, track who hunts where, etc)
- locus
- hmm
- rituals for werewolf
- rites for vampire
- psychic stuff
- telepathy/random vision plot seeds for prophets (with specific plot things being able to be put in)
- I miss the malkavian madness network from LAmush.
Any thoughts?
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A "Scene" system - an init system cranked to 11
- Start/end scenes throughout an RP session.
- Manage temp stat buffs (blood boosts, spells, etc.) & their timeframe (scene, round, hour)
- Pose order for when out of combat, init system for when in combat
- Log Everything
- Format log for your wiki of choice. With or without OOC/rolls
- Possibly hook into other communication setups (whisper, tt, Winter Cant, etc.) for log.
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Wildcard has log code I might see about looking at. I think it originally came from darkspires.
Gamma One had code that stored at episodes (staff run scenes) and anyone could read them in game, but also had code to spam the scene to you in a copy/paste format specifically for the wiki.
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- Condition/Tilt Code (exists)
- Aspiration Code (exists)
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@Cobaltasaurus said:
Basic every mu code like who and jobs not needed on this list.
How about +comm jobs? Something being able to get started, CCed, left and closed by players without staff intervention is invaluable.
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@Arkandel said:
How about +comm jobs? Something being able to get started, CCed, left and closed by players without staff intervention is invaluable.
That falls under 'basic mu code', Ark.
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Oh hey @Cobaltasaurus, this is higher end "designer" code I guess, but if there was a system that could calculate your weapon(s) into initiative, since everyone, myself included, forgets them...
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@tragedyjones said:
Oh hey @Cobaltasaurus, this is higher end "designer" code I guess, but if there was a system that could calculate your weapon(s) into initiative, since everyone, myself included, forgets them...
So that would fall under a equip/combat code.
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Code to track and tally shared merits.
Safe Place
Totem
EtcKeeping it all spread out in notes is a pain in the ass. You need a code that can pull the total from a list of players, and in the case of Totem be able to be modified to reflect new traits and benefits.
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@Derp said:
Code to track and tally shared merits.
Safe Place
Totem
EtcKeeping it all spread out in notes is a pain in the ass. You need a code that can pull the total from a list of players, and in the case of Totem be able to be modified to reflect new traits and benefits.
This would be +faction, probably, from what I've spoken about with @Thenomain.
@Cobaltasaurus said:
@Arkandel said:
How about +comm jobs? Something being able to get started, CCed, left and closed by players without staff intervention is invaluable.
That falls under 'basic mu code', Ark.
And yet apparently it's really difficult to implement, or at least time intensive. Having something ready-set-go for games would be amazing, frankly.
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@Coin said:
This would be +faction, probably, from what I've spoken about with @Thenomain.
See, when I think of something like this, I think of an updated version of TR's +lairs. +faction is just, in my mind, an easy way to list all of the members of a certain in-game group, like +faction Bone Shadows, so you can see who is in it (and if in use, what status/title they hold).
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@Derp said:
@Coin said:
This would be +faction, probably, from what I've spoken about with @Thenomain.
See, when I think of something like this, I think of an updated version of TR's +lairs. +faction is just, in my mind, an easy way to list all of the members of a certain in-game group, like +faction Bone Shadows, so you can see who is in it (and if in use, what status/title they hold).
Discussions with @Thenomain have brought us to the conclusion that +lair and +faction are really just best merged together into one system, since they do two separate things that relate to each other.
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That sounds... I'm not sure that I would agree, and the complexity needed to be able to list what information you want to find out of a system that incorporates both seems needless when you could make it two different systems. For example, what happens when a large faction, such as a tribe, has more than one Safe Place listed? Does it list them all? Do you need a sub-command to list which ones are there, and then another to get specific details on it? Can you use the system to find out which groups are there? And then get specific information about one of those groups?
+faction gives a quick at-a-glance thing about 'who is a member of what, and how' and +lairs lists out specific holdings and information. I could see it being in a single command, but it would have to be a pretty complex command in order to be able to differentiate things like that, I think.
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@Derp said:
That sounds... I'm not sure that I would agree, and the complexity needed to be able to list what information you want to find out of a system that incorporates both seems needless when you could make it two different systems. For example, what happens when a large faction, such as a tribe, has more than one Safe Place listed? Does it list them all? Do you need a sub-command to list which ones are there, and then another to get specific details on it? Can you use the system to find out which groups are there? And then get specific information about one of those groups?
+faction gives a quick at-a-glance thing about 'who is a member of what, and how' and +lairs lists out specific holdings and information. I could see it being in a single command, but it would have to be a pretty complex command in order to be able to differentiate things like that, I think.
You're limiting what a command can do absed on prior experience with it, which is inaccurate if you're merging systems and just using terminology.
+faction can be used for Tribes and packs. yes, Safe Place could obviously be separate--you can already have two Safe Places in the same sheet, because they require descriptors.
+faction Bone Shadows would be a separate faction from +faction Elvira's Howling Commandos. Just because +faction does one thing doesn't mean it can't do more things; it's already coordinating the presence of a group; adding that group's details is just efficient.
As to any code-y concerns, I can't answer them, because I don't code. @Thenomain or @Cobaltasaurus probably could.
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Shared merits and lairs are the same thing. Factions are groups of people sharing something, be it a merit or a template. Finding people who share a template is sometimes called a "census".
An automated/calculated group is a census. A manual group is a faction. Adding them both together, I will call them factions.
Changeling pledges and Demon contracts are factions with a limited time span and/or their own stats. That is, they are Factions + Character Sheets.
A lair is a faction with a character sheet.
If we store these "sheets" as notes, we can use the same base code to deal with all of these things, with a tag whether or not we're talking about lairs, contracts, locations, or who has Strength at 3+.
This is not dissimilar to notes, views, and backgrounds, but an order of magnitude more complex. Maybe two orders.
Edit: The Aether Faction code already stores notes about factions, it is simply not powerful enough to handle the added complexity of the diversification involved. The way we used it on Reach, it was far past due. Imagine have a High Society faction with people of Socialize 3+ always on, but being able to add others as needed. Imagine having a +faction vampire that was always up to date, no matter what. Imagine being able to put someone on a faction via a time limit and you have Pledges. They all share a foundation.
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@Coin said:
And yet apparently it's really difficult to implement, or at least time intensive. Having something ready-set-go for games would be amazing, frankly.
I mean. Not really?
Take the AnomJobs install file: Find/Relace all 'job' with 'comm'. Change some permissions for +job/create, +job/complete. And you're done.
(Okay, that's probably not all of it and anomjobs is a pain to work on. Nevermind.
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I've come to the conclusion that everything needs to live in a database so that it can easily be transplanted from game to web and back. I once said that people would never use web interfaces, but I tried an experiment. I was wrong. It turns out, They're very receptive to web and mobile interfaces.
So, to answer your question @Cobaltasaurus , Take it outta da game girl. Get that shit up in a mysql or mariadb.