The 100: The Mush
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And we're back up.
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Hi everyone.
Massive fangirl of the 100 TV show here. I'm interested in joining, and @Dev had told me good things about the MUSH and community so far. I understand that the dropship goes down today and that this will be the game's official launch? Unfortunately, I have real world obligations tonight and won't be able to make it on time for what will probably be an epic opening scene, or even submit my character for approval before then. Would this present a problem? If not, I might be able to sign up either tomorrow or a couple hours after launch. I'll read the log and try to fit in accordingly.
I've read through the wiki and I have an idea for a character concept, but if there are any noticeable gaps in needed roles among the current cast, I'd also be happy to adapt. I read the part of the wiki that says 'just make something you'd really enjoy playing', but the truth is I consider myself a very versatile roleplayer, and what I enjoy most is trying out new concepts and breaking type.
I don't know if the MUSH's staff read this thread, but if they do, feel free to message me. (Does MSB have messaging? I'm new to this community.) Alternatively, give Dev a prod in-game and she'll pass on your message. I haven't asked for her permission to use her as an owl, so she might scowl at you first. I'd log in myself to ask this stuff, but I'm currently on my phone and will be for the next 5 hours or so, by which time I'm told you will have launched.
May we meet again.
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@Kestrel
Totally not a problem to come in later. We'll absolutely let people app in "I was here all along" Delinquents--we're keeping a Timeline on the wiki and updates for what's going on in the camp on the Rumors board specifically to allow this.As for concepts, so long as it's not one of the overdone ones listed on the Wanted page on the wiki (currently children of MedTechs and ex-Guard-Cadets), we're happy to have whatever concept works for the player and the theme, we don't mind duplication of concept here and there (we fully believe that the personalities will set the characters apart).
MSB does indeed have messaging, it's the little talk-bubble up in the upper right-hand corner, but I figured that the answers might be useful to others as well.
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I've been playing on this game for about a week or so and am having a ton of fun, and though I missed the Landing and first few things, am already quite involved in the goings on.
Staff's also incredibly helpful and friendly, and the player base is mostly really mature and fun. (There's one person who seems to have IC/OOC separation issues, but its not a symptom of the game at large).
I've never played on a Faraday combat game before, and just yesterday we had a huge combat situation where there was like 15 of us Delinquents against something like 10 grounders (but a few of our fighters were non-combatants or ... not good combatants :)). It was a bit involved to get used to, but really, by the end everything went smoother and lower-stress/tension then any MUSH combat I've been on in any game ever.
EDIT to add: Oh and its the first MUSH which had a wikidot based wiki (as opposed to mediawiki) that I didn't find deeply fucking annoying.
Apparently wikidot has grown up since I last glared at it.
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Really, really fun.
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Double post because I decided to elaborate a bit. First, let me say I've never seen the show and didn't even know they were books till I apped. So it's no bar to playing.
It's been one IC week. In that time the 100 Landed, set up camp, and explored. Some got captured by Grounders. Others rescued them and captured a couple Grounders in turn. There's been a ton of social/political interaction between character who like each other and even more between characters that don't.
You should play here. I also gotta say that between KD, BITN and now 100, I've been having a surprisingly good time playing mortals. Who'd have thought it.
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@TNP I had problems getting invested. I liked my character idea, but it felt like the clique's were already set and I was unable to find a place for myself. If you are better at getting into those things, then I'd say give the place a try, most people seem cool (OOCly, we are talking about 100 delinquents here) but there's already an established 'power' structure amongst the PC's. So be prepared for that.
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@Lithium I've been there a couple weeks now and am carving out a place for myself. I've seen a bunch of new players create and fit themselves in. As more areas open, that should be even easier. PC Grounders are about to be a thing too.
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@TNP
Well, I guess we'll see how it goes when I get done. I've decided to build a computer tech kid. So we'll see how things go. -
@TNP Right you've been there a couple weeks, so you were there at the start. I started on Day 2/3 and it already felt like there was established groups and I had no place to fit in. Which is fine, not everyone is going to fit in everywhere, it was just my experience.
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@Lithium said in The 100: The Mush:
@TNP I had problems getting invested. I liked my character idea, but it felt like the clique's were already set and I was unable to find a place for myself. If you are better at getting into those things, then I'd say give the place a try, most people seem cool (OOCly, we are talking about 100 delinquents here) but there's already an established 'power' structure amongst the PC's. So be prepared for that.
Mmm.
I started out on day 5sh, and had no trouble getting my character involved in current plots, meeting people, agreeing with some, disagreeing with others, having my characters ideas be taken in and accepted by some, taking part in the major plot in a meaningful way, and later in the week am going to help move the plot forward in a way I'm not permitted to spill about.
So I came in after and ran into the established players and had no problems at all getting involved. The power structure also doesn't seem really set.
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@ixokai I'm not saying it's impossible, just saying what it was like /for me/. Others will have different experiences, probably interact with different people. There's a lot of different factors that could lead to my experience being different from yours.
Personality clashes.
Play times / Time zones.
Character concept.
RP goals.
Etc.I'm not saying the game is bad (I never said that), just saying my experience.
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@Lithium said in The 100: The Mush:
I'm not saying the game is bad (I never said that), just saying my experience.
And I'm saying mine. I'm not invalidating your experience, but you suggested that the game had established cliques and power bases and there was no way for you to get in. When @TNP said he was having no problem, you seemed to suggest that this was because he was there for longer and earlier in the game things weren't as set.
Well, I wasn't there for longer, in fact I came after you, and I had no problem either.
That doesn't mean I'm saying you're wrong and lying and your experience isn't valid. Mine's just different so I shared it.
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If anyone is looking to app one of the Delinquents, keep in mind that there's a very good chances you knew many/most people before the Landing. Possibly for weeks, possibly for years depending on how long you were imprisoned. Coming up with histories with other people is a very good way to get involved.
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I looked around at the place and there's two things that I think hurt an otherwise fine game.
1.) Lack of consequences. It's made clear that PCs can't die unless they want to die. In a survival setting like this it invalidates a lot of the risk. Even a super low risk of death from the environment/NPCs/plots/etcetera would help.
2.) A senate. Nothing kills a game faster than a government that involves PC voting. If you guys go that route I give it a couple months before you suck your game dry.
Aside from that I think you've got potential. Keep on trucking.
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@Admiral said in The 100: The Mush:
I looked around at the place and there's two things that I think hurt an otherwise fine game.
1.) Lack of consequences. It's made clear that PCs can't die unless they want to die. In a survival setting like this it invalidates a lot of the risk. Even a super low risk of death from the environment/NPCs/plots/etcetera would help.
Is there a 'you're being deliberately stupid?' clause to that? Like, "I think that Reaper just needs a hug!" should definitely result in some kind of consequence.
But death is certainly not the only consequence someone can face; if it's just death that's off the table and other major consequences are in play, I have a hard time really calling this a problem.
A surprisingly low number of characters actually die on the show for what might be expected in the period of time the game is likely exploring, shortly after landing, after all. And they weren't necessarily all being the smartest tools in the shed about things.
(Not playing there, but have been considering it. Kinda a lot.)
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@surreality said in The 100: The Mush:
@Admiral said in The 100: The Mush:
I looked around at the place and there's two things that I think hurt an otherwise fine game.
1.) Lack of consequences. It's made clear that PCs can't die unless they want to die. In a survival setting like this it invalidates a lot of the risk. Even a super low risk of death from the environment/NPCs/plots/etcetera would help.
Is there a 'you're being deliberately stupid?' clause to that? Like, "I think that Reaper just needs a hug!" should definitely result in some kind of consequence.
But death is certainly not the only consequence someone can face; if it's just death that's off the table and other major consequences are in play, I have a hard time really calling this a problem.
A surprisingly low number of characters actually die on the show for what might be expected in the period of time the game is likely exploring, shortly after landing, after all. And they weren't necessarily all being the smartest tools in the shed about things.
(Not playing there, but have been considering it. Kinda a lot.)
Death can happen in combat. But it's also FS3 combat, so the dice really have to hate you and you have to be out of luck points.
Also it's been stated a couple times that you have to do something really epically, monumentally stupid for staff to decide, 'whelp, you just want to die, I guess' I agree that there should be a greater element of death, but not one to the point where you're wondering how long the alt will last and if you should already be contemplating it's replacement.
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@Monogram said in The 100: The Mush:
Death can happen in combat. But it's also FS3 combat, so the dice really have to hate you and you have to be out of luck points.
FWIW, it's not standard "FS3 Combat" if death can happen in combat. They must have modified the system. Which they're absolutely entitled to do, but the stock FS3 system has no rules for death by roll/code.
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Staff said death can't happen by dice roll so it sounds like it's standard.
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It is indeed standard FS3 Code as far as consequences go. +combat code can KO you, but only RP can kill you.
As for consequences, they absolutely will come. The 100 MUSH is non-consent. If your player does something terminally stupid like walk up to the Grounder Commander and try to kill her in the midst of all of her warriors, your character is likely to die.
That said, we prefer non-death consequences like temporary incarceration, wounding, loss of status/face, and even loss of limbs to death.
We've had 8 NPC Delinquent deaths thus far (and had a couple more NPCs saved by rather good Medicine rolls), which honestly feels a little low to me, but the PCs have been acting to ameliorate the dangers of the nearest Grounder village rather than confront them head-on. We've also had a couple of PCs get badly injured.
The Senate is an IC decision. It's a leadership form that has been mentioned ICly and caught traction. We as Staff always want to be open to the desires of our players. Alongside that, there are only a few PCs who might have even the slightest chance of grasping for sole leadership of the group, and given that one of them is my /own/ PC, I didn't want to even consider that. I never want my PC to get a position/goodie that no one else on grid can get or has already gotten.