Should also bear in mind.. not all games are 'web client' enabled. Also, not all of them use or like Ares or Arx-Evennia. So, browser is also not an option for some games. I can't say I know of any other codebases that have web-side connection capabilities. I don't think it is really it has to do with attachment. Also, the client does the things I like far better than the web-versions.
Posts made by 3543thrh67
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RE: Attachment to old-school MU* clients
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RE: Antagonistic PCs - how to handle them
I don't think it is only the antagonist type characters that need to be considered but also the 'good people' since if they avoid antagonists. Which is not entirely uncalled for since a lot of the 'bad guy' types are people who use being an antagonist types as a means to be a jerk to people for no reason and go 'I am just playing my character'. As a result the types of antagonists who go in prepared to be on the losing side or know defeat is basically their end goal get ignored because people 'don't want that drama'. So, I think it should be more 'How to get the good guys and bad guys to work together' over how to handle a specific group. Support needs to be available for both sides and little nudges to encourage people to pull back or push a little harder at getting RP.
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RE: Roster Characters & WoD?
@ganymede I wouldn't mind seeing a roster system for a WoD game. I wouldn't mind seeing it as an option (not the focus but option) on more games in general. I think it is a wonderful option for those intimidated by CG/don't like CG/want to test the waters on a game. Yeah, it has the relationship issues and the changing interpretations of how a character should be portrayed but they are characters 'done right' for the game they are building. I don't like the 'done right' but it is kinda how I would describe a roster.
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RE: Roster Characters & WoD?
@ghost said in Roster Characters & WoD?:
@mietze said in Roster Characters & WoD?:
I kind of wonder though how one would track creepers/abusive people
Since most people who run games won't take the time/money to properly do SSL (and because the technology is literally decades behind modern standards) there's only one real option.
I don't think 'won't' is the accurate word to use here. I think 'can't' is a better one because it could be more lack of money or lack of knowledge (not everyone wants or likes to learn code or is even capable because it makes there eyes go wonky).
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RE: Roster Characters & WoD?
The partially done characters idea sounds more like a partly done template over a roster to me. In my head roster characters are basically plug and play. Eerything you 'need' is all done for you and you just need to play as you interpet the character. There for those who don't like doing CG, want to see what the game is about on a bit 'done right by the staff/theme', dip their feet in before deciding to make something.
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RE: Roster Characters & WoD?
You're equating that kind of stuff to just rosters. I mean, you could interact with an original character and have all sorts of meaningful relationships then poof that person is gone and/or idles for a long time then come back playing their character completely different. Or they get 'bored' and want to end the relationship, etc. Then you pick up the same relationship and it feels disconnected. The problems you're saying with rosters is basically any character created. It is just more apparent with rosters and people feel more attached (in my opinion) because that character can return with a new person who interprets things differently.
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RE: Roster Characters & WoD?
@derp Any game is going to have an exception to something. 'All Mages are super powerful, don't share, and players aren't pleasant' is the gist of what I get from everything you guys say but then you get people you go 'Oh but so and so is not like that!' Over all on Arx, I've seen far more prefer to keep up with relationships over asking for everything to be retconned or ignoring things. Having roster and PC on Thundergultch also seems to be working too. But, it is still to young to fully judge that.
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RE: Roster Characters & WoD?
@ominous That really doesn't sound fun to me. I don't want to have to always pick something new to play.
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RE: New Mu* Creation: Atharia
Just an update (probably the final one as a game development post before ad goes up).
All the code is almost done. My coder says about allt hat is left is generators I want in CG for people who don't like to write background/descs/whatever and for those who don't like doing stats. Basically, my coder who has the patience of a saint, has made it, by my asking, so that players can take a roster, do CG and use a generator for the parts they don't like (or everything), or just trail through CG as normal.
For at least the neutral city the grid is built just needs describing still. We're working on it, It will be expanded to include other kingdoms but those are not dire to opening the game. Especially since I want to, at least at the start, have every reason for people of other kingdoms to be interacting. I'll probably start the game off with some reason all the kingdoms are in the neutral city, including PC family heads. I'll chat with my staff for thoughts on what a good reason could be.
For the first two weeks after Atharia is open, I'm letting people be able to modify the information on their family of choice excluding royal families (since those affect theme stuff). Basically, anything about them. Probably the only exception being the house colors and coat of arms. Mainly because the coat of arms took me a long time to do.
I'm going to be forthcoming with the major plots planned by staff. Not the details just a 'title' for what it is about. Titles like 'Finding Nemo' or 'Save the prince!'. I'm not going to be set on 'This plot is next!' but more of going towards what of the planned plots (if any) the players focus on going down the path of. I'd rather run do things people join because it is interesting not because it is fells an obligation because staff plot. Staff (and players) can absolutely run things of interest to them to run and staff will do what we can to provide hooks into the main theme stuff. Also open to plot suggestions.
We would not object people who would like to come test CG to give us thoughts on how the points are and what not. So far only my coder and I have tested them. Combat stuff is also needing more than just us testing but this is not dire or anything. We /think/ we got it all in a pretty good place.
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RE: Roster Characters & WoD?
@il-volpe I've been on several games that do. Fallcoast tends to. Arx does a bit too. Thundergultch, I haven't asked about it on there. I haven't found many other places that strike my fancy enough to RP on regularily.
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RE: Thundergulch
Okay! This would be one of the times having a Discord would be good. I otherwise don't mind either way if people have discord or not.
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RE: Thundergulch
I can't seem to connect either. It acts like it is connecting but it stops from actually logging me in.
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RE: New Mu* Creation: Atharia
An update:
Most of the code is sorted out. A few things left that we need to test and tweak. It is a fairly customized FS3.
All theme files are written (and put on both the game and the website) and so are policies (subject to be added to as we realize things are missing or people point out they are needed)
The grid for the main city is mainly built (Still adding some places for people to RP in) and a lot of it is described. I will be expanding the grid for other capital cities for people to play in, should they desire too.
Families: I'm currently considering the idea of letting people change the details (Except for royal houses) on them for the first two weeks the game is open. Haven't fully decided. The changes allowed would be: Family member names and ages (ages need to fit in the theme rules on how old a person has to be for holding a title), the family story, family name, the motto, the holdings names and amounts (aka the cities, towns, villages, etc that are listed for them on the Kingdom info page. Not the coat of arms or colors (those took me a very long time to do) but they can reword how the coat of arms is described. Though, to make these changes all the PCs need to be on board for it. I tried to make the families pretty diverse. It's not to hard for me to edit information on the website and in game.
I am also making the planned plots public knowledge (not the details for them) so people can shoot for them to happen sooner/later and to express interest or disinterest in them.
So, it shouldn't be that much longer until we will be able to officially open.
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RE: Birmingham: The Entangled City (BhamMu*)
@coin Isn't Mage stuff like the thing people complain about the most? Mage confuses the bajeebies out of me. Cobalt thing seems far easier to understand.
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RE: Thundergulch
@greenflashlight I think it was a joke about the fact Thundergultch isn't doing the women in the 'women roles' and 'men in the men roles' from a historical point of view.
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RE: New Mu* Creation: Atharia
@derp said in New Mu* Creation: Atharia:
@carma said in New Mu* Creation: Atharia:
Just a suggestion: if you want to allow for temp room scenes but encourage on-grid scenes, you could gamify earning temp room creation by participating in on-grid scenes.
For example, complete 1 or 2 on-grid scenes to 1 temp room creation, up to a max of 3 at any time. That way, they can do up to 3 temp room scenes before they need to participate on-grid to earn them back. Play with the numbers to suit what you want to see.
Two weeks late to the party, but:
I'm not sure that this is a great idea? Ultimately, I Rp with only a handful of people, usually, and I generally do it where Billy Bob can't come bustin' in with his Psychobilly Band, or whatever.
Making people play in places they are not inclined to in order to play in the places they want to play in, with the people they want to play with, seems counterproductive.
If they can't do it on your game, they'll fire up a sandbox.
I know. I did it too!
My coder and I have been discussing temp rooms and such. We're going to have them in some form.
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RE: New Mu* Creation: Atharia
@Ganymede @mietze Can I get this moved to Game Development instead? I tried moving it myself but I can't seem too. Seems more that than an ad atm.
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RE: Thundergulch
@citation said in Thundergulch:
@kanye-qwest Women aren't relegated to traditional womens roles. They can be any position.
That seems like a very important thing to note in your theme info for a game set in a historical setting. People will generally go in assuming traditional roles for your setting.
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RE: New Mu* Creation: Atharia
Just an update: I'm working on transferring all the stuff on the website into the game. This is probably about 75% done.
I've got a fair amount of the grid built. For the grid I've decided to use districts for, at least, the neutral city, described so I can add streets if I want to expand/need to expand. I someone who wanted t come help me build/proof read.
I got a coder and my coder decided Penn with FS3 customized would be easiest method/quickest way since it is pretty close to plug and play. It also has most of what I wanted. I told coder that what we use is up to them.
I believe all the news files are written. I'm 100% open to people looking at them and suggesting something I might have missed/suggesting changes/indicating something might be off putting/etc.
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RE: New Mu* Creation: Atharia
@lotherio said in New Mu* Creation: Atharia:
@icanbeyourmuse said in New Mu* Creation: Atharia:
The grid itself shouldn't take long to do at all. I'm trying to make a decision on how large to make the grid. I don't want it to be huge but I also want to set it up so people can play in their kingdom as well as the neutral grounds.
Just to suggestion. Main area of each kingdom as a hub to homes/locations. Each location has access to TP or Univeral room. That's if its not as cool as Ares; I don't know Evennia/Arx too well, but you can launch a temp room at any point and it cleans itself up when you're done. Offering an exit to an Anything room allows folks to do a temp location that isn't a part of the big grid as they like, or some other way to get to one in code. Put Anything rooms disconnected (if using older code), and +templocation sends them to one of those, marks their current IC location so they can +return or whatever.
That said, I still like big grids, but an option for smaller locations that won't be used often or more than once is good.
My only issue with temporary rooms is it seems like people use them and it makes a grid feel unloved. Then I get annoyed because when a person invites me to a temproom it is usually for a room already built.
Though, I do kinda like your idea. Let me ponder it a bit and discuss it with my coder once code stuff is put into the more finalized stage. At the moment the Plan B is a FS3 customized on Penn, working in things I want.
I like temp rooms as a concept, I don't like it when people ignore the grid builders put the effort into trying to make creative.