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    2. AlexRaymond
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    Posts made by AlexRaymond

    • RE: Star Wars Stand Alone - Staff Sought

      @zombiegenesis said in Star Wars Stand Alone - Staff Sought:

      So judging by what you've leaked of the theme is it safe to assume you'll be primarily using Age of Rebellion as your source? What I'm really asking here is...will there be Jedi? It seems like the answer would be no but I just want to confirm that.

      Yes Age of Rebellion will be the primary source, will probably borrow from others for things like additional race options. No Jedi, but some minor force elements, you are correct.

      posted in Game Development
      AlexRaymond
      AlexRaymond
    • RE: Star Wars Stand Alone - Staff Sought

      @warma-sheen I had a passing familiarity with the FFG system as we started this. It was sort of a Core/Fate resolution, dice are rolled with either positive or negative indicators compared to each other to determine final outcome. When I asked, I was imagining I would be doing my own take on old WEG d6. What I found is it builds right from there, including WIld Die, and expanded to make each situation rather unique in resolution. I'm loving it more, as it seems complex on the surface but is pretty simply as a tool for storytelling through use of dice, rather than gaming mechanics and stats/numbers.

      posted in Game Development
      AlexRaymond
      AlexRaymond
    • RE: Star Wars Stand Alone - Staff Sought

      @tinuviel said in Star Wars Stand Alone - Staff Sought:

      @skew Will this be Empire vs Rebels, First Order vs Whateverthefuck, Republic vs Confederates? What's the sitch, yo.

      Without giving away too much.

      The system is under Imperial Occupation. It is compliant but only for political purpose, to include avoiding the alternative of an Imperial storm. There is give and take here, room for resistance and sympathizers alike. There is an indigenous population as well that is generally opposed to both. The primary resource of the planet is highly prized for its technological value in subspace communications. Generically its a conflict of choice between support of Empire vs support of rebels, first loyalty is to the system itself and deciding for the character which option suits their interests and planet and pursuing those goals ICly to their end if possible.

      So Locals vs Empire/Rebels/Outsiders/Natives. Its Imperial Era (between Clone Wars and A New Hope), so technically its Rebel vs Empire.

      posted in Game Development
      AlexRaymond
      AlexRaymond
    • RE: Star Wars Stand Alone - Staff Sought

      @sunny said in Star Wars Stand Alone - Staff Sought:

      @alexraymond

      So, brainstorming, rather than writing files / descs / etc.? Or?

      Between brainstorming and writing files. Files are being drafted, not quite to building/desc level. The shell is up and the FFG plugin for Areas will be looked over as we decide which elements belong or not (such as adding/removing talents) More like deciding, how big is this main area, what is the political structure like. Working right in that direction certainly.

      posted in Game Development
      AlexRaymond
      AlexRaymond
    • RE: Star Wars Stand Alone - Staff Sought

      @sunny said in Star Wars Stand Alone - Staff Sought:

      @alexraymond

      What kind of help are you envisioning needing? Like, if people go 'I like this idea, I want to help, he's mentioned needing help', what kinds of things are there for them to do? It will help people figure out if they have it in them to contribute or not.

      Asking for a friend. >.>

      So it started as an umbrella, addressing some of the things brought up here. Number of planets or moons, type of system, how much control is there by non-Imperial vs Empire's reach. Building from top down and flushing out needed details. Some might say its more fluff work, but really, that's the meat of it. We'll bounce an idea and see where it goes and add it to the current doc that is building up on that topic as needed. Its flushing out more concrete ideas into something suitable to eventually get to some wiki and some help file once there is a better understanding. But the generic understanding is probably universal, Imperial Era, pre Battle of Yavin, that won't change much its more the details of breathing life into this growing setting.

      posted in Game Development
      AlexRaymond
      AlexRaymond
    • RE: Star Wars Stand Alone - Staff Sought

      Derail all that is wanted in regards to Ares. I'll say from only being less than a day into this project, Ares was easy to install and @Faraday was very helpful in support on the back end. I've yet to delve into anywhere near the level @ZombieGenesis has with command files and such, but accessing and manipulating the data files is pretty easy. I am a WinSCP user, though this may be changing; the good thing with Ares is that we can use the web portal at Aresmush to get into the files and edit it from there without using another program. She's done an impressive amount of data entry just in getting data files in there, but it won't be hard for us to find talents/careers and such from other source books and quickly add them into the data files. Like traditionally I'm used to just adding it (&race`newname dataobject=name|stat1|stat2), or other staff coding it in +race/add name=stuff 1|stuff2. But just jumping into the file through the portal is easier. Its like any wikimedia/wiki, copy paste the formatting, change the names, done.

      Seriously easy, glad she decided to work up an FFG plugin. Unexpected and it saved a ton of time. More time to focus on theme/setting issues. Room for contributors still if anyone is interested, but we're moving forward. Or @Skew is, I'm trying to catch up.

      posted in Game Development
      AlexRaymond
      AlexRaymond
    • RE: Star Wars Stand Alone - Staff Sought

      @skew said in Star Wars Stand Alone - Staff Sought:

      I hate the idea of being beholden (entirely) to a story that's fixed

      This, this is the part that interests me most.

      You have 3+ million habitable planets, Lucas has a Leia quote that there werre 32K systems in the Galactic Senate alone. Its a large canvas, as has been pointed out, why do we need to RP on Tatooine or Corellia, again even? Obi Luke and Chewie are skulking about the Death Star, how many PC teams do we need hanging round there leading up to the Battle of Yavin?

      I'll keep you in the loop @skew, seriously going to look at Aresmush here to conserve some time and effort.

      posted in Game Development
      AlexRaymond
      AlexRaymond
    • RE: Star Wars Stand Alone - Staff Sought

      @bad-at-lurking That's jumping to conclusions a little. I said imperial era (between clone wars and bby 0). It involves an upstart system in revolt without enough imperial presence for conflict with full on planet bombardment. Based on Rogue One and Solo (Han as imperial trooper fighting upstarts in trench war fare). And syndicate presence for smuggler/pirate. Revoltion and change, whether white hats win or Empire dominates. Star Wars without using proper people places and things (which exist elsewhere just not on this part of the stage). Basically that fight between imperial oppression and potential rebellion but with is own heroes and villains for whatever change they fight for.

      @faraday ... This is good to hear I may look into Ares as an option. That will cut down a lot of work.

      posted in Game Development
      AlexRaymond
      AlexRaymond
    • RE: Star Wars Stand Alone - Staff Sought

      @tinuviel The major players, storylines, planets, ships (ie anything named/referenced in movie, book, comic) etc. are out there in the universe, but not part of the game.

      Solo doesn't show up to work with the local smuggling group for a few months. Mon Mothma doesn't show up to start a splinter group of the rebellion. Younger Tarkin doesn't park his star destroyer over the planet to personally deal with the issues of the system. There isn't an interlude involving some component of the death star being built on the planet where players can interact with the main story. Its really stand alone with original characters (pc and NPC) in a its own fish bowl so to speak. The major story components are out there in the distant background with this focused locally.

      posted in Game Development
      AlexRaymond
      AlexRaymond
    • Star Wars Stand Alone - Staff Sought

      I'm pondering a Star Wars place that is really stand alone and am seeking help to make it a collaboration.

      /The/ story is happening out there in the background, but the focus is on a local system. Something more along the lines of the 'grittier' movies; Rogue One and Solo. During Imperial Era, an upstart system as the central focus. Not fully in revolt but enough of an Imperial presence due to resources that conflict does happen with regularity, including the planet's own native species in rebellion against human+ locals and Empire alike.

      Really, just looking for others interested in joining the creative process. Can't do it alone. If I did, it would be a few years down the road until something came of it. A few other creative minds to explore the specific theme and work up something really interested would be great. Better coders than myself for the conservation of time wouldn't be turned away. Anyone willing to contribute.

      Not looking to open it up for board development here so much, just seeking interested individuals willing to collaborate. I have some basic info as a start, would be glad to share with anyone interested.

      posted in Game Development
      AlexRaymond
      AlexRaymond
    • New System Idea

      So between space travel thread and how to change mu threads, I reflected a little on an idea bouncing around in my head.

      Playing a drama oriented mu* once, I thought the old L&L matchmaking would be better suited to a relationship shake up system where realtionships are shook up every few months; either new partners or flings or unjustified jealous, partners swap around and rp the fallout and reasons to keep the drama going instead of the stagnation of same couples always together.

      I am not a fan of coded mechanics, I want Rp .. I can go elsewhere for games, strategies, ott, etc.

      Enter the campfire game of Mafia/Werewolf. Took me time to appreciate this game at first as there is no logical way to win or gain statistical advantage. Its realizing that through the bad guys taking out innocents and the weird mechanics of the good guys cant be exploited without giving the win to bad guys and the bad guys losing through happenstance of the group will that ... The interactive collaborative story itself is the fun and the 'game' is pretext to collaborating and having a good time sitting around a campfire with strangers and storytelling.

      Thus for comsumption and input is an idea for mu* story telling that is about developing stories not rolling dice to win or lose.

      MUSTY criticise to your hearts content. Collaborators welcome.

      posted in Mildly Constructive
      AlexRaymond
      AlexRaymond
    • RE: Space Games and Travel Time? Why? Why Not?

      I'm in the camp that space travel time or RP downtime filler is not helping RP.

      I've played countless hours of SW1, it has economy, space travel, cargo trade andv other simulators. But I'm not playing a mu* to solo a game.

      In fact if I want that I'm booting up old Elite, or it's modern open source equivilant Oolite. One even has mmo servers going somewhere last time I checked. No space trade/mining mini game compares to Elite for me, inlcluding Mu*s that have tried.

      This is going similar realm as that How to Change Mu thread. Coded filler is cutting into RP time. I've enjoyed the bajeezus out of coded poker, pool, bowling, tarot, sabacc, space trade, battlemechs, +combat. But really I want the interactive story telling that is Mu* (multi user) RP.

      posted in MU Questions & Requests
      AlexRaymond
      AlexRaymond
    • RE: How to Change MUing

      To further the thrust of what @Arkandel started and sort of what I was getting at, and others have said after, the distinction of the game and what type of MU* it is informs me what I would expect.

      MUSH to me is less code focused, more RP driven. Just when I go onto a Mu* these days, it is folks in OOC room not doing much. And I can watch, come a posted, scheduled event, the OOC rooms clears and stuff happens. To me it feels like its getting away from the idea of it being a MUSH.

      Feels more oriented towards a MUX maybe, or a MOO. Even a MUCK in a way, somewhere between MUD hardcode, lots of NPC quests and mobs and farming and building to do that doesn't rely on other players (yes, RPI/RPE MUDs have RP between PCs, but generally a player could play solo), and a MUSH environment.

      On the spectrum, I think (and I don't know if I'm qualified to actually say there is such a Mu* spectrum), MUSH is environment provided, some meta guided, but more open for players to take initiative and do things on their own (or page/talk with staff for some guidance if they like), a MUD is more staff intensive with code set up and more control of the game and its focus; everything else is somewhere in between.

      I just think along the way (late 90s), the drive of Mu*, outside of MUDs, sort of drove admin to reclaim more control. Some players learned the code and knowing where it was copied from could manipulate objects in the master code room and such. Others made puppets that snuck around dark and listened as spying devices. Some made objects that they hid in side, and let players pull them around. People got sneaky with the code and abused it, which sort of splintered the concept of the multi-user experience.

      We started with far more trust in the shared environments (heh MUSE), but the trust was lost. Fewer player bases, and while lots of creative folks have left or ran out of time, seems some of the ones not to trust still linger. But instead of code breaking things, its more creep factor these days.

      posted in Mildly Constructive
      AlexRaymond
      AlexRaymond
    • RE: How to Change MUing

      I'm not sure about 3-4K being representative of active Muers. If this is current, then far more have far less time to play these days. That or numbers from 10 to 20 years ago where in 10s of Ks of active Muers, and that doesn't quite seem right.

      That aside, I agree, the current state of affairs seems more passive. Rather than make things happen, there seems to be a trend to wait for others to have an event. Otherwise most are lingering in OOC areas, waiting for something to happen. That is, be default, a trend towards passive.

      That aside, there was a day where someone opening a place could ask for help developing/staffing/etc a new place, regardless of how 'known' they are and there would be takers. I've noticed far less interest in helping jointly develop a place except among friends. Seems very passive indeed.

      A curious observation on creative interest. In the 90s a few Muers went out and published, the trend increased. Out of my good friends from the 90s, a half dozen have published, most continuing to write and publish. My friends these days that I play with are mostly new to Muing in the past decade or so.

      Another curious correlation. Far more people seem to have a Mu* in the works, or a shell running and are working to develop. Projects for the most part seem to be a small group of friends of 4 or less, lots more in the 1 or 2 range. More diversification.

      More in the way of observation. When MU*s where more this diversification from MUD style of play, it was to open it up to allow more control in the soft code. It wasn't to evolve or end MUD style (mostly hard code), just to open up options. Instead of tweaking hardcode to make a new system, GMs and players had the option to do it in the game itself more easily. Lately, there is a push away from MUSH towards this, but in the style of 'MUSH'. But really, its something else other than MUSH I feel when its more focused on code and combat and gear and economy and such.

      I agree, a measure of success isn't by numbers alone. Though 15+ years ago, it wasn't hard to find a few fairly active options of places to play, unlike these days where it seems fewer and fewer have active player bases where one can hit the grid, start play and have something happen.

      posted in Mildly Constructive
      AlexRaymond
      AlexRaymond
    • RE: Rings of Terra

      @Thenomain On that very thought, I've been reflecting on that very idea lately.

      The current trend seems to be a focus on staff and running things to the point a lot of mu development seems oriented at plug and play.

      I've been curious if I reset the philosophy by 25 years, would there be interest. Like, players join with a quota and its expected the build their own areas and contribute code to the game for further development, while contributing to theme development, would that be if interest? Or is that mostly me.

      posted in Adver-tis-ments
      AlexRaymond
      AlexRaymond
    • RE: Rings of Terra

      That is not a real address, no. There is space for the game but it is not up. My current focus is on theme. As evident by the wiki, it's literally bare bone; not even bones yet. Just a scratch of overview concept.

      posted in Adver-tis-ments
      AlexRaymond
      AlexRaymond
    • Rings of Terra

      Original Theme Space Opera, Retro Atomic Age

      Rings of Terra is set in an alternative universe, a human race on an earth like planet met with travesty several centuries ago. During their atomic age, a much larger rogue planet entered their solar system and the two bodies collided. This created an asteroid belt in orbit around their white sun. Somehow, inhabitants of both worlds survived this and for the past two centuries, there has been a feudal struggle between the human race and mixed races brought by the rogue planet. Within this asteroid belt, divided into several rings, there are 8 large asteroids with surface areas of 2 million square miles or larger (roughly with land masses on the scale of USA or China). The humans maintained the largest of these at about 3.5 million square miles of surface.

      This changed, an invading force arrived in a lightning blitz and conquered the largest land mass. The humans have been scattered to small independent asteroids and outposts. The remaining seven asteroid nations are under threat of being conquered, some have sworn fealty to this empire to help in this conquest of the solar system. The past two centuries had been a struggle for survival, fighting over resources. Now with a new threat, they are left to try and put aside their differences or join with this new cause.

      I enjoy creating theme and world building, but am interested in trying this as a group effort. I am seeking individuals to help develop the various factions/nations along with me to see what we might come up with. There is a location for this game to be hosted, and I am not concerned about coding, I am looking for individuals interested in creating an original space opera them as a group effort.

      A wiki is started to assist with development (http://terraring.wikidot.com/start) but its basically all that was said here. If interested please contact me here or via gmail (galacticvicelord@gmail (dot) com). It looks like we will be utilizing Slack for development/discussions.

      Edit, not an edit (more than this ad info): yes, i was interested in doing Flash Gordon, but realized like most comic places, everyone enjoys different versions or has different takes on what the Flash Gordon Genre should be.

      posted in Adver-tis-ments
      AlexRaymond
      AlexRaymond
    • RE: Savior of the Universe: Flash AhhhhAAA!

      Considering server/shell options, just some VPN/VPS at about $5/month as I don't want to pay more for something that could never take off. For the purpose of starting to generate some of that code for the plot system.

      I'm looking at a potential plot runner uses a command (+plot/gen) to get several recommendations. It uses the group the enactor (plot runner) is affiliated with to generate potential allies or enemies, as well as their physical location. Thus a Ming loyalist in Frigia might get giants as allies, and depending on the plot, the location for attacking (Queen's city) or defending (outpost trade center) something. That's a simple hook, could be exchanging info, making a contact, sabotaging some production, anything, just the two main factors (location and friends/enemies) are determined by who is generating a potential plot from the random generator. A rebel against Ming would have a few different banks generated.

      Thus, on the data object(s), we could generate lists from attributes and the data on that attribute. So location/treecity object=rebel|sublocations|more|data might pull for a ming loyalist making at attack (stealing data, kidnapping someone for info, rescuing a loyalist, whatever), or a rebel in tree city stopping some attack or plan of malicious intent by some group of ming loyalists (ape men, metal men, whatever).

      People could submit ideas (ENEMEYGROUP is infiltrating LOCATION, seek CONTACT at SUBLOCATION for information that leads to SUBLOCATION, avoid ENEMYNPC who is surveilling), staff could approve. Once in there, potential plot runners could generate up to three plots, and choose one to run. This would lock up some locations (to avoid duplicate activity), send staff notice of the plot, turn it into a job where comments and even subplots can be added to it. This would handle 'requests' for resources from players, and if something is blown up along the way, staff have a turnaround time to make changes to grids and groups. All NPCs would be minor under any named top line NPCs (Ming, the Kings/Queens/Leaders of an area), THey could Submit Count Von Stryker for the NPCS bank, with details such as ming loyalist, and likely cities and places they might be found out with some info. It could keep a running tally in the dataobject of what happens with him, so they have a running story the more they are used. And all through plot runners using +plot and staff interacting to +jobs and +job time requirements to provide feedback, ideas, bbposts and changed.

      A step beyond requiring +requests, but a lot of work being handled in the idea generation and collaboration aspect of it by using the plot generator in conjunction with plot runner info on the charbit they're using to generate and run the plot.

      I think I am at the point of locking down space and getting started on that. I'll return to focus on theme while hunting for what is needed. Just bouncing it out there per usual.

      posted in Adver-tis-ments
      AlexRaymond
      AlexRaymond
    • RE: Savior of the Universe: Flash AhhhhAAA!

      You know, a complex plot system (more on the code end), would do a long way to furthering space opera genre in itself. A combination plot/request/job system, where players can 'check' out a plot which seals in the random factors (HEROGROUP, NPC, LOCATION, VILLAIN) by posting in a +job like fashion that notifies staff, and both play runner and staff can just add notes to the system so only staff and that player can see it.

      Runner could submit updates to the job/system, staff could generate news or rumors for how the world interacts even.

      And on the side, players can create the potential story plots, '+plotstory/submit SPHERE=An ATTACK by VILLAIN goes astray, civilians of LOCATION need assistance', and staff decides, then okays and it becomes one of the many random plots that could be generated. Makes the large scale war more sustainable and inclusive of player contributions I think. I'm liking this more and more. Its shifting from retro space sci fi to really space opera in feel to me.

      posted in Adver-tis-ments
      AlexRaymond
      AlexRaymond
    • RE: Savior of the Universe: Flash AhhhhAAA!

      @Bobotron

      Oh, I absolutely agree, the plot shouldn't just be an occasional 'fighty guys save the Earth again,' there should be elements for various groups. From sneaky spies getting the plans, to entrenched socialites converting the count of xenocity during the Ming feast to join the cause, everyone can have a part. Just with limited staff and letting it be a large focus of attacks against earth, if there are several groups of fighty folks or sneaky info types, the ones that miss out will feel that way. And from past experience, they will let staff know they don't feel it was fair.

      However, a long time comic mu* player, I am thinking getting some other staff to help and allowing players to run save the day plot on the fly will go a long way to letting everyone generate or participate in higher scale plots. The successful comic places are usually more open to hero group utilizing non-played villain to damage half the major skyscraper in metro-city without staff approval. In fact, a plot generator might be a very useful tool. Typing in +plot/idea to randomly generate 'The LOCATION is jeopardized by an ATTACK OR PLOT believed to be initiated by VILLAINGROUP, but in fact a dispute between RANDOMGROUP and RANDOMGROUP has lead down this path' or the 'GOODNPC was kidnapped by VILLIANNPC for ransom to VILLAINGROUP.' Only spelling that out for the folks not familiar with the fun plot generators that I see more at comic places than anywhere else.

      Actually, a plot system like this might be a big element to making it feel space opera for all players without having to be specifically included in staff metaplot. Plot system for planet side, players can generate a number of potential random plot per day/week and choose one, if they +plot/okay it, staff is notified automatically by the player who okay's it, so they can just follow up with player or watch logs and have the world act accordingly. Well thanks, @Bobotron I'm thinking plot system is a key element when hitting the globals for a Flash Gordon Mu*.

      This leaves the big scale attacks to really be planned by staff to include multiple players and time zones even.

      posted in Adver-tis-ments
      AlexRaymond
      AlexRaymond
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