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    Best posts made by Apos

    • RE: Coming Soon: Arx, After the Reckoning

      @Misadventure said in Coming Soon: Arx, After the Reckoning:

      My interruptions have always been more ... severe.

      People come in, and have a gun fight. Never try to engage the players there. Just interrupt.

      The vast majority of people making really elaborate sets just want to be very evocative storytellers, and I'm really okay with that. But then there's guys who just want to dominate a scene, and it's because of them that I'm instinctively wary of anyone taking tremendous liberties in describing the environment in a set, and trying to force everyone to conform to it, which just doesn't work so great in non-sandboxes. Like I personally prefer people to avoid describing any of the context of the world around them except things that are completely unobjectionable and would fit the context of anyone just wandering in, if they are in a public space. It makes the organic rp a million times easier, and I think rp that's highly referential off of the environment changing is better off done in private when context is easily understood throughout the scene.

      posted in Mildly Constructive
      Apos
      Apos
    • RE: Coming Soon: Arx, After the Reckoning

      @Jaded The siege stories were almost all PRPs though, and I'm not giving player GMs carte blanche to kill off characters until the GMing systems come in that'll make that more systematic and easier to review. Have to be careful with that, but yeah at the same time can't have players going nuts and handwaving all danger and making it meaningless.

      So right now clear non-consent deaths have been extremely rare, only 5 PCs have died in contested ways that I can think of. I imagine the number will increase in the future, though I don't think we need piles o' bodies to have a feeling of risk, just more than what was there. I think 4 people at the siege battles would have died if we were using current code, so be a little careful there.

      posted in Mildly Constructive
      Apos
      Apos
    • RE: Separating UX from Functionality (Design Patterns!)

      @Sparks said in Separating UX from Functionality (Design Patterns!):

      Yeah, the one linked above is the Evennia prototype that I talked about on IRC. I probably want to add a few things (like the ability to flag a spammy board as not shown on web, etc.), And I'm still not sure about monospace font for the post content. But it demonstrates nicely what I mean about doing something on both interfaces.

      I really like it. Generally speaking, the more things shared between web and in game, the happier I am. I think beyond convenience for players, it really does go a great way to making a MU more accessible.

      posted in Mildly Constructive
      Apos
      Apos
    • RE: Game Stagnancy and Activity

      @Sparks Yeah very strongly agree with all of this, and I felt I learned a lot from the Siege of Arx and how players responded. Especially that people really like to run PRPs. There's been like 120 run during season 1. That's way, way, way, way more than I expected.

      posted in Mildly Constructive
      Apos
      Apos
    • RE: Coming Soon: Arx, After the Reckoning

      @Aria said in Coming Soon: Arx, After the Reckoning:

      So, I've been out of the (general) MU* scene long enough that I have no idea what this new-fangled Evennia thing is and my cursory (read: half-assed) reading of discussions on it haven't netted that much useful info. Can someone give me a rundown of how many crunchy commands I'd have to learn to play here and whether or not I'm likely to end up with a frustration-induced nosebleed from shouting obscenities at my computer trying to figure it out?

      Evennia is just a different codebase to build games, so the actual games will probably vary a lot, but Arx should feel pretty mush-like with mostly identical functionality to MU commands you'd know. We tried to mimic the way most popular commands would work with more commonly used codebases, so hopefully it wouldn't feel that alien. Just a lot of additional tools once you get the hang of it. The crunchy commands are more fun or helpful tools layered on top of the basic commands you'd expect, in other words.

      That said, writing a new player welcome guide is one of my goals during our between season break.

      posted in Mildly Constructive
      Apos
      Apos
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