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    Best posts made by Arkandel

    • RE: Coming Soon: Arx, After the Reckoning

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

      1. A GMing system for players creating PRPs, that would temporarily grant GM, staff like powers and code support.
      2. Full social combat systems.

      Could you give some more details on those two items please? No need to go into the coded parts if they're just not fully fleshed out or designed yet, but I'm curious about your policies regarding them - i.e. how they'll be handled once the systems are in place.

      If you can include an example that'd be great. 🙂

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

      @Apos

      Like a PRP in a normal MUSH, while it varies a lot we know the general idea- a player gives staff a heads up for approval or not, depending on the game, it's checked for consistency, then everything falls upon the player running the plot and depending on how it resolves, sheets are updated and so on. There's not really hard code in so much, since everyone ultimately has the tools to do what they need.

      Do consider the advantages though. For instance balancing out NPCs for a violent encounter (especially one in a system you're not very familiar and experienced with) is a bitch; it's as easy to get everyone slaughtered because you overestimated the PCs - which is never ever fun - as to make it trivial and see your big-piece villain get one-shot too early.

      With a coded system you could theoretically be able to dynamically create credible threats for a party. If as a ST I could just pick the difficulty I want for the NPCs and let the MUSH crunch out the numbers for me that'd be awesome.

      My feeling there is just an increasing degree of leeway granted to GMs based on feedback from players. For example, unless staff wants to risk messy retcons and constant oversight, probably shouldn't give a new guy the ability to shatter the grid and get carried away on his first try. Or similarly, the ability to bankrupt a great house or give something worth millions or arbitrarily kill players or so on. So this would be inherent limitations on the commands a player acting as a GM would have access to, and then just gradually removing the limitations as a GM goes.

      This could be trickier than it seems, too, if it's hardcoded. Cliques are dangerous things and so are circle-jerks; you might not want to encourage situations where a specific social group mass-upvotes each other to 'enable plots' for themselves, which can create a power race to do the same thing ('why does House Jerk have three Rank 4 Storytellers and we only have one? Come on guys, VOTE FOR THIS!".

      I think relying on your judgment would probably be preferable.

      For example, a player in house Grayson wants to run a tinyplot about Iron Guard elements that have gone rogue and are working with Abandoned to raid pilgrims traveling to Arx, and have been murdering Knights of Solace trying to escort the pilgrims. This would highlight different plot elements as a searchable index so anyone making a plot would know story is happening there- Grayson, Iron Guard, Abandoned, Pilgrims, Knights of Solace. Probably with a synopsis of each plot searchable in a database, then automatic sorting of different plot elements, so later if some dude is doing a story about Iron Guards purging disloyal elements, they'd see that previous plot highlighted and pop up and let them know what happened there,

      Yeah, that actually sounds pretty cool.

      You should also factor in how much you want your players to play with the game's toys before you design how they'll get access to them to begin with. This is a poorly seen effect that sometimes surprises staff who think they'd have allowed folks to use an NPC, corrupt an once loyal military squad or have a prestigious resource destroyed by marauders if those folks had just asked.

      However it doesn't quite work like that, and players who perceive staff wanting them to prove themselves, earn their trust or be worthy of certain privileges as roadblocks or even hoop-jumping - in other words you need to balance sanity checks with encouraging players to use thematic elements you have in place exactly so they can get used, otherwise you risk squandering them.

      The greatest plot device left sitting there untapped might as well not exist.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Strange Game Dev Inquiries from surreality (condensed)

      @Seraphim73 said in Strange Game Dev Inquiries from surreality (condensed):

      @surreality Sorry, I was using metaplot imprecisely. I meant 'larger stories, generally run by Staff, that tend to provide the majority of inertia to a game experience.'

      There's the opposite of that, too.

      "We don't allow Pure to be used in PrPs as they're reserved for the Big Staffy Metaplot".

      <staff proceeds to never run a scene with or without Pure in it>

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Strange Game Dev Inquiries from surreality (condensed)

      I've read some TS logs over the years. It don't impress me much.

      -Arkandel, elitist to the naughty end.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Roleplaying writing styles

      @ThatGuyThere No way. Every time I delve into youtube I lose my faith in humanity.

      The outright racist, hateful things there... they're not even pretending to be decent human beings. N-bombs at each other, fat shaming, open homophobia... and over literally anything. It can be a random completely uncontroversial interview for a movie and WHAM full-on racism.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Course Corrections

      @Cupcake said in Course Corrections:

      So if you see another player doing something - well, not WRONG, but maybe not so right? Do you offer corrections? Do you go through staff?

      • A player uses past tense in poses, when the general consensus is present tense. Do you say something?

      Going through staff for this is a massive overreaction. They're not doing anything against the rules or immoral, it's just a slightly different style of writing. If it bothers you simply don't play with them.

      • A player ICly says something or poses an unthemely reaction. Do you say something?

      How unthemely are we talking about? An actual example to set the frame of reference is needed, since this is one of those things that can go on a scale from 1 to 10. 🙂

      What's the best way to approach this kind of thing without coming off like a dick? Or is the not-dickish thing to do is try to ignore it?

      Well, that depends on the circumstances. If it's someone you feel kinda comfortable around you can approach the issue in a roundabout way ("I rarely meet people who pose in the present tense, that sounds weird to me!") sort of passing it as a joke-but-not-really, for instance. Or you could scrap it as a case of playing styles being incompatible and just avoiding them in the future if it irks you too much.

      But again if the 'unthemely' parts are particularly aggravating then you might need to escalate the reaction, depending on what they are.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Which canon property/setting would be good for a MU* ?

      @Ghost said in Which canon property/setting would be good for a MU* ?:

      as well as that 'wandering Kung Fu badass' energy is captured in a bottle.

      That's kind of what concerns me about it, in that it's not easy to capture the high energy visuals of a kung fu fight in poses, let alone mechanics.

      It's however the same issue I have with many similar hard to portray things I really enjoy. For example although in theory I'd love a Lord of the Rings MUSH, the cruel reality of meeting idiots who play horny Elves prevents me from even trying one.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Course Corrections

      @Sparks I still am always irked when someone says "OK" in a fantasy setting. Every time. It's like nails scratching on a blackboard to me.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Course Corrections

      @saosmash How about style?

      For example I find it mildly distracting (although it doesn't really bother me) when people use wiki codes in their poses. Or if they are using %t's to format paragraphs with tabs, stuff like that.

      Do those count?

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Finding MU*s

      I use you jerks as my reference. Both to suggest good places and to warn about the rest of them.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Werewolf 2.0 & Nine Ways It Could Be Streamlined

      @crusader I don't think anyone here suggested your ideas are bad, or that a game based on them wouldn't/couldn't be fun.

      Just that it's not nWoD, which I think is fair to say is accurate.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: What does advancement in a MU* mean to you?

      @Derp said in What does advancement in a MU* mean to you?:

      See, this is the part that I'm getting hung up on in most of our systems that currently exist. You either start off as Pretty Damn Powerful, or you know you'll get Pretty Damn Powerful within X amount of time just because of the way the system is coded

      Since I mentioned Arx's system this is how I'd do it:

      1. Consider someone a newbie until they catch up {tm}. What you consider 'caught up' in the context of your game is up to you. Maybe it's the average XP on the game, or you base it off of the top earners' totals, or just for X weeks after CGen, whatever.

      2. Make newbies be always eligible for +votes (or whatever you're using in your system) without most control factors. Give them the ability to vote back non-newbies, skimming similar control factors, but for fewer XP than normal.

      That way you're encouraging scenes by making newbies attractive to oldbies and you're making them work for it. They make more for that work than anyone else so they can catch up but there's nothing automatic about it. They can't just sit around and wait for XP to rain from the sky.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: What does advancement in a MU* mean to you?

      @Ganymede said in What does advancement in a MU* mean to you?:

      In a system I'm working on, everything is related to time. You can convert it to XP to advance your stats, use it to harvest for resources, spend it to build shit, etc. But the more holdings you build, status you cultivate, the less time you have because of the implied maintenance of the same. The more you accumulate, the slower you can advance.

      That's a good idea. It reminds me of EVE Online.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: CofD and Professional Training

      @tragedyjones I hate it (for non-mortals) for a simple reason: It's one of those must-have merits.

      Basically it's like the multi-attack merits of old, where you get a massive return for the investment if you get it and cripple yourself if you don't. So it becomes an auto-buy.

      I don't like auto-buys.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Difficulty of single-player computer games

      @Tinuviel Even back when I had next to no responsibilities (just a gf, who raided with me) it was hard to keep up with the hardcore players. What do you mean we'll only raid four times a week? What will I do with the other 3 nights?! What, give up after only 4 hours? The boss was at 40%, we were making progress, come ON!

      ... Then the hardcorest of the hardcores would leave and form another guild which just meant we lost a geared main tank and three good healers... there we go again into the recruiting cycle.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: What does advancement in a MU* mean to you?

      @Ganymede said in What does advancement in a MU* mean to you?:

      I think it is important to consider abandoning using XP or advancement as a carrot for activity. While it can be an incentive to be active, a system that links advancement solely to activity is going to lose a large number of good players who cannot be online all the time.

      How does your system handle catching up to oldbies (if it does)?

      In other words if you create today and I created three months ago, assuming similar playstyles will you be able to ever close the ability gap between our characters?

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Brainstorming: Hybrid/Homebrew Werewolf Game

      A piece of advice: The advantage of running a published system is people already know it. One way of running a home-grown system from scratch is you can make it work for a MU*, specifically, as opposed to a table-top RPG.

      If you're going to run a hybrid you inherit the disadvantages of both. You'll need a lot of concise documentation so your players aren't in the dark about what they think they know versus what's actually the case in the MU* both for mechanics and theme, for instance. That's a mini-project on its own - if it's a huge long TL;DR wall of text people will skim - and you have to make it worth your potential players' time.

      In other words, figure out early where your niche is, who your intended players are and why they'd want to invest in it, and cater to them hard. Once you get enough to gain momentum (and oldbies develop who can then indoctrinate newbies) the game should run much smoother, but the first steps will be the hardest. There's a lot of upfront work involved.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: What does advancement in a MU* mean to you?

      It's also important to make in-game carrots achievable, whatever means of advancement you choose. It is however essential to make anything really neat that's achievable to be universally so, even if the bar is high.

      What does that mean?

      1. If you're running a game like Mage with certain 'end-game' spells requiring Mastery in one Arcanum and even with high skill (sometimes Mastery as well) in a second one they get some extra oomph to them, at least make that achievable. It sucks to never be able get your build's 'ultimate' ability.

      2. If at any time... at any time, say during alpha, you let a couple of players get a nice power and then during play you decide it's too much, or you raise the requirements very considerable, you are a monster. Don't grandfather shit like that. Either take them out from their original holders with some sort of compensation or leave them open to everyone.

      Note I'm not saying to make it easy or fast. But doable, and not just 'doable if you play every day for three years and staff decides to approve your application at that point'.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: CofD and Professional Training

      I prefer to not try and explain things we do purely for balance's sake in in-game terms. That's just how it is.

      In some cases the actual explanation is easy; it overlaps with other stuff. So part of what makes that Rahu able to smack people overlaps with Personal Training for brawl, that's why they don't have it - or, rather, they already do have it under a different name, with slightly different strengths and weaknesses.

      But IMHO there's no point in explaining it. It ends up sounding exactly as made-up as it is. 🙂

      Edit: Erm, professional training. Personal training is something else. 🙂

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Brainstorming: Hybrid/Homebrew Werewolf Game

      Let me reverse things a bit if that's okay.

      These changes for the Tribes and whatnot - what's the goal here? What are you hoping to accomplish @Wizz ?

      posted in Mildly Constructive
      Arkandel
      Arkandel
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