@auspice having lived in new mexico, it's not as cool of a setting as you think it would be.
Posts made by bear_necessities
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RE: Why are there so many MUs set in Maine?
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RE: Why are there so many MUs set in Maine?
@testament yes
Also for Woodward Agency we saw that part of the map.and went "neat place for a game" and so that's where we put it.
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RE: The Woodward Agency
@aria the answer to your question was replied with honest well intentions. We were going for a game feel of silly, kinda campy, with the occasional splash of scary funny.
This can all be deduced from our help and theme files, which can also be read to understand the feel we are going for.
Please also feel free to stroll thru the locations to see how we built the game.
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RE: The Woodward Agency
@aria said in The Woodward Agency:
You would probably need a pretty big grid to do it! Or at least a grid that describes being stretched out over a pretty big swath of land. Otherwise things start getting weird like they did on the Reach
The game is already built and ready for play. But thanks for everyone's feedback.
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RE: A Regency MU (Conceptual)
@auspice said in A Regency MU (Conceptual):
I'm not sure how much more I can explain this but having to keep reiterating is making me think it's a terrible idea
Tbh this is why 99.9999999 percent of the concepts that get talked about here never finalize. Just build the game the way you want and then post about it. If people want to play they will. If they dont they won't.
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RE: The Woodward Agency
@zombiegenesis sorry it takes you out of it! I hope you find a game you can enjoy
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RE: A Regency MU (Conceptual)
@auspice said in A Regency MU (Conceptual):
I spent a few minutes just debating deleting the whole idea because 'Well shit if I'm just going to be nitpicked to death for my hey this isn't meant to be ultra realistic idea not being realistic enough why even bother?'
Welcome to creating a game, where you will be nitpicked to death about everything and anything during all phases of the game's life.
FWIW, I never thought @Pyrephox was being negative. Instead, she sounded interested and excited.
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RE: A Regency MU (Conceptual)
@auspice said in A Regency MU (Conceptual):
not get smacked in social standing for it.
How are you going to represent social standing in Ares?
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RE: Set in Manhattan
I vastly prefer a game to have a grid that has a good handful of fully fleshed out grid-rooms rather than vague locations. It takes a lot of the guess work out. I don't want to sit there and have to worry about where I am, what it looks like, and also how I set the scene and how people RP in it. Plus it allows for some consistency? Like yes there could realistically be 500 different coffee houses in Manhattan, but at least I know what these 3 grid coffee houses look like in "your" vision.
I don't want to play "guess what this gridroom looks like". I just want to have a set desc in the gridroom and play.
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RE: Mad Max Inspired FS3/Ares
Mad Max is not anything I'm interested in but I really just recommend making a game that you're passionate about. Flesh it out, get the game up and running, be excited about it and people will come.
People really enjoyed HorrorMU and had a lot of fun. Have you thought about leaning into that sort of concept?
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RE: Seeking DIY Advice
What are you going to do to make people want to RP with one another and be open to RPing with people outside of their comfort circle?
How many people are you able to sustain GMing for? What are you going to do if your game gets 3-5x that? What are you going to do if the inverse happens and you get 3-5x less?
Are you going to allow STs/player run plots? What tools are you going to give STs, how involved are you going to be, and can you handle the level of involvement you expect to have?
Finally, how passionate are you about actually running a game, and how passionate are you about running THIS game that you're building? That goes a long way, I think, in the "buy in" that people need to play there.
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RE: MUs That We Would Love To Make (But Won't)
@tek said in MUs That We Would Love To Make (But Won't):
A Downton Abbey type thing where the two spheres are the nobility and the servants in one big manor house.
That wouldn't be hard at all to make on Ares. I'd definitely play even though I assume it'd rapidly dissolve into "nobles TSing servants: the MUSH" lol
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RE: MUs That We Would Love To Make (But Won't)
@krmbm Vampires in the 1920s! Vampires in the 1960s! Vampires in the 1980s! lol
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RE: Someplace to play?
@Cobaltasaurus I think what you see on Ares central is about all there is out there with the exception of Arx and WoD games. I imagine there are a lot more private games on Ares than the list shows and people are just sandboxing with their friends.
Sorry, I wish I had better news. I've been looking for a new game to play for a long time and haven't really found anything.
@GangOfDolls you're going to get mixed reponses on that question. I think Arx is difficult for a casual player to get involved, but YMMV.
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RE: Is this a really dumb theme?
@theznar said in Is this a really dumb theme?:
Is the Savage Skies a tt game?
Savage Skies is an Ares game (https://savageskies.aresmush.com/). It stopped being active sometime around September-ish.
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RE: Is this a really dumb theme?
@Ganymede said in Is this a really dumb theme?:
This sounds like The Savage Skies.
Except the Savage Skies is WW2 era alt history with dragons and high-tech and magic. I don't think it sounds very similar at all.
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RE: Interest Check: Time Travel Agency (Ares/FS3)
@Raeras I have thought a time travel game a la HorrorMU or The Network would be interesting. You go to one point in time every "season" and focus on that time and deal with the consequences of those actions rather than have 100 different people doing 50 different things. It might be something to at least consider?
To be 100% honest, you kinda lost me in the details so I don't think this game will be for me so take my comments with a grain of salt. However, I will say that I think a game like this can quickly become confusing and overtly complicated and I would caution against that. The more complicated the game is, the less likely you will have buy-in, and the harder it is for newbies to integrate.
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RE: Birmingham: The Entangled City (BhamMu*)
Looks like fun @Cobaltasaurus . The only thing I'd caution on is making sure all the PCs have a shared goal. Too many groups can splinter the population if there's nothing that brings them together, and then you just have a game where people are doing their own thing with their own group and not interacting with others.
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RE: What do player-STs need?
@Pyrephox I think "changing the world" is something I really get stuck on. Like what could I do as a game admin to make you feel like you are changing the world?