I would have to agree that ways to manipulate and handle NPCs, without having to have them in like, goggledocs or many bits logged in is wonderful. Especially in games where there is coded combat. We used to use coded 'automatic combat' objects for things like, troops or weapon emplacements, and I've developed and used to decent effect a 'Virtual NPC' code before, where they have stats on the game and interact with all the coded systems, and it worked out well.
Best posts made by Bobotron
-
RE: Necessary tools for running plots as a non-staff player?
-
RE: Good TV
Sabrina's been a comic since the 1950s. Chilling Adventures is a more recent imprint for them, just like Afterlife with Archie.
-
RE: Looking for a MU...
@ThatGuyThere
I feel that if I buy something and never use it, but have it and someone else who WILL use it won't get it, it'll just be wasted potential. I have picked up random stuff that I've thought was cool or I wanted a physical copy to read, like the five copies of the softcover Book of Nod I've found (finding those for $3-5 a pop? Hell yeah.), the Witchcraft core, the Buffy RPG core, a few random Mage tradition books (though this is in preparation for us to do a Mage LARP after vampire ends), the odd Laws of the <stuff> book (like the Wraith LARP book)... most of what I get I'd want to read or mine for ideas.@Thenomain
I flipped through it and read a little bit, and I thought it was an interesting setting and setup. It'd be worth looking into for anyone looking to do alt-Victorian. -
RE: Plotted versus plotless scenes
I'm going to speak from some of the history I've seen on games when plot became a difficult prospect. In my experience, it ends up revolving around 2 things:
- Focus. I find that, in games where there is a lack of focus, meaningful plots end up going by the wayside. While I never had a problem finding RP at Multiverse Crisis, for example, a lot of it was less than impactful unless it was a pre-planned scene within someone's cast (which someone familiar with the group would run, like the SAO plots when I was Klein). Otherwise you can have plots, but at what point is it just 'filler' and becomes, after a while, just 'something to do'.
- Tightness of theme. While I love tightness of theme and stuff, there also needs to be things in there that players could reasonably mess with. And on that note, if the players make something cool and it intersects well with other plot, staff should induct that plot and those players and help them with the outcomes.
-
RE: What is your preferred method of function creation?
@Hexagon
I used to use an object that had all the hand-made functions and it had a startup. I primarily use Penn, and Penn keeps user-defined functions from restart to restart now, so it's superfluous. I still use it out of convenience, and paranoia of something going crazy and the functions missing.Why would you use multiple objects, out of curiousity? To me, that just creates a 'shit, where did I put the function?' thing. Not hard to find, but why spread them overm ultiple objects? And yes, it's doable, you'd just either set a startup on each object or have a startup on some object that grabs all the DBREFs you need, but them you have to mess with adding the DBREFs to the object every time.
-
RE: Gauging interest in a 20th Edition Game.
Oh, yeah. I wasn't advocating that as a viable method, just more for... I dunno, throwing something out there.
Myself, I'd prefer to see something Camarilla-only, advancing the timeline and using some of the supplementary materials (Gangrel are largely Independent, Assamites are a pillar clan, Gehenna started but petered out and no one is sure what the hell happened...) and go from there.
-
RE: Random links
On a related note.
A V5 actual play run by Jason Carl, one of the developers. This was done by Geek and Sundry on their Twitch, and it'll be added to their Youtube over the next few weeks, all the sessions.
https://www.youtube.com/watch?v=jFyQtOghqwA - Session 1
https://www.youtube.com/watch?v=1in6mv8UTfM - Session 2 -
RE: MUSHClient questions
@Cupcake
Typically links you see on games are due to that game using heavy Pueblo support, which does links for websites and commands.As far as parsing for other windows, I don't do it, but it seems possible from this discussion on the MUSHclient page:
http://www.gammon.com.au/forum/bbshowpost.php?bbsubject_id=10286
-
RE: Social Conflict via Stats
@Thenomain
Well, the discussion is fine, but not inherently what I had been aiming for. I had specifically meant if people had been on games that used a social conflict mechanic (and by social conflict, I mean some method that uses stats to back up a goal/outcome, such as using your skills to cow a guy into giving you information, or wheedling a lesser to spy on your rival with promises of sweet bootay, and such like you see in GoT/ASoIaF) and their experiences with such, not specifically 'do you like it/what do you think of it' type of response.Though, like I said, the discussion is fine.
My goal here is attempting to ponder out if it's worth the time to pare down the SIFRP intrigue mechanics to something slightly less complex for a MU*, not the inherent dislikes/likes/pitfalls of social conflict backed by stats.
A lot of the 'here's what social combat should NOT do' (IE Dominate-level junk) should really go without saying, but MU* is a world of constant need to have an advantage or people being unreasonable about things and being unwilling to work together or 'lose' in any manner, even when there are incentives to do so. In particular I have experienced a lot of what @SG had talked about with poses vs. stats (an issue I've encountered in LARPs hundreds of times), but I also disagree with @Seraphim73 about 'shit poses backed up by twenty successes' and find @Pyrephox 's talk about 'smooth operator' stuff in my way of thinking. I do find myself agreeing with @Seraphim73 though, about the goal being moving TOWARD and supporting an outcome, not forcing things like you might with Dominate.
And I know nothing will ever be perfect, but in trying to ensure fairness across the board for social conflict, on the same way that physical conflict can be cleanly adjudicated with rules (I hate to say 'if a guy can roll 12 dice to punch you with his Strength + Brawl, a guy should be able to roll 12 dice to put the fear of God in you of him with his Presence + Intimidation' but that's really how I feel about how this should function). I think that's why I like the SIFRP one, as it gives you outs and yields and such that have other consequences, especially things like yields where you give a compromised outcome (which is my ideal end goal for someone running out of 'social HP').
-
RE: Good TV
The CW DCTVU crossover this year was amazing.
I need Superman to get his own spinoff show. Like, right fucking now.
I need all the DC movies to tank so we can just get a proper Justice League TV show.
The crossover also did and set up exactly what I was expecting it to.
Overall, super pleased.
-
RE: Classic World of Darkness
@Collective
To be fair, this is why I dislike sandbox multi-theme NWoD games, as NWoD is built to be ST-driven in building the world, antagonists, etc.@Seamus
I'll add that me, personallty, I could do V20... but not much else. -
RE: Social Conflict via Stats
So I wanna say, this has been a great discussion, and has been an interesting read with the fors, againsts, and 'things to take into account'. I am working on a few things tonight, the writeup for a 'baseline' of what my goals would be is one of those things, so I will probably post it here to be horribly ripped apart. But a lot of the 'it should guide, and give leads and setups, but not be 'lawl I rolled better we fuck now'' discussion is exactly where I was leaning with it. It all lines up with my concepts of cooperative non-consent that I've talked about before.
-
RE: Comics Stuff
@Glitch
I still don't find that narrative to be... appealing.Of course, I am frothing over the X-Men: Apocalypse leak (OMG 80's STORM LOOKS SO AWESOME) and I am now sold on the Suicide Squad movie (Leto seems to be channeling Jack Nicholson, though I wish their Harley was channeling Arlene Sorkin a bit more).
-
RE: Rusalka's Bad Idea: Single(ish) Sphere oWoD
I wish you luck. Hasn't every one of the last three single-sphere WoD games failed due to not having ALL THE THINGS? What are you going to do that makes this worth people checking out? I am meaning this in the vein of 'is it going to be a single sphere sandbox' or 'is it going to be staff-run metaplot focused game' or what?
-
RE: Social Conflict via Stats
@surreality
Right, I am not making a WoD game. It's my own setup and history and world, so it's not using any of the WoD specifics, but being a modern supernatural game, WoD is the closest (and I won't deny it's being made to offer an alternative to the standard WoD MUSH out there).@Lisse24
Yours is very similar to my idea. I haven't gotten it completely written up yet, but the ideal for mine follows a similar format to yours as far as declaration of intent and the 'end goal' of the exchange. My version ends up with two additional things:- A representation of how you feel about someone called Disposition, which is essentially 'social armor' and modifiers. It ranges from Indifferent in the middle, to to Friendly on the top end and Hostile on the bottom end. This doesn't need recorded separately for everyone, as you set your Disposition at the start of an exchange, but certain things may make your Disposition different (and those should/would ideally be set on you as +notes)
- A 'social health' called Sway, determined by your Social and Willpower Attributes and modified by things such as the Blasé Quality; Sway starts at 0.
During the exchange, the social parley increases or reduces Sway on the defender. Generally you have five tactics: Deceive, Persuade, Intimidate, Bargain and Seduce based on your Social Attribute and an appropriate skill (Subterfuge, Leadership, Intimidation, Streetwise and Empathy, this will likely change around) and your defense is automatic based on the tactic that is used on you (another combination of Social + certain skills such as Empathy and Awareness). modified by certain powers such as Cult of Personality, a Basic Magnetism power, for example. Multiple 'aggressors' vs. one 'target' grant a bonus to the target's social defenses.
The commands are inbuilt and will take any modifiers from powers, or other things such as optional bonuses from pose quality. The 'aggressor' attempting to convince someone of something uses the command and the code takes care of everything, determining how much Sway is put upon the 'target'. Guidelines will be in place, but ultimately, Sway is meant to create a cooperative method of 'what can I get out of you?' This isn't meant to be used for every pose; guidelines will be in place, but roughly every 3 'pose rounds' or back-and-forth if it's just one person. I'll have in place some general 'here's what you should, on average, acquiesce to if you are Swayed by a successful argument,' and at any time a target or an aggressor can yield. If an aggressor yields, they do not get what they want. If the target yields, they are required to compromise on the outcome; the aggressor doesn't get their full goal, but the target doesn't go down in defeat and have to give up the full thing.
Without the application of powers such as the Ironclad Command, a Basic Compulsion power, social conflict can't force a character to:
- Physically harm himself
- Physically harm another
- Do something entirely counter to his character (“I want to sleep with her but she's happily married.”)
- Perform an impossible action (“I want her to disappear”)
Any of those things CAN be agreed upon as an outcome if the players feel it is appropriate; but if not, a character must give into at least something along those lines. A happily-married man might be flattered and let some information slip, or a character might contemplate jumping a rival that they were just talked up about, influencing their Disposition towards that person.
That being said, a wide range of intent can still take hold. Examples might include:
- “I want him to feel ashamed at his actions.”
- "I want him to believe that Bernard is coming after him, and he has to strike first,"
- “I want to turn his anger toward his sire and away from me;”
- “I want to turn her on, sexually.”
-
RE: Layla's Playlist
@icanbeyourmuse
Looking at them...
FO:ED is Fallout: El Dorado
STF is Stranget Than Fiction
RE:R is Resident Evil: Something (made by the same people who made El Dorado IIRC)
WNO might be Where No One Has Gone Before, a Star Trek game.
No idea on CLOK.Sniped.
-
RE: Good or New Movies Review
Atomic Blonde was a lot better than I had expected it to be. I like Charlize and McAvoy, which was good, but the premise was nice, and the visuals were pretty awesome.
-
RE: Social Conflict via Stats
@Seraphim73
You have no idea how much I've weighed options. At this point it's going to be a test anyway, and if it doesn't work, it's a simple 'okay, we turn off that bit of code'. But I think that, once I get all of the stuff based around it, it'll be workable. Besides, even 'instant modifiers' and 'chosen at chargen things you can never betray' are still part of the thing: trust. No matter WHAT you have to trust the other person and communicate and BE REASONABLE and NOT A FUCKING CHEATER who ignores the stats.Part of why I'm aiming for the 'social health' type setup, and trying to come up with 'fail forward' and other types of 'fail with some reward' setup, which is my ideal (and not something like 'take a beat for a dramatic failure') is to at least mitigate some of the crazy modifiers and give the stuff (like, in all honesty, if someone was trying to seduce a happily married, the Disposition would immediately shoot from Indifferent to Hostile, which is also a factor in the system), and giving compromises and 'here's what can't be done with social Sway'..
No system is going to be perfect without a buy in and, ultimately, a cooperation on the players' parts to be reasonable. Which is going to be a problem no MATTER what is done. I am simply choosing to start out by asking people to work with each other, let the system help guide things when you really need to, and communicate to make things work there.