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    Posts made by Bobotron

    • RE: Vampire the Masquerade 5th Edition

      @Misadventure
      The running assumptions are of two minds:

      • First is, what with Dracula's love of LARPs, that official White Wolf LARP events will affect the metaplot
      • Second, the other camp is of a mind that it'll be in the vein of Shadowrun where the 'you' will be the PCs that play in each individual game, when the plots come out and say 'based on your actions' and such.

      So who knows.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: PennMUSH & DBREFs

      It might be easier to go to the Penn devsite and ask, there's so few of us running Penn around here. The flagship/dev game though, has almost 13000 objects(many of them coded systems like just, random coded games people play) and doesn't seem to have any slowdown that I've ever witnessed or experienced.

      posted in MU Code
      Bobotron
      Bobotron
    • Vampire the Masquerade 5th Edition

      We all knew something of this was coming from Grand Masquerade. Some confirmations of stuff from a panel with Dracula and WW on VtM 5th edition. Mostly stuff we'd already heard, but a confirmation that I, personally, find really awful.

      1. Release date is expected to be Winter 2018.
      2. All licensees will get the "same bible." Will help with the shared universe.
      3. Art and graphics were shown for Vampire, Werewolf, Mage, Changeling, Wraith, Hunter the Reckoning, and Mummy.
      4. "You are what you eat." Disciplines in Vampire will be learned through how you play. Feed from the homeless, or shunned from society? You will learn obfuscate.
      5. Will take place right before Gehenna.
      6. The Camarilla, the Beast, and more may have changed or shifted in meaning or operation.
      7. Metaplot going forward will focus on real life players being the main characters. Transmedia will be huge focus.
      8. Humans not as blood bags but as individuals - not all the same, but important for the vampires. Making core concepts playable.
        9.Global stories written by global voices.
      9. Interactive audio fiction coming for Mage.
      10. They want 5th edition to be found everywhere.
      11. Anounced World of Darkness Berlin - your fan festival on May 11-14th 2017.
      12. White Wolf will open brand gradually for fan creativity.

      #4 is... one that I'm super iffy on. It's a mechanic they put into their weird End of the Line LARP, and I just cant' see it working in tabletop at all. It adds even MORE minutiae to feeding bullshit.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Coming soon: Lawless Space MUSH

      @fatefan

      I don't know about Fate Core but... all I'm picturing here is OUTLAW STAAAAAAAR! And that makes me giddy.

      posted in Adver-tis-ments
      Bobotron
      Bobotron
    • RE: Multidescer!

      @Cobaltasaurus

      I wrote a simple one that takes your @descs and stores them as tags, so you just +desc <blah> and it changess it for you. The help is included, as are all the necessary functions. It's written for Penn, as a note, but generic enough that it should work for MUX.

      http://pastebin.com/eQuRNF2J

      posted in MU Code
      Bobotron
      Bobotron
    • RE: Wiki/MUX SQL function request

      I would maybe dig into @Mercutio 's SceneSys which chucks stuff TO the wiki via SQL, might be something in there that's reverse-engineerable?

      posted in MU Questions & Requests
      Bobotron
      Bobotron
    • RE: Room parent / exitformat weirdness

      @Cobaltasaurus
      I looked at the TinyMUX help but there doesn't seem to be help on just a general @attribute command. On Penn, it's @attribute/access/retroactive attr=flag list here; it will set the attr to have those flags going forward, and the /retroactive makes all already-set copies those flags.

      Many games I've been on that required things to be locked (wizlocked stats, etc.) used an attribute locker that went through and redid them after each shutdown, since Penn used to not carry those between shutdowns, and I find it easier in case I do miss something (or need a mass list), or need to add something quickly to just keep the locker object and chuck attrs on it.

      ETA: Looking at the TinyMUX wizhep online, it looks like it might be a configuration directive...

      & attr_type
      Config parameter: attr_type <pattern> [!]<privilege> [[!]<privilege>]...

      All user-named attributes whose names match the wildcard pattern <pattern>
      will receive the default attribute flags specified by the privilege list,
      rather than the default attribute flags specified for user attributes
      by the user_attr_access conf directive (defaults to none).

      Directives given later take precedence over earlier ones. For example,
      if you want all attributes on your game that start with '_' to be
      set only by Wizards, except for attributes that start with '_RPG',
      which should be set only by Wizards and also not copyable by @clone,
      you should do:

      attr_type	_*	wizard
      attr_type	_RPG_*	wizard no_clone
      

      See also: @list attr_types, attr_access, user_attr_access

      posted in MU Code
      Bobotron
      Bobotron
    • RE: Room parent / exitformat weirdness

      @Cobaltasaurus
      Yeah, once we'd ruled out the code looking at it correctly, it had to be visibility permissions. I don't know how inherit works on MUX in depth; generally if I have something that a non-permissioned something might need to see (like form tags for a Transformers game showing what mode), I'll globally set that attribute visual via @attribute/access so that any time that attr is set, it's automatically VIS.

      posted in MU Code
      Bobotron
      Bobotron
    • RE: Room parent / exitformat weirdness

      @Cobaltasaurus
      Do you need to set the attribute(s) visual (or equivalent on MUX)?

      posted in MU Code
      Bobotron
      Bobotron
    • RE: Room parent / exitformat weirdness

      @Cobaltasaurus
      Hrm. I'm not sure then. When I had this issue on Penn, it was not grabbing the attribute correctly due to an error on the parent sort (which is why I ended up going through and having it grab the attribute and determine where it put it based on that).

      posted in MU Code
      Bobotron
      Bobotron
    • RE: Room parent / exitformat weirdness

      Try changing it to match(xget(%0,build),1) for fil.building and see what happens? Are there any other odd attributes on the room?

      posted in MU Code
      Bobotron
      Bobotron
    • RE: Room parent / exitformat weirdness

      What's the filter look like? Waht does it search for (I assume it looks for BUILD=1?)?

      posted in MU Code
      Bobotron
      Bobotron
    • RE: Dice Mechanic Thoughts

      @Misadventure
      Yeah. It's a lot like the NWoD LARP methodology of 'count up to a total, divide by X, every Y past X is a success'. So we'll see. The mechanical stuff I'm not worried about 'cause code will be calculating everything behind the scenes and spitting out the output.

      I'm more looking at stuff that makes things like buffs or debuffs matter, and also buffs and debuffs that aren't just 'I win/you lose' buttons.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Dice Mechanic Thoughts

      @Lotherio and @Misadventure
      I hadn't really looked at that. I'll chuck it into the theorybin and see how it works.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Dice Mechanic Thoughts

      @WTFE
      Wow. Thanks for all the input. I was running some tests differently, going through the average count success of anywhere from 2 (lowest amount dice, with the lowest starting stat and no skill training) to 14 (highest stat and skill training, no additional bonus dice buffs), as well.

      Total successes are meaningful (primarily in contested things like combat, where a defender's defense success takes away from the attacker's success to determine if they hit, ala many game systems; and often a task will have a difficulty threshold so count successes there would matter).

      @Misadventure
      That's one of the ways I was leaning on buffing powers and debuffing powers, though now that I'm looking at the success ratios on d6s, I'm now testing it out with d8s and a slightly larger threshold. I have tons of d10 charts 'cause people have picked apart the stuff for OWoD. I still LIKE d6s, but the concept of a 5-6 as a base success, and seeing the dramatic increase on a 4-6 I like, as well as the decrease when jumping it up to a 6 as the only success on a buff. I'll probably just write up the system with d6s and get some people who would want to test out the combat code for me to come through and do some stuff once I get all the buffs/debuffs codified just to see what comes out as average outside of 'white room' considerations.

      Again, thanks to all.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Dice Mechanic Thoughts

      @Misadventure
      Right now looking at Xd6, 5-6 is a success, no 1s take away, no explodes, no double-success on a 6.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: RL things I love

      The CW is getting MORE shows. Looks like it's going to be my go-to TV network continuing going forward.

      http://spinoff.comicbookresources.com/2016/08/19/the-lost-boys-tv-show-in-the-works-from-izombie-veronica-mars-creator/

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • Dice Mechanic Thoughts

      So I'm working on dice mechanics for HotBMUSH, and I'm wondering which one is a 'better' buff, as far as mechanically: extra dice, or an increased success range? I'm looking at using either as a buff condition (or perhaps one condition for each), but I'd love some thoughts from the more mathematical minded out there.

      I play a lot of Arkham Horror and it always seems that the Bless seems to be the better option; as long as you have it, it feels like it is a better buff than things that give you raw additional dice.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Open Dates of New Games?

      I'm back to working on Houses of the Blood, making some headway on powers, which is were I stalled out (plus insanity inhaled me into a void of RL). No specific opening date, but I'm back to work on it.

      posted in Adver-tis-ments
      Bobotron
      Bobotron
    • RE: Historical MU*s

      @SunnyJ
      I was thinking like... take A Knight's Tale, Reign, Kingdom of Heaven, Ever After, Seventh Son... work up something Dark Ages-feely but eschewing any real historical accuracy beyond the most basics necessary for the setting.

      posted in Adver-tis-ments
      Bobotron
      Bobotron
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