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    Posts made by Bobotron

    • RE: Random links

      A really cool youtuber, piano perspective, who does piano arrangements of music and has a neat downward camera angle on the playing. Mostly video game music. If you're a fan of that stuff, check him out.

      Here's a couple of my favorites:
      To Zanarkand
      Clash on the Big Bridge
      Corridors of Time

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: How does a Mu* become successful?

      @Thenomain
      I think your last point about 'game system simulators' makes me miss the days of a coded combat system and a condeath game like the old Transformers or Megaman MUSHes.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: RL Anger

      @deadculture

      Ahh, glorious Eva. Giant mom powered robots.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Good TV

      The Flash finale.

      Holy SHIT the Flash finale.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Better Places Code

      @faraday
      I find that I've only used places on one Superhero game I played on, and I rewrote (well, okay, wrote from scratch using the concepts of it) something for my own use (I was going to use it at my WoD game), and simplified it greatly. I thought people would get a fair bit of use out of it; I may share it (I'll probably have to remove functions that are specific to the way I code, and it's also for Penn so it might have some stuff that won't work on MUX).

      The big thing it did, when you're at a place and using the command it prefixes to your place as [Place] to everyone at that place, and only the people at the place could see what was going on using the tt command. It also had a working purger for when people left the room, disconnected or otherwise left a place without using the depart command. But you could pose as normal to the room, and room poses would be visible as normal. It was meant to reflect 'and we're all chilling here, talking amongst ourselves so that others can't hear'.

      Here's a way that it displayed, and the +help, which I thought was pretty straightforward. If anyone wants a copy, I'm willing to decomp it and throw it up somewhere.

      2_1464129843295_places-screen3 copy.jpg

      0_1464129843293_places-screen1 copy.jpg

      1_1464129843294_places-screen2 copy.jpg

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: Angel's Legacy: Seeking Help!

      @TNP
      That or they just don't know how to do the CSS and such, and so you have stuff that overlaps other stuff and other issues of coding.

      posted in A Shout in the Dark
      Bobotron
      Bobotron
    • RE: Random links

      @WTFE
      I'm a fan of the lotus #3

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Space Lords and Ladies

      @Packrat
      Another person caught the error, and corrected the site in the earlier post, it should be themudhost.net.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: Faction-Based Villain Policy Idea

      @Ghost

      I think the difference is, some people are saying 'death is the only outcome' and some are saying 'defeat, setback, loss of resources, etc. is an outcome, not JUST death'. OR at least treating things like all fights between hero/villain factions should come down to 'Do I kill this guy who is in my opposing faction, and what is the logic behind why I -DON'T-.'

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: Faction-Based Villain Policy Idea

      @ThatGuyThere
      This is one of the cruxes of what I've been debating on replying to the thread. It's funny that it came up almost simultaneously with a facebook thread about 'how do we stop everything from devolving into killboxes' in LARP that I'm participating in. The mechanical portions of combat have teeth. They have detailed X does Y rules. The mechanical portions of social and other methods of 'conflict' often don't, or when they do, they're extremely unenforceable (or get so much blowback from players that it's not worth enforcing them).

      As far as villains/factions, I don't think that they can work well on a non-condeath MU* for the simple reason you provided: investment and ability to play. You rarely ever see a faction-based conflict media where the 'main characters' (which is what I consider PCs on MU*s to be) die regularly (well, okay, Game of Thrones, but even then it's not every episode). Even if red shirts and extras are dying left, right and center.

      In Underworld, Selene gets shot and injured and nearly dies, but doesn't die, while lesser vampires get eaten by Lycans and shredded by UV bullets. In TF comics, Optimus Prime gets blown to slag and recovered to rebuild, while Gyro the flyingbot explodes into bits of flotsam in space, never to be recovered. In Gundam, Amuro Ray blows up Zakus by the dozens, but Char vs. Amuro is a showdown with neither dying while their Gundams get disabled.

      I still haven't come up with a really GOOD way other than try to determine quick, painless approval processes (which won't work on games as complex as WoD, because of everything that has to be fact-checked and notated and all of that). And that requires something that I think a lot of MU*s are lacking: trust in, and communication with, their playerbase. The WoD game I was working on, I planned to have a policy of 'you can go IC and play, staff will review and some retcon may happen' and I even wondered then if it was a workable.

      I've often wondered if a game that is set up with an in-built reason for characters to die, and then come back, would work. Like the Phantasy Star II genesis game cloning chambers, or a game where characters can be rebuilt like on Transformers. But that's something that cheapens death and, to some people, is probably no better than condeath scenarios.

      Perhaps mechanics baked into the MU*, separate from the tabletop or other gaming system that exists, to mitigate PC 'death' scenes, while still allowing for villains to be defeated. In the Buffy RPG, doesn't the Drama Point mechanic allow you to skip death by spending them? In the Final Fantasy tabletop I run, there's Destiny that you can use to 'cheat death' when a monster with Killing Blow would kill a KO'ed character. I wonder if building something like that into the game would help; make it a limited resource, but dramatically appropriate.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: What are you playing...?

      Just got approved on The 100.
      Will probably poke my head in to RfK again and see if I can get jones for NWoD.
      Development hell is my life though.
      Been asked to mess around on a Transformers fame by a friend.

      So really just 100 and maybe RfK.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: Good TV

      @tragedyjones
      None of those sound surprising. Sleepy Hollow is actually a pretty good 'weird shit goes down in a small New England town' series, despite some left-field stuff that they've used for plot. It'd be good inspiration for someone to watch if there was someone who wanted to make a new WoD set in New England.

      I'm happy with The CW. They have all of my ratings, the only thing I don't watch on CW is Person of Interest (knew this was the final season) and Limitless.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Good TV

      @Lithium
      True, but I can still be pissed at the idea of Lannisters winning.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Good TV

      @Admiral
      I have no words to tell you how much that pisses me off. Here, have an apt response.

      alt text

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Good TV

      9 episodes into season 1 of GoT.
      Already I want there to be SO MUCH DEATH on the House of Lannister. Holy shit I haven't hated anyone in a TV show this hard for a long time.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Share your best experiences with MU* villains/antagonists here!

      @Taika
      It was really just the nature of the game, at least from my experience, back then and in that circuit (mind, this was 1999-2002ish, if not a little earlier). You played and sure, you'd have people who weren't really interested in building things OOC as well as IC, but the majority... well, OOC communication and OOC friendship was the norm. Even if you were characters who would tear each others heads off ICly.

      It was also helpful that a lot of stuff was coded so things like combat were 'you use a command, the system calculates, and you pose accordingly in a fight' and that the game promoted OOC communication for stuff like that, even with the randomness. It was just 'how it was done' back then and in those circuits.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: Share your best experiences with MU* villains/antagonists here!

      I think most of mine come from factional, consent-based con-death games so this is probably going to sound trite for some people who really consider 'antagonist PCs' to be capable of killing a PC.

      But I think some of my best antagonist PC memories are from my time playing Rock/Megaman at Megaman MUSH. For a really long time, I played Rock and one player played Bass (Rock's counterpart in the Robot Masters group), and we had a really awesome rivalry and a lot of fun times.

      1. It was a PC. For the longest duration that I played Rock (about 2 years) the same player played Bass. He also worked with the rest of his faction (and the other villain faction, the Mavericks, though in more limited scope) to make the antagonist parts of the game fun.
      2. Long-term. The characters we played were diametric opposites IC and we really enjoyed playing that.
      3. The fact that the character was able to be an unending source of IC antagonism and conflict, without that falling over into OOC. He really grokked the theme as determined by Megaman MUSH's staff, and he was a very epic villain; he didn't need purple prose or multi-page poses, he was able to concisely and effectively portray his intentions, malice and antagonism without resorting to overused. And when we found something neat to pull from other media to work in, we did so.
      4. The fact that we could have a huge IC rivalry and the fact that we were able to take it multiple directions, with a lot of nail-biting IC tension of the actual rivalry. Some of the things, like Bass' attack on the Maverick Hunters' outpost that ended up with me and Bass faced off, essentially re-enacting the Buffy vs. Angel scene from the end of Season 2 of Buffy was a scene I remember to this day. And the fact that he was a source of not just physical antagonism, but social antagonism -- Rock was very naive and dating a human girl and Bass was always a source of social and mental antagonism because of that. It was great to have philosophical discussions about that type of thing as 'combat banter' while we were trying to blow each other up.
      5. The player's chill attitude and ability to separate IC and OOC and keep it that way. The antagonism never went OOC. We were always talking to each other about things we did, things we wanted to see, little tidbits that one would have noticed in the other during the last battle or in, say, news reports and observation/spying since. We worked together to make it really epic, and it was, not for just us but for the rest of the playerbase -- setting up a scene where, say, Rock falls and is nearly beaten to give the spotlight to other PCs, or setting up a scene where we're supporting other PCs and giving them opportunities to interact with, and sometimes beat, the 'big bad' of one of the factions.
      6. I think it was fine. It's really one of my litmus tests for 'we can fucking hate each other IC and be buds OOC' type of situations.

      I've had this type of relationship with characters at lots of games. The player of Deathsaurus when I was Optimus Prime at TF: Generations; Rock and Bass (and to a lesser extent, Sigma) at Megaman MUSH; my tenure as a villain who had major goals at Beast Wars MUSH (Aftershock, who fucked with the Maximals REALLY hard...), and to an extent the same PC at my own BW game (Aftershock, but also a tenure as Megatron); and particularly as Gavin/Gate at X-Men Evolutions (the transition from an X-Man to a member of the Brotherhood, through the lens of a disaffected teen who was really affected by Genosha as a mutant prison/slave camp was really epic, and the players of Wanda and Pietro, and Kitty and Storm and a bunch of OCs on that game were really stellar).

      I think the biggest 'antagonistic' issues I've ever had were, when playing an antagonist, you get the 'I'm a good guy/had a good application/have good stats so I must win all the time!' type situations, which is more of a player attitude thing than a game attitude thing. There was a player who I worked out some neat stuff for a plot I ran as a player at Beast Wars MUSH, and he was super hateful OOC gloat guy when he 'won the big fight against Aftershock' and was hyper bitchy when he lost a fight. It wasn't a good situation, and he was eventually pfired from the game.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: Good TV

      @Arkandel
      Fox has a weird ratings thing. Like, shows do REALLY well. But like CBS, I guess they have a target demographic, and the shows that do well, but get cancelled, don't do well with the demographic that they're trying to steal away from another network. TSSC was really good. I was looking forward to seeing what the whole deal was with Shirley Manson's character.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Building: A Basic Tutorial

      @Taika
      Yeah, make the exit as normal. Set all the attributes on an object or exit elsewise to be the parent, then @parent the exits to the parent.

      posted in How-Tos
      Bobotron
      Bobotron
    • RE: Building: A Basic Tutorial

      @Taika
      You make the exit like normal, so @open Exit <E>;e;exit=#DBREF,Return Exit <RE>;re;return exit.

      Those are attributes that are normally set on an exit, that show what people in the room see when you leave, and what people see in the room when you arrive. So people in the room, when you leave, see 'Name heads (exit name) towards (exit destination)' and in the room you're going to, people see 'Name arrives from (exit origin point)'

      I use a room parent so that I can just set it on every exit and be done with it.

      Here's my Penn exit parent, for example:
      http://pastebin.com/2s03s8jy

      posted in How-Tos
      Bobotron
      Bobotron
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