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    2. Bobotron
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    Posts made by Bobotron

    • RE: Building: A Basic Tutorial

      @Lithium
      Room Parents are awesome for formatting consistency and code that is meticulous to put into place on many rooms. For example, the last game I actually ran? The room parent was set on all rooms, which did the following:

      • Displayed PCs, with tags for their current mode and faction.
      • Formatted the exits directly
      • Separated 'go to a building' exits and 'go to another room/direction' exits appropriately.
      • Listed Virtual NPC Characters in the room format.
      • Always put the starting return/tab ending return at the end of a description.

      And rather than have to change that code on every room on the game and potentially miss something or cause an error, you change it once, on the parent, and it changes everything. And any time you make more rooms, you can cheat and just @parent all of them at once again (works only if you use a single parent though).

      @Taika
      What I use on Penn?
      @OSUCCESS Exit Parent <EP>=heads [name(me)], towards [name([loc(me)])]}.
      @OROP Exit Parent <EP>=arrives from [name([home(me)])].

      Also, on Penn, any formatting on an individual room trumps the parent. So if you parent something, but want one specific room to do something, you can use the appropriate @-command to format and it'll override the parent.

      posted in How-Tos
      Bobotron
      Bobotron
    • RE: Good TV

      @Jaded
      It won't be the same without Flockhart as Cat Grant, that's for sure. 😕

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

      @Jaded
      At least it's good news. A little sad though, it'll lose some budget...

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Grid building theory?

      @Lithium
      That I can get behind, yes. Toggles or optional flags, but make any 'public exit' transparent so you can look through it.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: What would a superhero game need to be/do to bring in a new player base?

      @Duntada
      The resources thing in that game is more like a bid/raise/fold setup, almost like playing cards but with the resource.

      Example: Jane wants to find Tommy's secret thing. Jane bids 1 and poses following Tommy to the bad part of town. Tommy counters and raises to 2 that he ducks around the corner, having caught Jane's scent; Jane can then raise, or if she wants to fold, she can. If she raises, the raising continues until someone folds; when someone folds, the person who has the highest 'wins' and gets their outcome. That's a simplification, but it works pretty well.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: Grid building theory?

      @Cobaltasaurus
      I'm not a fan of this. Too much clutter. The fact that your exit names will eat up about 1/6th of your 'short desc' information is also a limiting thing. Make the exits transparent, people can look thorugh them to see what's beyond.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: The 100: The Mush

      @TNP
      Well, I guess we'll see how it goes when I get done. I've decided to build a computer tech kid. So we'll see how things go.

      posted in Adver-tis-ments
      Bobotron
      Bobotron
    • RE: Good TV

      I just started watching Game of Thrones.

      Am I in for a wild ride?

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: What would a superhero game need to be/do to bring in a new player base?

      I advocate for something new. Something that builds upon a fan-favorite of awesomeness, and you have a LOT of openness to play with it.

      alt text

      There's also merit to the bid system. There's a game i was thinking about Kickstarting (wish I had) called Undying, which is a sort of love letter to WoD. It's got a neat bidding system to escalate conflict, so you have to determine how much resources you're willing ot put into any given conflict.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: What would a superhero game need to be/do to bring in a new player base?

      For me?

      Something that has a concise, combined grid. The one big superhero game I was on, Heroes and Villains, created an original city that wast he center of focus. Build it so that the different heroes have a reason to be there. Spreading things out too far in the world just hurts a game, especially in the small starting stages.

      Have a system that isn't insane crunch, nor is it just 'traits'. Look at some simpler stuff like Marvel Heroic (I really like their dice system, even if it is a bit fiddly but it can be nice; you'd just have to figure out a reasonable chargen method for it though.)

      If you're going to build the game to allow players to change the world, pick one superhero world and focus on it. Because the ideas of Marvel's characters to change the world are often swingingly different from DC's, and that's not including if you fold anything else in.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: Good TV

      The 100.
      OH GOD THE 100!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

      Also The Flash!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

      I haven't been this excited about TV shows in a long time.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Web-Based Ticketing Software

      @Sunny
      Is that actually tied to the MU* though? It looks like just a normal web-based ticket system.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: Web-Based Ticketing Software

      @Thenomain
      Cool. I was just throwing that up 'cause that's all I've ever seen. I hope you can get it to work; I'd love to see something like that with Penn compatibility.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: Web-Based Ticketing Software

      @Thenomain
      I couldn't make heads or tails of it either, but I don't know squat about SQL. IIRC though Alzie said this is workable for MU*-side and someone would have to write a wrapper to make it work from the web-side in another thread.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: Web-Based Ticketing Software

      @Thenomain
      @Alzie has this, I thought?

      https://github.com/ccubed/Mu2/tree/master/Jobs

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: [Poll in OP] Population Code

      @acceleration
      I can't say I'd use that code often, but if it was THERE? I'd make an effort to try to utilize it, but most of the time when I do a scene it's something specific going on.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: Finding roleplay

      @alzie I think was working on a jobs system that was attached to both the MU* and a web interface, but I don't know how far it got.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: The State of the Chronicles of Darkness

      @Wizz
      LOL. It's always just so funny to watch people scream Mage Supremacy. Annoying, but funny. Still, I'm interested to see what they've done to the Mage setup and setting.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: XP systems

      XP is often a crazy thing, particularly in a persistent-world environment like a MUSH, because of the disparate personalities and goals of people who play a game. Plus many times games have different goals, even from one game to the next in the same genre, which also contributes to weirdness.

      Some things I've seen on other games or thought about:

      • 'Rebuilds' - This is more coming from a game where you play robotic characters, but allowing one 'add to/subtract your stats' every X months. One game that I had been on did rebuilds every 3 months, for example, It was essentially a written app to staff stating what you wanted to change, and why you wanted to change it, and included any justification; you'd have a specific number of increases that could be done per rebuild. Been RPing learning how to repair a character? Been RPing firearms training? Been getting plans together to rebuild from a cassette altmode into a hovercar? altmode Cool. This was tied with a relatively higher-powered starting character though.
      • Rotating review teams - This is something that I recall was done at TF2k5 for a long time in the early years of that game, in that you got +votes but it wasn't an automatic thing. Essentially staff recruited a group from the playerbase to review +votes (which were done like +recc's there, as you had to put a what the vote was for).
      • Increased XP costs - Bump up the number of required XP; breaking things down into Beats in 2e CofD is a pretty good example of this. I was looking at one point at Dark Heresy or other WH40k RPG-style 'advancements,' where you bought the advancements with hundreds of XP at a time. It was slower build than a lot of people probably would enjoy on a game, though; again, tied in with a somewhat higher-competency starting PC.
      • Justified Increases - One game I was on was trait-based; you had to submit 3+ logs of you doing things, with others in the scene, that tied into what you were wanting to increase. You could only increase something once every other week, and staff had final adjudication in what would be a viable time frame. This was for a superhero game though, so you would have things like training Super Strength and things like 'I punched Thanos through seventeen buildings and gave a World of Cardboard' speech.
      • No advancement - Characters start at a higher competency and are relatively static, statistically, throughout. This is the anathema of most games, but I've played on plenty of games where advancement wasn't a thing, and people played and things were fine.
      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: The State of the Chronicles of Darkness

      @tragedyjones
      Welp, there goes one of my discussion forums... they're going to go insane with Mage Supremacy. Oh joy.

      posted in Mildly Constructive
      Bobotron
      Bobotron
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