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    Posts made by Bobotron

    • RE: Good or New Movies Review

      I saw Star Wars on Friday before I went down to my friend's wedding rehearsal.

      It was epic. I called a couple of things, there was a lot I didn't see coming, and some things I thought were thought-provoking about a couple of characters. Also, manly tears.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Time for a New WoD Game?

      I'm still working on TheatreMUSH, the OWoD Vampire Cam/Anarch only game I've crowed about. I have no opening timetable immediately, because it's just me and this season has been extremely busy (my best friend's wedding was yesterday and I was best man, so prep for that was epic, and holidays are always busy).

      I had seen a wiki going up for a Vampire-only (but containing Sabbat as a playable sphere) game converting Masquerade to CofD2.0 mechanics called Final Nights (no idea whose this is, or if it's anyone's here).

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: Good or New Movies Review

      @Coin
      I have tickets for 11:30a tomorrow. It's going to be soooooo goooooood.

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

      @tragedyjones
      The end of Season 2 was kindof... well, surprising to say the least. There's world there to play around in, as long as people are willing to actually take the ideas and run with it. The various tribes of survivors and wildmen out in the woods, the various 'holed up government survivors' like the Mountain Men, the people in space, crazy Fallout-style whackadoo robots... you can go all over the place.

      @Three-Eyed-Crow said:

      Wasn't someone trying to start a The 100 MU* a bit ago? I think I heard of this, but then by the time I checked it out it had already become vaporware. Shame. It tempts, as a setting.

      It ran for a while. It was kind of terrible. They took the idea of it and then had the Grounders be 'oh so pretty Gaia happy tree huggy' people.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Pick Your Poison: A Chronicle of Darkness Interest Check

      @ThatOneDude
      That's the thing that really needs to happen. But there's tons of stuff you could look at and steal ideas or pull things together. Define the supernatural 'baddies' of the city, then work from there as to why various groups of Hunters come to the city, what they do when not blowing shit up, and why they care to not just out the supernatural in such large quantities

      Perhaps there's some darkness on the horizon that has been seen by various psychics and seers and such of various Hunter groups, and each one is slightly different... different enough to allow for more cooperation, as people attempt to decipher the crazy scribblings of blind prophets. The city is built with geomantic craziness, drawing together the power of multiple surrounding ley lines. The vampires are here because there is food -- it's a large city of a few million souls. The werewolves are here because the geomantic craziness makes spirits crazy and they are here, murdering the people who cause the spirits to go MORE crazy. The mages are here to draw power from the crazy leyline magic. Everything else you might want to include, figure out a way to fuck around with the 'Sunnydale nexus of mystical whoozit' and go from there.

      Build the story. Give the Hunters reason to work together or at cross-purposes. Don't make the monsters sympathetic except in situations where it works (think in terms of, say, the reluctant Werewolf chick from Season 2 of Supernatural).

      posted in Adver-tis-ments
      Bobotron
      Bobotron
    • RE: Pick Your Poison: A Chronicle of Darkness Interest Check

      Do Hunter. Abuse the hell out of the Horror Creation.

      posted in Adver-tis-ments
      Bobotron
      Bobotron
    • RE: The State of the Chronicles of Darkness

      @Derp said:

      @Bobotron said:

      They have plans for a netflix series apparently

      Wasn't there already a Masquerade-related series at one point?

      Yeah, Kindred the Embraced. It was... iffy at the start, started getting better, then was picked up by Showtime. Then the lead actor died in a motorcycle accident, and everything fell through with it.

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

      News from the big-ass Paradox WoD convention.

      http://theonyxpath.com/announcing-chronicles-of-darkness/

      Apparently NWoD is getting a name change to Chronicles of Darkness (and hey, the new 2e core is now at advance sale!) and that's pretty much it. The subtitle for the other games is going to be changed out to Chronicles of Darkness for rebranding; apparently to further differentiate. The example given by Dave B. is 'Requiem is a Chronicles of Darkness game, Masquerade is a World of Darkness game'.

      I get what they're doing and I'm okay with it. I think it'll make explaining the difference easier to brand-spankin' new people. I'll post more as I get it.

      Also, someone already bought the new book and was posting stuff bout it in SA. There's some info on new systems like equipment creation, investigations (a more depth system which I think would be interesting for a MU*) and a bit about monster creation.

      http://forums.somethingawful.com/showthread.php?threadid=3712435&userid=0&perpage=40&pagenumber=132#post453764507

      And a huge bunch of twitter stuff from the Tenebrae Noctis convention at https://twitter.com/TenebraeNoctis. Some notes...

      • Paradox/WW will be doing the new Vampire edition in-house to coincide with a new video game
      • OPP will continue CofD, 20th Anniversary and anything they bought outright
      • They have plans for a netflix series apparently
      • They will be doing a mortals line for the WoD they're publishing in house (hooooo boy...)
      • They plan to get their in-house books in stores (no word if this will also be done for OPP)
      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: To dice or not to dice?

      The problem is, how to do dice fairly in a superhero game. Especially if there are stupendous power discrepencies like, say, Superman vs. Green Arrow or Hulk vs. Hawkeye.

      posted in MU Questions & Requests
      Bobotron
      Bobotron
    • RE: To dice or not to dice?

      @Misadventure
      To me it sounds like he's talking about a 'combat system' in the form of what Trasformers and other games have. The characters will have stats, and there are back-end randomizers, but the code does everything for you. So you'd have attributes that represent attacks/weapons/what have you, and commands to attack and such, with the system doing everything for you such as apply damage, calculating hits and such. Can use RPG dice as a backbone, but often uses some mathematical formulas of original design and calculation.

      posted in MU Questions & Requests
      Bobotron
      Bobotron
    • RE: To dice or not to dice?

      @Runescryer
      It's highly dependent on the game. I wouldn't expect a WoD freeform game, just like I wouldn't expect a Transformers game that didn't use some kind of coded combat/resolution system that is not, per se, an RPG dice system. I think there are weird points where things cross over (like, a Transformers game that uses both coded combat and a RPG-style dice system), but in general, the needs of the game end up defining the systems created.

      ETA: I am a fan of all types: using straight game system rules, freeform and coded combat/resolution.

      posted in MU Questions & Requests
      Bobotron
      Bobotron
    • RE: Which MU* telnet clients are still popular?

      There's also BeipMU which I've seen people use.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: Nepotism versus restricted concepts

      @bored
      I dunno. Many MU*s I've seen have had an 'audition process,' especially for FCs, and it seemed to work out pretty well (again, not WoD, so different cross-section).

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: Nepotism versus restricted concepts

      @bored
      The pay some points thing is one of the things I'm a fan of. For example, in the new MET:VtM, everything unique and cool is controlled as a Merit. And Merits are limited to a total of 7, ever. In general, no weird things are completely banned. But how much of your 'unique and cool thing' factor do you want to wrap up in being, say, a Tzimisce or an Assamite Sorcerer or have Thaumaturgy if you're not a Tremere, or whatever. It works out really well in my experience with it.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: Random links

      @Arkandel
      HAHAHAHAHAHAHAHAHAH!!!!

      I MUST AWAY TO /X/ TO SHARE WITH THE TINFOILS!!!!!!

      link text

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: A Post-Mortem for Kingsmouth

      @Apos
      I'm not @Alzie , but as someone who is working on similar systems, and looked in depth at some of the things Alzie mentioned... there are things involved there that you can't really automate, especially if you use the same level of depth that RfK did.

      Investigations and crises, for example. Most of the time I would have assumed at LEAST 2 players were involved, particularly if Character A is fucking with Character B in order to smash her resources. So a job is opened by Character A regarding setting up a couple of gang riots, an arson and a murder to draw the cops. Character B has to respond to this and both jobs require staff attention. But player B had an investigation job opened, and so staff have to look at what stuff Character A and Character B have in play (stealth, influence, etc.).

      There's no real way to automate that. And it is insanely burnout-building. I run a 40-person LARP RL and I have this type of stuff go on. I have five staffers besides myself, one specifically dedicated to doing only Influence and the rest of us wear many hats to ensure that things are run well, and the only reason we have a good handle on it is because things are limited and that limit makes it managable.

      You'd need to set up simpler systems to simplify the overhead. The LARP stuff I'm using for TheatreMUSH, for example, limits downtimes to 3 'downtime actions' per a particular period (2 weeks in default), plus certain exceptions that give you more, but never will one character be doing SO MUCH small stuff that it takes forever to adjudicate.

      Systems can't replace actually having trust in your players to handle themselves appropriately either. Sure, you can automate some questionable things like xp spends, but there has to be a point when you are willing to trust that someone who is on staff, who has a powerful PC, is NOT going to abuse that power. I've played on plenty of games where staff had powerful PCs, though none of them WoD and none of them non-consent, but the issues we had were so few and far between (I remember about 3 times someone broke a rule regarding stuff like that, and when we found out they were fired for breaking policy), and it worked out fine.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: Experiments

      @Ide
      I figured that was what you meant; probably not an issue other than the logistics of the 'how' to have the character in two different scenes at the same time. Alts with a rename close to it? Since MUSH is pretty hard to be logged in at two different rooms and such.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: Experiments

      @Ide
      Hrm.

      I think the critiquing will end in fire and blood. People on MU*s seem like they wouldn't be open to that critique. I mean, look at what happens when people pick apart descriptions rendered unreadable by purple prose.

      Clarify what you mean for 'play the same PC in different scenes simultaneously'?

      That I've seen done as kind of a wheel of RP coupled with an RP hooks database. People used it for a while on Megaman MUSH when I was a staffer there years ago. It worked out because it was usually something non-serious and fun (The villains need to rob a metalworks! or A robot motorcycle cop goes Maverick!) type stuff.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: A Post-Mortem for Kingsmouth

      @mietze
      That seems to be the baseline. I've heard on here about people going to other games and asking if things will be the same or if staff can integrate those things, and I feel kinda the same; while it's a good idea to suggest, especially if a game is up for changes, you can't EXPECT that, especially out of long-running games with a different type of vision.

      As far as building using those ideas, that can and is happening. I'm using systems similar, but not exact, to RfK 'cause I'm pulling from LARP sources for my OWoD game that RfK used in some way (influence, downtime), but using a less intensive version of them on staff-management side. I am also using their tiered-play system, or planning to, with their permission. I know other people have expressed that they're doing something similar.

      So there is stuff out there on the horizon. We just have to get it done.

      ETA: I totally misread your comment. Edited mine to make more sense in context.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: A Post-Mortem for Kingsmouth

      @BloodyQuill
      There is also the old wikia account still up and kicking too.

      posted in Mildly Constructive
      Bobotron
      Bobotron
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