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    Posts made by Bobotron

    • RE: Batch edit?

      @Derp
      This is one of those instances where it's exactly the same, like about 95% of MUSHcode between Penn and MUX.

      @il-volpe
      The ## is the denotation for the list you generated with @dolist..

      Specifically for penn, you should:

      @dol [children(DBREF)]=@edit ##/attr=search,replace

      IE

      @dol children(Snarfblatt)=@edit ##/desc=Flounder,Scuttle

      that would edit all the children of the Snarfblatt object's @desc, replacing all instances of Flounder with Scuttle.

      What are you specifically trying to edit, if i may ask?

      posted in MU Code
      Bobotron
      Bobotron
    • RE: Storytelling

      @Arkandel

      Make it Easy - How?

      For me? I think making it easy to do involves giving people the appropriate resources to do the job effectively: have all of your guidelines posted and there for people to follow. Not just 'here's the levels of involvement that require a staff approval' but give guidelines for, say, how much XP to give to antagonists; general guidelines for what antagonists should be used; assistance from staff directly when someone asks for help; pointers to past plots that might intersect with their idea.

      Give Opportunities - How?

      The big one I think is to let players play off of staff plotlines or the aforementioned big list o' staff plots. If staff run something, make sure the outcome is clearly posted so that people can play off of that in small or large ways. Give leeway to play out things, or at least ask for their base idea so you can give constructive criticism. I'm very much a 'yes, and...' or a 'yes, but...' kind of Storyteller when it comes to this type of thing.

      An example from my Transformers days. On Transformers: Genesis they ran a plot where an Alternate Universe Rodimus ended up on the game's Earth. I played a medic and the staff had part of the plot be 'the Matrix gets a crack in the crystal and the energy is driving Rodimus insane'. So I asked staff 'Hey, I'm a medic, if I wanted to repair this, does this sound reasonable? <list of stuff>' The response? 'Yeah, go to town, here's some info you can put into the plot to seed further stuff'.
      The outcome? I organized people to go beatdown Rod to get his Matrix, then interfaced with it, then found a crystal with the right resonance/frequency (which led to a nice space excavation and Decepticons trying to steal the crystal event), then transferred the energy and fixed it. The plot continued from there with info that I was able to seed and give further back to the game from the plot.

      But staff being open and giving the opportunity to do stuff with it, was a godsend to keep the plot running even without staff directly doing something with it.

      Be open to ideas - how?

      Be a 'yes, and...' or a 'yes, but...' storyteller is a good way to do so. Not that you aren't, as I've never played under you that I know of, but being open to ideas (to me) means letting a player give you their full input on their idea, however baseline it may be, and then be willing to help them refine the idea.

      Another example from my Transformer days: I played a sonic weapons specialist on the first Beast Wars game. One episode involved the Maximals getting stuck in animal brain mode after having to be in beast mode for a long time. I presented to staff 'Hey, I think this would be fun; how about a sonic weapon, stuck in the Maximals ship but hard to find, causing them to be unable to transform due to energon issues? Thus giving OC Maximals a taste of this, and Preds an in-game advantage' Staff helped me refine the idea and it led to a long term arrangement of plots (build the devices, test the device on Preds, attack on Maximals to insert the device, as the player who wrote the plot working with staff and Maximal PCs on finding the object, the final fight with another Maximal to get the frequency codes to turn off the device after they failed to find it).

      Or a more recent anecdote: we have a player playing a dhampir in the LARP, who is using Merits and some powers to mimic being a Neonate Kindred in Vampire society. His idea? 'I want to play an Obertus experiment on the run from the Sabbat'. Staff's response after going over the viability of the idea? 'Cool. And, here's our thoughts...' and he took it and built from there for the character, and we're working with his backstory for plotlines to coincide with that.

      Enforce staff - how?

      I think 'enforce' isn't the right word I should've used there. I guess 'encourage and cultivate' the culture for staff to run plots that tie into the metaplot by giving them what you've given the playerbase at large for other plots: guidelines, timeframes, the theme head's goals for the metaplot and a stable of ideas.

      And example from my history of M3. We ran a plot as staff where the Stardroids (space alien robots) judged the Earth to be unfit to continue to exist, and the timeframe was loosely set, and plot stuff was presented to staff that 'the Stardroids can be challenged and beaten, let the players get creative' and given some guidelines. So the staff (whose staff bits were the Stardroids, which were semi-IC at that period of time, this was yeeeears ago) went out and made plot with those guidelines. We were given a lot of free reign by staff to play with the players, and it worked out really well with us advancing the 'metaplot'. Same thing happened when the game ran through its own version of the Megaman X4 plotline.

      Incentives - numbers?

      @Derp
      My experience is also not a great cross-section of WoD MU*s, particularly the brand of crazy that an ALL THE THINGS ALL THE TIME game has in comparison to a focused game. Hell, my experience on a game with four competing factions (M3) is still not anything like that. We had people burn out, sure, but that's why you have to be willing to trust the newbies. Sometimes they make the best staffers. After all, we were ALL newbies once..
      @Arkandel
      If you want to incentivize it for the playerbase and need to do it as XP, it needs to be tailored to the game itself. For example, I have guidelines for TheatreMUSH about the amount of XP that can be handed out for a type of plot that is run by both players and staff. Low-game impact award 1 XP; moderate awards 2; and high game impact (with attendant high risk) awards 3. For GMC, I dunno, do it in the form of 1/2/3 beats or something. This is something that only the individual staff of a game can determine. If you feel staff need to get this reward, give it to them as a reward for their PC as a 'gimme' for running the plot; same as with the player who runs the plot if it's a non-staff run plot. They just gave you effort into doing the thing, so give them a cookie.

      As far as staff, here's where my input's probably going to ruffle some feathers, because I really don't believe in incentivizing something that they should be doing as part of their duties as that category of staffer. It's like hiring someone to read and approve character applications and them not doing the character applications without being given a milk bone. If you have to incentivize it, that's a decision that staff of individual games need to make; there's no real way to incentivize in such a way that applies to every game, because every game has different needs and different methodologies and if it factors into the incentive, different systems as well.

      Related to the topic of this and staff duties, because that's where this discussion boils down to: do you give people a reward for a job they volunteered for? People can argue 'not a job!' vs 'a job!' all day, but in the end, those you hired for staff are giving you some verbal commitment that they're going to render themselves responsible for that thing you hired them to do It may be often thankless, but they volunteered to do this thing and, if they're a good staffer, should be doing it to better the game for everyone. Incentive shouldn't matter, in my probably extremely off-kilter opinion, because you should be hiring staff who want the game to be better for the sake of the game itself.

      But, again, I come from a much different type of MU* background and staffing setup than a lot of people here, from my history with things like superhero MU*s and themed games. There's also the factor of staff who, for wont of a better term, wear a lot of hats vs. a codified, delineated staff. When I staffed on M3, you were hired to do generally one, maybe two, things. Charstaff would do approvals for those factions and work with PCs, generally facheads, as well as theme staff on plots. Codestaff did code. And so on and so forth. Beast Wars Transmetals had a 'staff of many hats' as we all did everything, except 1) only I did code, and 2) one guy didn't do charapps but made up for it in the plot department.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: Batch edit?

      @Derp
      That should work for penn too.

      posted in MU Code
      Bobotron
      Bobotron
    • RE: Storytelling

      @Arkandel
      Make it easy to do so.
      Make clear rules if there are things that can't be run.
      Give opportunities to do things.
      Have a snippets database for people to snag like, one or two sentence descriptions.
      Be open to ideas from all parties.
      Enforce staff to run them, particularly metaplot stuff.

      I don't think incentives are necessary myself. If necessary, just give them a baseline of like... I dunno, 1 XP or 2 XP. Make this consistent across the board no matter what.

      I think certain types of games are easier to come up with general plots for as well, particularly when staff oversight isn't completely necessary. A game with some inbuilt conflict or necessity for conflict makes things easier to do. Territory grabs, raids for resources, funny stuff.

      When I played on Beast Wars Transformers, the staff were pretty good about working with players to make sure stuff didn't break theme but didn't control every detail. We ran a whole lot of plots, small stuff to large stuff with minimal staff oversight.

      When I was running Beast Wars: Transmetals, we had a plots board that staff kept stuff posted to, stuff we were planning to run and just general ideas. We had a lot of players contribute to that board and a lot of players run plots in general, sometimes with staff oversight but mostly just 'okay, here you go, don't break theme'.

      When I played on Megaman MUSH, we did very much the same; I can recall small plots ranging from construction to raids for resources to a concert put on by a Sharon Apple expy Maverick character that we all RPed through.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: Storytelling

      @Roz
      No worries. I think both approaches really matter in general, and so dialogue on both is something that should be brought up.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: Storytelling

      @Roz
      Ahh. I misunderstood then; the other thread seemed to be focusing a lot on 'Staff stop running plots because their PCs don't get anything from it' while normal players get <X> XP per the PrP award policy'.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: Storytelling

      I never saw this type of thing on MUSH before coming to the WoD circuit starting back on WORA. If you staffed, you ran plots unless you were specifically hired to do one thing; end of story. I come from a different arrangement of MU*s back in the day though, where stats were just apped and in general, you could app for staff changes but didn't get XP like a TT system-based game does.

      I never started seeing incentives required for staffing until I started playing with the Mind's Eye Society/Camarilla, actually. In that, they reward the volunteer staffers with Prestige, which tallies up to consistent rewards across all characters that you maintain for the lifetime of your membership, barring having these things stripped for bad behavior.

      Seems like something that could be adapted to a hypothetical 'MU* staff reward' thing. X prestige = 1 MC increase, and starting XP and stuff in the MES is tied to the MC. It doesn't work perfectly though, but it's something that could be mined for ideas.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: RL Anger

      @WTFE said:

      What's the difference? I mean one's in Hogwart's the other's in Middle Earth but they're basically the same thing, right?

      The difference is one of them contains Edward and Bella's supremely interesting love story, and the other contains the Power Rangers.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Theatre of Shadows MUSH - OWoD MUSH Seeks Developers/Staff

      I am still plugging away at the game, so I figured I'd toss up an update.

      Codewise, I'm about done with XP spends during chargen (it's a little odd the way I need to do it, and I'm going to have sellback if you mess something up, rather than staff having to reset you). After that, all I have left to do of chargen is things a player defines, like Skill Aptitude or Additional Discipline Merits and such..

      I've fixed a couple of errors on the wiki in the Kindred rules files (mostly clarifying costs and default types of Assamites), and I've added in newsfiles on how I'm planning on handling Downtimes and Blood (though Blood is unfinished, as I'm currently looking at an alternative). You can find these under the bottom section, Systems and Rules.

      The Blood stuff I'm going back and forth in my head on; in TT, blood is just a constant commodity. In METVtM, characters can go feed and get a couple of blood without a challenge (unless there's feeding difficulty), or come in at full automatically by putting in a feeding downtime. I'm debating pulling out the 'standard' feeding methodology, and just have it rely on Herd and Downtimes as detailed on the wiki. This will be finalized soon enough.

      ETA: The main thing I'm debating is regarding the actual hunting. Most WoD games have (and often require) a hunting roll to get blood, and that becomes a commodity and a challenge for people to figure out. I wonder if attempting to eschew the traditional hunt roll (as in METVtM, a standard hunt is 'go out of game for 15, get 2 blood unless something is hinky') would be something contentious to do, and just rely on herd and potentially Downtime Feeding.

      posted in Adver-tis-ments
      Bobotron
      Bobotron
    • RE: A question about Ports

      @Sponge

      Sara-smith and Sara-jones

      Unrelated, but a weird question. Does MUX not have player_name_spaces as an option?

      posted in MU Questions & Requests
      Bobotron
      Bobotron
    • RE: Anime

      @Arkandel
      On the note of The Killing Joke, there's going to be a DC Animated Movie of that soon. With Hamill reported to be returning as the Joker.

      Some anime movies I've greatly enjoyed:

      • Just about anything by Ghibli (Nausicaa, Totoro, Princess Mononoke, Spiirted Away, Howl's Moving Castle, Kiki's Delivery Service are some of my favorites)
      • Vampire Hunter D (dated, but interested)
      • Vampire Hunter D Bloodlust (really well done and super well animated)
      • Demon City Shinjuku (a little dated, but interesting concept)
      • Highlander The Search for Vengeance
      • Project A-ko Series (comedy plus superpowers plus girls fighting over a best friend plus aliens)
      • Venus Wars (dated, but an interesting sci-fi concept)
      • Street Fighter II anime movie (the dub is really superb, and has a boss soundtrack)
      • Macross Frontier: The False Songstress and Wings of Goodbye (watch these after you watch Frontier proper)
      • Macross Plus (probably one of my top 10 movies ever)
      • Galaxy Express 999 series (visually dated, but Leiji is an awesome storyteller)
      • Appleseed
      • Rebuild of Evangelion (you MIGHT want to watch Evangelion first though, just because)
      • Wings of Honneamise
      • Macross :Do You Remember Love (though it helps if you have watched Macross itself)
      • Voices of a Distant Star

      Some series...

      • Macross Frontier (might have to look into proir Macross series though)
      • Log Horizon (if you like studies on human psyche this is pretty good for that, though it can be slow)
      • .hack//SIGN (the original stuck in a video game anime)
      • Outlaw Star (spaceships WITH ARMS and superpowered cat girls and Japanese culture in space)
      • Vision of Escaflowne
      • Yona of the Dawn
      • AIR (this will make you cry your eyes out)
      • Higurashi no Naku Koro ni (When Cicadas Cry, this will freak you the fuck out)
      • Black Butler (skip Black Butler II) and Book of Circus
      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Anyone Play/Played Here?

      @Songtress
      The map and images of Crystal Tokyo that were posted on the game the other night give a lot of open ideas; the core of the city is the star and then it expands outwards from there (Crystal, for example, showed manmade islands in the bay). I'd think that the Senshi Academy would probably be part of the main crystal tower, below the main palace which sits at the peak.

      I'm going to be posting some stuff on the boards on the MU* tonight regarding systems and code stuff. @icanbeyourmuse said that she has a chunk of background written up for review, so I'm hoping she posts it somewhere like pastebin to read.

      posted in MU Questions & Requests
      Bobotron
      Bobotron
    • RE: Anime

      @Roz
      I might watch the first episode and see; I started to like Dragonball with Kai due to the pared-down nature of it. I have to catch up on YuGiOh Arc-V at some point too (though I did finish Sailormoon Crystal finally).

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Anime

      @Roz
      Oh, I didn't realize it had started. Thought you were watching Kai.

      And I don't recall it; though now that I google the theatre that shows those movies, it looks like it did air. So I recant my statement; looks like the last one that aired on that theatre was The Wind Rises.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Anime

      @Roz
      Huh. The last anime movie I can think of that was released locally was Arrietty.
      ETA: Are you excited about the new DB series, Dragonball Super (looks to be set after all the God Battle and F movies)?

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Anime

      @Roz
      Where do you live that aired one of the DBZ movies in theatres?

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: RL Anger

      @WTFE
      I blame hipsters.

      @Thisnameistaken
      http://www.buzzfeed.com/emofly/wait-meat-sushi-is-just-mini-meatloaf#.ppDK9p8mX

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Brainstorming: Chargen Hooks

      @Sunny
      I think it could work, given the right presentation. I think people would go for it, particularly if they get some type of little bonus for it.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: Comics Stuff

      ... how the hell did they get the rights to use Colossus in there?
      ETA: Nevermind, it's part of the Fox universe with X-Men and F4. Also, that little goth chick is Negasonic Teenage Warhead?

      Hmmm. Interest changing.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Brainstorming: Chargen Hooks

      I assume by 'hooks' you mean 'this thing that is plot-fodder'?

      posted in Mildly Constructive
      Bobotron
      Bobotron
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