MU Soapbox

    • Register
    • Login
    • Search
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Muxify
    • Mustard
    1. Home
    2. Chet
    3. Posts
    • Profile
    • Following 0
    • Followers 2
    • Topics 38
    • Posts 229
    • Best 64
    • Controversial 0
    • Groups 2

    Posts made by Chet

    • RE: Why no Mortal Kombat MU?

      You'd have to write the kombat system (lol) so it's more forgiving than a match in the video game, with the fatalities coming into play for pressing your luck too hard, and the forgiveness of Nether Realm to bring you back from the dead if you found a patron like Quan Chi or another sorcerer.

      That means a coded martial arts culture of risk-commitment that would be binding and non-consensual once you've made the decision to let it ride (a bonus for exposing one's self to harm, a second chance once wounded, and level selection where you'd be placing both characters in harm's way in exchange for certain coded advantages), various classes of character related to the worlds (Earth Realm protectors having some degree of prescience between realms, Outworld horror gore genetic engineering, cybernetic repairs that would alter your character, sorcerers that could return you from Nether Realm, and Elder Gods that could play with fates), and a function of the game to character redesign via acts of fate.

      posted in Mildly Constructive
      Chet
      Chet
    • RE: Long Halloween - Beta

      The combat system has undergone a rehaul, lending more flexibility, faster fights, and better strategy implementation to the system.

      I am now recruiting theme staffers for the MUSH, if any of you want to write theme. The theme is, again, an occult version of Batman, focusing on theological concepts inside Gotham City's mythos. It is a small MUSH, with a trio of experimental systems. The combat system, the metapowers tracking system, and the territory addition system.

      If you're interested, log a character in and @mail me.

      posted in Adver-tis-ments
      Chet
      Chet
    • RE: Long Halloween - Beta

      A helpful soul has aided me. 🙂

      posted in Adver-tis-ments
      Chet
      Chet
    • RE: Long Halloween - Beta

      Sorry, I have no idea why the topic is evaluating this way.

      posted in Adver-tis-ments
      Chet
      Chet
    • Long Halloween - Beta

      A white moon crests over the bogs past the Gotham River, its pale corpse light shining over the rushing waters. The mists of the cemetaries near Wayne Manor are resplendent with the voices of infernalists worshipping the night, bats flapping through the rafters in abandoned churches in nearby Gotham City. Shouts and screams echo from the Narrows, that dark place Arkham Asylum, laughter puking out of the bowels of the maximum incarceration block. Glittering skylines hide wealth and industry, but the streets tell the story of human sacrifices by gangsters in the name of anguished madness.

      Rum runs through the gutters and blood pumps through the veins of thieves, the Court of the Owls rising up the service of demons to chain them. Above all of it, an idol, a myth, a legend, an icon, the Batman. The dark spectre silhouetted out across the rest of the world, the one man to fight the darkness with the angels of Gotham City, he as a God.

      The chosen sons and daughters of Gotham City, the freaks, challenge God and his Highest, the Dark Knight and his pupils. The tribal warlords of the common thug riot in the streets, and every so often, Ba'al can be seen riding his chariot above the thrushing Atlantic Ocean, wearing a red cape and an 'S' on his chest.

      This is Gotham City, the place of idols and demons. Long Halloween MUSH features a unique combat system with custom rooms, advancement points, and branching metapower trees. The MUSH offers a unique form of criminal profiling available if one chooses, to sharpen their Batman experience along the lines of a masquerade in the criminal world, where one's character is a mask looking back at them, as they galavant through the challenges of living in the world's last Living Hell.

      This is Long Halloween MUSH, the longest year you'll ever live through.

      We are now open for Beta. portent.genesismuds.com:2077.

      posted in Adver-tis-ments
      Chet
      Chet
    • Grid Descriptions of Gotham City

      I've resurrected my Long Halloween MUSH project, with all files save the application and command listing files, plus the policy files, complete (I need to bug surf for typos), and I've added in a perfected form of my License to Kill combat system, plus a combat branching system that I developed for another project that I've modified into the combat system.

      I need people to write nice, elegant little descriptions of an already built Gotham City grid. I've decided to steer away from pre-writing FCs, and I've balanced FCs with OCs by giving FCs the ability to start at a higher stat level, but OCs have the option of increasing their stats by earning AP (FCs don't earn AP) and adding to their metapower index as they go.

      If you're interested in a Gotham City based MUSH, with a unique take on the setting of Gotham City and a primer on roleplaying I feel is perfect for a comic game, I'd love to hear from you. The grid is all pre-built, I just need desc legwork.

      Use the chat function on MU Soapbox, if you don't already have the addy.

      posted in Mildly Constructive
      Chet
      Chet
    • RE: Mists of Barovia - A Savage Worlds MUX

      I'd love it.

      posted in Adver-tis-ments
      Chet
      Chet
    • Crazy Yoshi's Ninja Guide for Dummies

      Years and years ago, I played a character named Surf, at M3. A player that went by XSM had a character named Crazy Yoshi, Dr. Yoshi Yamaguchi, that was a Yakuza arms dealer. I had Surf constantly quote his discount guide for being a ninja, that had taught Surf everything he knew.

      Here, is that guide, that I had produced for you: https://www.dropbox.com/s/7xtpmlre060i6gr/ninja handbook.txt?dl=0

      posted in A Shout in the Dark
      Chet
      Chet
    • RE: MUSHgicians elements

      I'm actually of the mind that you have to have a tight up-down nozzle on the advancement of particular skills as they relate to applications, otherwise your login rate drops because the game becomes centered around the tempting cotton candy (the easily seen statistics) instead of the qualitative quantity of a MU* (the creative writing).

      Just have upgrade applications for large boosts in skill (assuming you haven't already applied for a particular side-level - not upper tier out of the gate) with certain qualifiers related to other players involved.

      The one exception to this, I feel, is the economy. This one should somehow mimic Dune, wherein the hammer button (the activation switch for increasing some sort of commodity-based asset) should rely around a conflict of some sort, so the economy becomes intertwined with game politics.

      posted in Game Development
      Chet
      Chet
    • RE: Is there a game about...

      I'm so sick of mecha that I never understood the genre. On the other hand, I would love to see a game with power armored suits that were more like Exo-Squad (I know, I've been saying this since George W. Bush was a compassionate conservative). Something akin to the M3 power armor theme, except as the entire plot device behind the theme.

      That's one of my schemes, you know, take a single aspect of an M3 theme that's been implemented as a feature, and turn it into an entire game.

      posted in MU Questions & Requests
      Chet
      Chet
    • RE: Name a MU

      Start talking in the enjoyable voice of your choosing (with an image you associate to be the scene you wanted to have when you made the MUSH, if it applies).

      The voice you enjoy should somehow match the game's essence, the one the original project creator planned for it.

      posted in Mildly Constructive
      Chet
      Chet
    • Boca Raton (Walking on the Sun)

      I've put together the code and theme/policy for a MUSH set in Hell, called Pandemonium MUSH. The purpose is to play a damned soul, ascending up the hierarchy, by warring with the other forces of Hell, and tapping the Mortal Realm to cause strife on Earth, to slowly enhance yourself beneath one of Seven NPC Demon Lords (each representing a Seven Deadly Sin to flavor your character).

      I'm looking for beta testers, grid builders and describers, and future staffers.

      I need plot support, help staff, application staff, and build staff, once the project goes green.

      The code has a pair of systems: the first designed after a side scrolling brawler modified into a free-for-all system, and the second designed after a model of how I'd imagine an ideal X-Men power advancement system to be, based around becoming slowly a creature of Hell (with powers expressed through influence on Earth).

      The theme is a mix of several faiths, but is heavily laden in the Catholic faith's concept of Mortal Sins, with the unusual dialect of using the Egyptian form of the Seven Deadly Sins that made it into Greece, predating Christianity (the Maccabees period of the Old Testament).

      portent.genesismuds.com:2071 is the address. Post on board 4, I'll hook up with you for a chat when I can.

      Be warned, this is a mature theme, there are limits, but if I molly-coddled it, you'd hardly get to play it to its full potential.

      posted in Game Development
      Chet
      Chet
    • RE: What RPG SYSTEM do you want to play on a Mu*?

      Mutant Chronicles.

      posted in Mildly Constructive
      Chet
      Chet
    • RE: Unlikeable, incompetent, and inactive: Can these characters work in an MU?

      Batman is the most unlikable prick in the world, but he does good things.

      Joker is one of the most popular villains in comics, but he's a homicidal maniac.

      posted in Mildly Constructive
      Chet
      Chet
    • Grand Theft Auto

      I've come up with a system for a legitimate Grand Theft Auto MUSH, that is essentially a judge-run game (with light interference with judges, just recording rolls, the rules are simple and rigid).

      It's tight, non-traditional, and matches the flamboyant style of the games, while still giving you a great deal of flexibility as a player. The game's 'Missions' are the story, and they're modified as each player creates them with a storyteller/judge, and advances them as they attempt the missions of other players.

      The system is here: https://www.dropbox.com/s/s4girwkzgnt1sww/grand theft auto.txt?dl=0

      I've got the basics of the coded system already available, I just have to combine my 1d5 critical dice system that is the basis of the numbers, with the hard and wild dice system I designed for Titanic Two-Tone Tales MUSH.

      If I did this, would anyone help? This would be the creation of an entire theme, grid, coded basis, and then the daily administration of the game.

      posted in Mildly Constructive
      Chet
      Chet
    • RE: Dune III players

      I was Nelse Jensen of Alvistaad, I got busy with highschool and left during the white plague plot.

      posted in A Shout in the Dark
      Chet
      Chet
    • Long Halloween MUSH: Grid Describers

      I'm working on an unusual formula DC Comics game, set in Gotham City, with the intent of the player working through the character they are playing and understanding them as an immersive roleplay exercise. I'm working on FCs right now, and will soon move to a simple non-dice combat system (it will work via selection of skills before a fight, declaring of attack type with the skill, a hidden option selected, and a defensive choice, before an outcome occurs for the attacking party to write their pose).

      If you're interested in working on a simple grid of Gotham City ( http://2.bp.blogspot.com/-7r1FP92u7HM/VMUqz6xTmDI/AAAAAAAAP7s/Y0u0r3DHqt0/s1600/tumblr_n38ijiZhaX1tx166zo1_1280.png ) as a descer, I'd love to have you aboard.

      I'd prefer this project be completed thoroughly, instead of rushing the product to creation, so you can move as slowly as you want and do as little as you please, no pressure, no deadlines.

      portent.genesismuds.com:2077

      posted in Game Development
      Chet
      Chet
    • RE: Power Rangers/Sentai/Kamen Rider MU

      Do a mod pack system, where you have a baseline starting theme, and then every so often, you introduce a new set of game elements (FCs, concepts, code, world additions, storylines) with a tinyplot. It worked great for Duo in creating the basic M3 premise.

      posted in Mildly Constructive
      Chet
      Chet
    • RE: Halo: Spartan Wars

      @SunnyJ
      Bob Kane was the artist that developed the concept of Batman. That's our theme and plot wizard.

      Bill Finger was the writer that organized the Batman mythos into a structure, early in the comic run. That's our code and game theory management, me.

      Jerry Robinson was the writer that invented the Joker, as a villain to write when Batman writers couldn't come up with a plot under a deadline. He's the iconic character of the franchise, by virtue of being so perfectly matched for Batman in terms of the reference to comedy and Batman as a straight man in vaudeville.

      We want someone to create antagonist plots, i.e. the campaigns that players will fight through. Sometimes players will be running their own NPCs via puppet spawn objects I'm presently designing, sometimes they will be doing this to achieve a preset objective that we set in the campaign, and sometimes staff will be running a story event with special NPCs. That's storyteller and grid admin, the campaign staffer.

      Essentially, we're looking for someone to manage the scenarios that the Spartans will be fighting through, someone that can create a recognizable brand for the MUSH as the opposition to the playerbase, outside the canon Halo universe.

      You'll have Mr.Johnson, theme staffer, and myself, code staffer, to help. We've already written up a basic system of theme and campaign.

      posted in Game Development
      Chet
      Chet
    • 1
    • 2
    • 3
    • 4
    • 5
    • 6
    • 11
    • 12
    • 4 / 12