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    Posts made by Chet

    • Halo: Spartan Wars

      I'm working on a little project with MU Soapbox member Mr.Johnson to make a Halo MUSH, which I don't think has ever successfully been accomplished before.

      Mr. Johnson is on theme and plot staff, gathering the material to put a theme and player impetus together. I'm on code and theory, coming up with the actual innards of the game as to how it relates to players.

      We're looking for someone to work on storyteller and grid, to play the antagonists.

      The system works with a fictitious Spartan unit fighting the Covenant in different campaigns, designed by the storyteller division, with player-run NPCs and pre-assigned objectives, that will result in staff-run objectives to advance the story once proper objectives have been conquered by the players. Spartans don't have to attempt objectives, but it's necessary to move the plot forward.

      Essentially, we're looking for a staffer to invent The Joker. Look at it as Johnson as Bob Kane, myself as Bill Finger, and you as Jerry Robinson.

      A lot of the theory is laid out on our budding board system, log in at portent.genesismuds.com:2071 and create a character, if you're interested.

      posted in Game Development
      Chet
      Chet
    • RE: Armageddon MUSH

      I was Damn-Yankee, and I had a Storyteller on the Unchosen side. I got recruited by Nialus and Khelkhet, off H&V.

      posted in A Shout in the Dark
      Chet
      Chet
    • RE: Questions of Etiquette

      I'm a chronic idler, I spend a lot of my time online pacing and ruminating.

      MUSH @mail is how I prefer to be reached.

      posted in Mildly Constructive
      Chet
      Chet
    • Comic Book Commissions

      I'm going back to school for writing, and I'm interested in seeing how well my written work translates to the comic book medium. I've got about three pieces, 5-8 pages a piece, ready to draw, with very little action, mostly mood-based work with mute tone. Real life aesthetic.

      If you're an artist, and you're looking to make a buck, I can offer you a commission for turning a script into a small work. I write with the panels, narrator boxes, and word bubbles defined in terms of placement, and my perspectives are loosely defined, but I'm told by a professional animator that I do this very well.

      Nonetheless, I'd like an active relationship with you, the prospective artist.

      Send me an e-mail at zartan@outlook.com, or contact me on Google Hangouts via the same moniker.

      Thanks!

      posted in Tastes Less Game'y
      Chet
      Chet
    • RE: Comics: Superman as a character

      I have an interesting concept that applies to both the DC Comics heroes, and the rogues gallery. I'll use Batman, then Superman, to illustrate, since those are my two favorites.

      Every Batman villain is a wildcard in a certain situation. A wildcard is working from the id. Joker doesn't exist - Joker is Batman's id. If you want to write Batman, you better be capable of writing the Joker, and vice versa. Gotham City is all about the id, everything nasty and decadent about your inner voice.

      Superman villains, meanwhile, are about Alexander the Great. Great campaigns, legendary warfare, amazing tricks, superb skills, everything that could challenge a character with the powers of God. Lex Luthor is called the Man of Steel in a publication I don't recall, because Lex Luthor is Superman's equal - Lex Luthor has an entire organization full of toys and tricks that he has to use in certain ways, as does Superman with his multitude of powers that finds their equal in each villain's deployment of amazing field command. To write Superman, you need to know how to write Lex Luthor, and vice versa.

      So if you want to learn how to write a major DC Comics superhero, you have to master their archvillain, is my theory.

      posted in Tastes Less Game'y
      Chet
      Chet
    • RE: Comics: Superman as a character

      I wrote a paper in Superman a couple semesters ago, about DC Comics as an alleged Democratic National Party institution (Marc DiPaolo's claim, check out his book, it has Iron Man's face on the cover with an Obama campaign color scheme).

      I see Superman as a man that teaches you that it's important for everyone to take an active role in reform, in a system of mutual dependence, and that Superman's enemies are all dysfunctional in the sense of being 'me-first', which is the big city, versus Smallville's collective conscientiousness of being a small town.

      Lex Luthor needs to understand that he's just as indebted to his janitors as they are to him, and everyone in Metropolis is just as important, if you want to change the world, as the next kid on the street. But in a city, there's a 'trust fall' of unseen support, like with the financial system or the sewage crews or the bakers or the truckers. In a small town, you see everyone. And if you forget that, you're a Superman foe, for him to teach the value of individual valor and social justice to.

      posted in Tastes Less Game'y
      Chet
      Chet
    • RE: Action Movie MUSH

      I'm running a Spy MUSH right now, Zombie.

      portent.genesismuds.com:2077

      posted in Game Development
      Chet
      Chet
    • Action Movie MUSH

      What about a MUSH designed to be a Bruckheimer action movie, with a democratic process about the setting, conflict, and sequels, where the characters carried over between 'movies'?

      I've been in love with this experimental concept for some time. You'd have different categories for suggestions - setting, conflict, factions - and once you tallied up all the suggestions, people would then vote on them, while the plot-staff was running the plots.

      As the 'movie' ended, the build and theme staff would be putting together the next sequel, for all the characters to carry over to, and then the process would begin anew.

      posted in Game Development
      Chet
      Chet
    • RE: Holla Holla Holla

      @Misadventure The economy is an integrated XP/Skill Roll/Powerup/IC landmark/TP power system, that is dependent on both player opinion of others' behavior in scenes, and also investment in the game per scene.

      @Jennkryst My jet fighter system could be adapted for space ships, although it would take a bit of work getting capital ships into the system. I'd recommend using frigate and carrier level ships, beyond the individual fighter.

      posted in Game Development
      Chet
      Chet
    • RE: Holla Holla Holla

      I put together semi-decent code, although my real preference is in the design of the system, as opposed to the individual nuts and bolts.

      I've completed a combined economy/skills/TP system, with active rolls and experience gain, as well as a simple traditional HP-based combat system, that are both modifiable on demand.

      I can't do WoD because of the depth of the system but I love the subject matter, and D&D is too rules intensive for me. I love Western Sci-Fi, anime doesn't quite mesh with me, and I've always wanted to do a comic book game with a coded system (I have a sketch for one, that is designed for DC Comics). Star Wars and Star Trek aren't quite my thing, GI Joe and TMNT and video game themes like Star Fox and Mutant League are adored.

      I've got a few experimental systems sketched out, one designed for battlefield combat instead of dueling, one designed for air combat in jet fighters, and one designed for publicity victories in differently designed room zones.

      I'd love to get together a team to work on a project, I just request that I be a minion, or at least a collaborator, not a commander.

      posted in Game Development
      Chet
      Chet
    • Holla Holla Holla

      I want to get involved in game making again, with a team of designers, and despite being an eccentric, I feel I could contribute to a game development team.

      I have a few interested coded systems premade, and I'm also a decent hand at the economy of theme as it fits into the actual written design, as well as making something neat and fit to order.

      Please, let me work for you, I ain't got any place else to go. 😞

      posted in Game Development
      Chet
      Chet
    • RE: License to Kill MUSH: Looking for Descers

      I finished the descing on my own. 🙂

      posted in Game Development
      Chet
      Chet
    • RE: License to Kill

      Custom combat system. Five attack categories with custom attack names, five stats.

      posted in Adver-tis-ments
      Chet
      Chet
    • License to Kill

      During the Cold War, the American Empire rose, at the head of the North Atlantic Treaty Organization, opposing the Soviet Union and the Warsaw Pact. Proxy wars blazed into the night, as people fought against colonial governments and social unrest against injustice raged. After the decline of communism, there was a brief decade of peace, before forces conspired to plunge the world into war again.

      Now, in 2018, the new world sees empires poised to return. The modern intelligence operation has become the centerpoint of a country's policy, whether it be a man in a corporate office, or a woman in police tactical gear. Great powers seek to do their own form of justice, as gods return to the world stage, their armies of financiers and dapper assassins clashing throughout the grand night.

      And in the halls of power, tendrils reach into the hearts of humanity, playing a game as old as life itself.

      The evolution of power.

      At License to Kill MUSH, you take the role of a modern espionage agent, your role central to the survival of your backing interest. Gather information, capture threats, assassinate rogue actors, and slip a knife into someone's back.

      portent.genesismuds.com:2077

      posted in Adver-tis-ments
      Chet
      Chet
    • RE: License to Kill MUSH: Looking for Descers

      It's like space opera (Star Wars), except with spy fiction. It's about grandiose, epic journeys and missions where the main characters happen to be at the center of the most important historical events, and they only take flesh wounds.

      One room object per continent, three ocean rooms, and one sea room, plus eight one room cities. That's 15 rooms to describe, and the project is complete.

      posted in Game Development
      Chet
      Chet
    • License to Kill MUSH: Looking for Descers

      I've got a slim, neat spy opera theme MUSH ready to launch. I need a little help describing a modern day grid that is nice and tidy, nothing too big or outrageous, just continents, three oceans, the Caribbean, and a handful of cities as a base for each major affiliation class.

      Connect at portent.genesismuds.com:2077 if you're interested. I've got the entire thing ready to launch, besides the need for some nice, simple room descriptions.

      posted in Game Development
      Chet
      Chet
    • RE: Marilyn Manson to Highschool Talent Show: "I Understand You"

      You have to know obscure history, really.

      posted in Tastes Less Game'y
      Chet
      Chet
    • Marilyn Manson to Highschool Talent Show: "I Understand You"

      https://www.youtube.com/watch?v=lOSzZzhhE60

      The master of irony becomes a victim of irony, as Nietzsche once became a victim of sarcasm, and Marat became a victim of innuendo.

      I've discussed this at MotM, and determined that Batman will pretend to be a Marilyn Manson (Nietzsche) fan, but will really be an ICP (Schopenhauer) fan.

      M3 has already predicted the pun wars (Dr. Light doesn't understand them, unless they're about the size of his brain).

      posted in Tastes Less Game'y
      Chet
      Chet
    • RE: Suggestion Box

      I've decided to go with a generalized Yakuza theme in the future, sort of a mixture of Shaun Sans Pants' old Yakuza theme in a purist's form, Chicago MUSH's Mafia as a rival faction, and MotM's Interpol (as viewed by their player Daniel) as the heroic faction. I'm going with a loosely Bladerunner technology level, so we have the boomtubes, 'Strange Days' drugs, Rumsfeldian warfare for the Shadowrun military corporate ethic, and the 25 cities on top of a very simple one-room-per-continent grid.

      I'm taking my project 'Neo-Tokyo Nights', which I've determined is Daikatana, and making a much more simpler 'Katana', without releasing Daikatana and ruining myself.

      I'm calling it 'Yakuza MUSH', and it will essentially be a corporate criminal versus street mobster versus mercenary cop game, which sounds very boring, except you'll have a neat combat system I've designed where you build experience very simply and advance rapidly at first, but slowly upwards, with more experienced players having a superb advantage (it's just harder to get to the higher levels).

      The combat system is really the centerpiece, the entire MUSH is a showpiece for the combat system.

      posted in Mildly Constructive
      Chet
      Chet
    • RE: Suggestion Box

      I've got the subtrata of the MUSH worked out, twenty-five rooms with the player's option of creating their own personal grids linked to them to make the grid organic. Each room is based on an international city (New York City, Paris, London, Moscow, etc.), with a particular DC Comics' character's flavor that will be written into the city description (New York City is Batman, London is John Constantine, Washington DC is Superman, etc.).

      The setting will be worked around whatever theme I pick, but that will be the setting flavor.

      posted in Mildly Constructive
      Chet
      Chet
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