Just have an advancement point/experience point system that lets you carry over your experience and rank between characters. Elendor's Mordor faction did this.
Posts made by Chet
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RE: Incentives for Doom
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RE: Young Justice / Teen Titans MUX
Do a third axis with a group like the Outsiders. If you want to understand a third axis, look up the Freemason symbol. You've got two planes that connect on the top with the eye (the symbol of knowledge), meaning they're opposed but coming from the same theory, as your two major factions. Then, you have, at the bottom, the link, which is the link between the pair that opens and closes the planes. That one represents the secrecy opposite the eye (knowledge), and can link the two planes, play one against the other, draw them closer together, or wider apart.
So maybe Justice League and Legion of Doom linking with the association of equals logic, with something like Task Force X as the clandestine measure, representing the civilian force/rational-legal government. Alternately, you could represent the three forms of power in a state: charismatic (Justice League), traditional (Legion of Doom), and rational-legal (Task Force X). That you can find in the writings of Max Weber.
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RE: Match of the Millennium MUCK
You can also apply for characters that aren't on the game yet (in some instances). I'm particularly fond of applying for Final Fight characters as FCs with this process, and custom tailoring them.
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RE: Original Sci-Fi?
I was working on a sci-fi crime saga game in the near future, but I put it on ice, I hit a developmental block in my work ethic. The code was nearly complete, and the grid is about half-described, but it was a mammoth work, and I was doing it alone. If anyone wants to help, I can resurrect it.
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RE: Meanest (But Funniest) Thing You've Done in a Game
I spent like 12 years as Friedrich Nietzsche on M3, with all my applications as the shaming of Zarathustra in Thus Sprach Zarathustra.
The ED article of Dr. Leo as a German confused me.
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RE: Meanest (But Funniest) Thing You've Done in a Game
X-Men Republicans, huh?
Sounds like a Senator Kelly fifth column.
Do me a favor and play the Blob for them, in the rubber costume with the shorts.
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ISO Collaborators for Comic Book Project
I've decided to take someone's suggestion, and make a DC Comics villains and henchmen project. I've got a combat system with a 'tango' feel gridded out for creation by an enterprising coder, which includes XP and Gear for OCs, with a faintly MMO-like flavor (FCs are mail-in applications, OCs are chargen onsite). Heroes are available per-scene, depending on player power level, to pull out of a locker, in the manner of a PvE event.
The entire combat system's necessities are sketched out in advance. I've already elected on the primary mission directives of the MUSH, and I'm just looking for anyone that wants to make a unique project. It's a little different than most comic book MUSHes, as I'm looking for a 'blended' feel between an anime MUSH's combat statistics and a comic book MUSH's adherence to flavor, with a slight terminology twist for daily RP (i.e., a scene is an 'issue', for starters).
The project is called DC Comics: Villains United, and focuses on the most proactive part of the comic book cast, the assorted cads and cadavers. If you're interested in coding, writing profiles for FCs, writing theme or grid, shoot me a page here, or log in at portent.genesismuds.com:2070 (I iceboxed the Neo-Tokyo Nights project, too difficult to finish alone). There are two documents available off a DropBox account in the main project development room, off room #0, detailing the MUSH skeletal write-up and the heroes/villains/locations/organizations roster as it stands.
Cheers!
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RE: Make MSB great again!
I want a merc board, where people can show interest in being recruited for work at games, instead of having to wait for someone to start up a project.
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RE: MU Things I Love
@darinelle I like it when someone comes up with a concept that can be applied into a larger scheme on a game for that piece of lore. I'll admit to grifting these once and a while, but I try to only borrow the stuff that didn't work.
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RE: Which canon property/setting would be good for a MU* ?
FCs villains can be apped, but they'd never 'advance' in the system, by earning XP. They would also provide gear for stat boosts to OCs present at a scene when they were knocked out in terms of their HP, in addition to heroes taken out of the temp locker providing the same gear boosts. I've got three levels for temp heroes, six levels for OCs to advance, and four levels for FC villains within the OC ranks to be statted with.
The entire system is sketched up on a Dropbox link, which is the proposition (it's a work in progress).
https://www.dropbox.com/s/1l29l86ob0i173w/villains united system.txt?dl=0
I'm working on extracting the necessary characters and locations for a roster and grid schematic right now.
It should be noted that the provision about heroes as they pertain to your IC power level rank isn't necessarily the 'encounter' hero's level, just the level you need to control it. That way we don't have a newbie running around as Ganthet, unless you've apped for an FC and pass muster through the app process. (I'm thinking e-mail for an FC, on-server chargen for an OC). But, if you got your XP up as an OC, you could have a support character out, like Bullock or Lois Lane.
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RE: Which canon property/setting would be good for a MU* ?
I've iceboxed my experimental project for another day, and I'm going to go with that DC Comics henchman project. It's a Villains United theme, with XP and earning Gear for OCs, leadership positions for villain FCs, and temp lockers for heroes so anyone can GM any hero. I'm making it as inclusive as possible for theme ranges in DC Comics, instead of just going Gotham City. I rewriting the playbook a little as far as MUSH concepts go, there's a link to a couple Dropbox documents in room #0 on the project. portent.genesismuds.com:2070 is the addy, drop in and let me know if any of you want in. I don't want to direct the finished product, I should note, if any of you feel like it's something you'd be interested in running.
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RE: Swashbuckling and continued success
@Misadventure Star Wars: A Fearful Motion
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RE: Swashbuckling and continued success
I find for an epic feel, you need a system where you roll a basic unit number for every roll (I prefer 1d5), and you roll an extra die for each max roll (5), no matter how many 5s you get. This way, you never fail, but you can have increasingly epic successes. The matter is applying it.
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RE: New MUSH 'Game' Mechanics
You should integrate this with an AP system, to determine some sort of stacking bonus that is relevant to the theme of the world you're attempting to create.
My little project has NPC holdings that the player can buy as he builds up 'Reputation' points on the grid via each scene, with a trio of benefits from that single mechanic: extra XP build in a split fashion depending on a secondary point system, control of NPC tokens on the grid, and the ability to have a higher statistic base for skill rolls, as a Gamemaster.
That's just my abstract system, that plays into the traditional dice rolls. The basis of the mechanic is actually Dishonored, which this system in no way resembles past a basic set of statistics. So you take your basic stat set, and you morph it into something appropriate for your theme, MUSH purpose, and player dynamic. Mine are sci-fi crime saga, world building, and intrigue, respectively.
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RE: Which canon property/setting would be good for a MU* ?
I find it's easy to pick a basic number of categories in a way that properly integrates with your statistical concept for combat (i.e. you have five stats, the standard three plus a two damage stats), then create a system that works into a mathematical variable (you have three weapon types that suit each type of your stat, you have three distance modes that suit the rival stat set, and then you have a direct relationship modification, and an inverse relationship modification, for damage interaction that can pair with both stats either way). That's an easy, intuitive system, for weapons damage code. Everything else is just fluff.
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RE: What even is 'Metaplot'?
I see metaplot as the plot elements addressing the issues that a particular plot is inspired by. Nice and simple definition.
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RE: How much plot do people want?
The bigger your population, the more plot devices you'll need to churn out, to keep them fresh. The more diverse your range of theme draw, the more rotating castmembers you'll see. The narrower your population, the more personal plot involvement staff will need. The narrower your range of vision, the more direct supervision of plot.
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RE: Which canon property/setting would be good for a MU* ?
How about a blend of Suicide Squad and Mage: The Ascension, as a factional conflict between a government's perfectly profiled 'Dirty Dozen', and a society of sorcerers and mentalists aimed at upheaval of the government? You could explore the ethics of institutions like prisons and asylums and their support mechanisms (police, schools, media, politicians, psychiatrists), and then the secretive nature of government resistance movements involving hard science and social science tricks as well as the implications towards the average civilian's livelihood with them being manipulated by congregated groups of scientists.
You could play it as a pure WoD setting, but I don't think WoD mechanics support it, nor does the theme. What I'd suggest is a stroll down Wikipedia for the coded mechanics of the conflict-resolution system, a little mood music when coming up with a draft of subterranean elements, and then a nice theme to put the plot elements into place as the surface theme. Finally, the combat system as your biomes/atmospheres. Thief, Shadowrun, WoD, Neuromancer, Bladerunner, Cowboy Bebop, even a video game theme like Wolfenstein (stateside, or a different theater)?
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RE: Which canon property/setting would be good for a MU* ?
I'd like a MUSH designed around Renaissance Italy's city-states, where you had different territories, trade houses, and nobilities, united under a religious or prophetic leader as a method for keeping the balance. While it's tempting to play armies and broad campaigns, a more realistic way to do this would be to play with spies, assassins, and diplomats, alongside the culture of patronage, arts, and theology. A spy could be someone that had defected from another state young and still has the ability to blend in with those in his home state, an assassin could be a pauper raised to the level of bon vivant saboteur by ancient tradition, and a diplomat could be a cultured rich man raised by tutors to bargain with others. The armies and campaigns could occur in the backdrop, perhaps controlled by staff, with secondary plots revolving around patronage by nobles, arts and trade goods controlled by the doges, and priestly emissaries striving to keep the peace.
You wouldn't have to make this a literal period piece, you could use the basis of the culture or time period in any method of work, from a space opera epic to a post apocalyptic noir. Add an external canon, or set of canons, as a plus.
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RE: Highlanders in Red Alert
Megaman MUSH, it's a project from 2001 that's traded hands between three directors. It's a composite theme of Megaman and several other Capcom games, with a basis of a utopian world beneath it.