Rip the skin off that and put new meat on the skeleton with a media franchise family, you have a new M3.
Posts made by Chet
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RE: Highlanders in Red Alert
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RE: Which canon property/setting would be good for a MU* ?
@Cupcake I'll see how my experiment with original theme games goes, once I get this little project of mine rigged together. The world building is very rewarding, from what I've noticed so far, whereas taking an established theme and placing it into a MUSH seems like a job you're under pressure to rush into development. Fictional source material could be the curse in MUSHing, or it could be a necessity, I'm not certain yet.
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RE: New Superhero Game Looking for Staff/Feedback
Referring to a discussion two pages ago, about PKs:
The 'legacy' character argument gave me an interesting idea, that may work with a pure OC MUSH.
The secret identity is the original OC app, whereupon the secret identity becomes the feature character, and the guy inside the alias is your personal creative property. So, if you killed, retired, or promoted outside the new superhero/supervillain alias, the character would remain.
I'd call this a 'Street Legend' policy.
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RE: Which canon property/setting would be good for a MU* ?
An air combat MUSH, something like UN Squadron/Area 88 or Airwolf.
Or, a giant monsters MUSH, like Rampage or Monster Island.
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RE: Making Territory Relevent
I'm a fan of inserting 'levers' into territory concepts. From an extremely abstract standpoint, this can be a hook. But if you want to make it slightly more concrete, you can assign point values to different shapes, depending on your needs: a fork, for example, would be a single territory that is dependent on two territories for your objective (defense, production of money, travel), or a fulcrum, that tilts another territory when it is moved, or various shapes of triangle points, such as a square that pulls two territories along a tangent into some relationship predetermined by your rules (economic benefit via alliance, the tangent point providing mutual defense in both points by virtue of the square angle, etc.)
The point values would depend on your own needs. This is a complex, vague system, I know, but you would have to have several people hash this out, instead of one engineer, or else you'd get a very rigid system for one limited scenario.
And of course, you'd have to name the geometric territory relationships different things appropriate for your theme.
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RE: Which canon property/setting would be good for a MU* ?
Metal Gear Solid would be a good setting, if you could adapt it properly.
I'd write it as Solid Snake being Janus, from Goldeneye, and Brosnan Bond, in the same movie, being Liquid Snake. A soldier warhorse, betrayed in family, versus a chosen son of a military clandestine body. The key is flipping Goldeneye's heroism and villainy, to take Hollywood away and create its mortal nemesis, the epic video game.
The trick to Metal Gear Solid would be finding an appropriate regional bloc of Earth, in the right era, to integrate the theme.
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RE: A Modest Proposition
@Ominous You could also turn, for example, character concepts and RP relationships into characters for screenwriters or comic book authors. Steve Ditko gets royalties on Spider-Man and Dr. Strange, and he's worth $84 million at the present.
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RE: Which canon property/setting would be good for a MU* ?
@Ominous ArcticMUD actually some of the grid devoted to it in the area I hack'n'slashed in back in '98. I think you'd have to make a MUSH in the vein of Arctic's basic coherency to make it successful: individual triumph and temporary alliances, instead of a morality conflict. A kind of man vs. self.
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RE: Which canon property/setting would be good for a MU* ?
John Wick seems kind of narrow, but it's got the premise of an Assassin's Creed style guild of criminals, also seen also in Thief. In lieu of making the exact theme (Hitman, also, has this theme dynamic), you could make a pastiche game, with homage organizations, locales, characters, concepts, etc., inside the game.
A game like that needs a lot of love, don't rush it.
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A Modest Proposition
What if someone makes a MUSH to gather material for writing in media, with creative credits and maybe even royalties to people that come up with plots, characters, gimmicks, theme, etc.?
It would have to be extremely difficult to make the cut to get onto the server, but it would be turning a hobby into an actual way to influence more than just a bunch of friends.
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RE: POLL: Super Hero MU Gut Check
Here's the basic system (remember it's for a modern ninja game, and the dynamics are open to alteration, but the essential core concept is here, sans math):
https://www.dropbox.com/s/9y68j6cl6wl4gez/NINJA csys.txt?dl=0
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RE: How low can "low stakes" be and still be compelling for RP?
Listen to the collected works of Ronnie James Dio when you design it.
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RE: Eliminating social stats
Those can all be beneficial, if you use them the right way.
Cliques need a purpose for interacting with other cliques, or at the very least, an integrated universe to force them to RP with each other (consent has to stop somewhere).
Huge public scenes can be good, I've always felt, for things like political meetings and roundtable discussions, or planning missions.
Give the spotlight seeker responsibility to drive RP.
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RE: Eliminating social stats
That person you describe, could learn a lot from Hitler.
It's my technique also.
All you need, is a nice jacket.
Kids In The Hall is my teacher.
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RE: Eliminating social stats
I've got a +vote system I've coded for my sci-fi crime saga project that is between players at the end of every scene, that has a subjective evaluation of player behavior as it relates to IC conduct. The outcome of the vote affects a stat that has several purposes, including skill roll multiplier and a system that modifies player experience gain by creating NPC landmark conglomerates in a player repertoire that can be deployed at a scene's start.
I've attempted to create a system that's only possible to 'game' if you play it pure IC. That way, newbies will acclimate quickly, despite the system being largely alien.
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RE: POLL: Super Hero MU Gut Check
@Arkandel That would actually be a really excellent MUD.
I have a code diagram on my computer for something similar: essentially, 'ninja city', with a coded combat/advancement system made to be as systemically complex as possible, and faintly incongruous, but as command-simple as possible, with XP handed out based on a combination of the number of attacks thrown at you and your health level when you receive incoming attempts.
As you moved up the XP rank chain, you'd go from being a basic novice, to being able to join a group, to being a lieutenant in a group, to outright having a 'Master' status and being a legendary figure. If you managed to defeat two other Masters in a duel, you would receive a custom coded 'Forbidden Style', which would be a single Style bracket (that would be an interaction between two stats) and three attack choices inside the Style, with each of their damage based on particular parameters.
I have it designed for a modern ninja environment at the moment, with five Styles: Empty Hand, Melee, Ranged, Magic, Subterfuge. You could adapt it to that concept easily. Drop me the word if you want me to e-mail you the text file on the dynamics (I have no code for this, and the math balance is unwritten.)
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RE: Eliminating social stats
I find the best way to handle an abstract stat that regards something like con artistry, or manipulating NPCs, would be to make the roll concern the skill at the rolling player's attempt.
If you make a poor manipulation roll, you are not poor at manipulating the target; you have left openings in your own personal strategy (which is what 'skill' implies), that can be then counter-rolled, to indicate the other player's defensive attempt at spotting the holes.