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    Best posts made by Coin

    • RE: Geist Reconstruction

      @ThatGuyThere said:

      If you create organizations for Geist they will become hierarchical. because sadly that is what player tend to do.

      This is the worst reason not to do something when it comes to game design. The absolute worst. You design a game with characteristics that reinforce the theme you want for it. Saying "adding organizations will make them hierarchical because people suck" is not a reason not to do it.

      Also, it's bullshit, because in none of the games I've seen with Werewolf 2e, for example, have the Tribes been "hierarchical". In Eldritch, we have tribal elders, but it's a position of respect and experience, not "I am an Elder because I have Status (Blood Talons) 5". So not all players do that, and even those that do, don't do it in all games. Not to mention that if you're active and involved as staff you can put a kibosh on that shit without too much effort.

      posted in Mildly Constructive
      Coin
      Coin
    • RE: [Interest Check] Original vampire-based supernatural MU*

      @BigDaddyAmin said in [Interest Check] Original vampire-based supernatural MU*:

      @DnvnQuinn

      If I had a game it would probably offend people's liberal sensibilities.

      badass

      @Coin

      You are on a forum where people roleplay fucking the dead. The degeneracy here is like a circus for me.

      Congratulations, you have sucessfully compared apples to oranges.

      posted in Adver-tis-ments
      Coin
      Coin
    • RE: Good TV

      @Warma-Sheen said in Good TV:

      @BetterNow said in Good TV:

      @Warma-Sheen Just note, Wayward Sisters would have done fine outside of Supernatural. Jodi and Donna are absolutely beloved by the fanbase. CW literally loathes most female leads though, and they bailed on it without even giving it a chance saying "bloodlines" had a better shot creatively then bailing on that as well.

      Jodi and Donna are loved, but the girls weren't. And they were supposed to be the main characters of that show as evidenced by the pilot's title. I don't loathe female leads at all but this wasn't a spinoff about Jodi and/or Donna. It was about three bratty girls I can't name. Pass.

      The girls weren't because they only got that one episode (and a couple of episodes here and there before/after). Jodie and Donna could have pulled the weight until the girls grew into the characters. I feel like the biggest problem was "backdoor pilots".

      Like, "the show wasn't going to be good because it's not exclusively about these beloved characters but also about these other characters with whom the former have a rapport and relationship" is a harsh take. It's not like it was given an actual chance.

      posted in Tastes Less Game'y
      Coin
      Coin
    • RE: Dealing with bad actors

      @TiredEwok said in Dealing with bad actors:

      @Coin

      Okay, you win. But no fair pulling the cute puppy gif card, damn you!

      sorrynotsorry

      posted in Mildly Constructive
      Coin
      Coin
    • RE: Kushiel's Debut

      @Shlappy said in Kushiel's Debut:

      @coin Hey, fair enough, man. It wasn't meant as a dig. Your Option #4 struck me as a little confusing. Feel free to elucidate or don't. Either way, I'll certainly take that under consideration and give more thought towards presumptions I'm making before posting. Sound advice.

      My Option #4 was because from everything @VulgarKitten had said, I'd gotten the distinct impression her commentary was directly inspired by what she read here; it wasn't a statement based on my own activity, involvement, or opinions. It was also an option that was highly plausible for anyone on these forums wanting to opine on the situation, since we do that a lot here (express our opinions about something based solely on what we read here and not our own experience).

      I was just fleshing out the options, since it was incomplete.

      posted in Adver-tis-ments
      Coin
      Coin
    • RE: RL Anger

      Family.

      posted in Tastes Less Game'y
      Coin
      Coin
    • RE: Empire State Heroes Mush

      One of the things that stood out for me was how they didn't allow Doctor Fate because he was too much on the same level of power as Doctor Strange.

      I just... don't get that. Even if you limit actual sorcerers to power levels below Strange's, Fate is a god powering a mortal magician. It's... not the same.

      All that stuff is kind of hinky to me, but oh well.

      posted in Mildly Constructive
      Coin
      Coin
    • RE: New Prospect MUSH

      I don't really like the abolishment of RP Staff as a concept (which should come as no surprise given how much I am pushing for Staff Involvement being a Thing in my own game), but I have played Consent games (mostly Comic book games) to a high degree of enjoyment, so consent itself isn't anathema to me at all.

      I do like the way you structure learning stuff. At least, the basic "no XP, just learning times" approach.

      I would probably limit it to "slots" and have certain stats occupy more slots than others. So maybe taking an Attribute from 3-4 occupies 3 slots (old rating, since this is oWoD Revised) for a time span calculated on 4 (the oWoD Revised multiplier for Attributes). If the "default time span" is "1 week", it would take 3 weeks.

      Using this system means that people have to strategize what to raise, when to raise it, etc. It's actually pretty cool.

      As an aside: your presentation regarding your views on RP Staff is pretty condescending. "RP Staff Are Bad"? Really? We get it, you don't like it, but you come off super bitter and resentful. Maybe consider revising the way you present your core reasoning to something positive, instead of "Boo on RP Staff! Shunnnn!"

      posted in Adver-tis-ments
      Coin
      Coin
    • RE: How are you coping with COVID (and other 2020 fun)?

      @greenflashlight said in How are you coping with COVID (and other 2020 fun)?:

      @caryatid Personally, I don't trust people who don't have reasons to cry during the holidays.

      I don't trust people who need the holidays to dig up their reasons to cry.

      posted in Tastes Less Game'y
      Coin
      Coin
    • RE: Empire State Heroes Mush

      @faraday said in Empire State Heroes Mush:

      @Ghost said in Empire State Heroes Mush:

      Altogether though, I think the class of musher who prefers diceless all-consent games may be a slightly different creature than the one who is comfortable with stats and dice resolution.

      I know many people who are equally comfortable on both, so I really don't think the gulf you're describing exists. Certainly, though, there are folks who only like one or the other.

      I'm equally comfortable with either.

      @ZombieGenesis said in Empire State Heroes Mush:

      . You're saying: Why not just always be reasonable? And others are saying: Not all people are reasonable all the time and dice based/level based systems help compensate for that.

      Dice-based systems don't force people to be reasonable. I've seen countless situations where players don't agree on what to be rolled, what modifiers should apply, what the outcome represents, etc. And that's just on games based on real-life physics. Throw in superpowers and I can only imagine the "But I should be able to X" arguments increasing.

      Stats can be a tool to help people resolve conflicts, yes. But at the end of the day, unreasonable people are going to break any system and need to be dealt with by staff.

      Yeah, can you imagine if dice made people be reasonable? God, what a world, what a world. That would be utopia.

      posted in Mildly Constructive
      Coin
      Coin
    • RE: Car 54, where are you? (Wildcard Want Ads)

      @Sanguine, glare all you want. The game is coming along. We've had a few setbacks because code is taking longer than expected (and werewolf still isn't out). 😛

      posted in Adver-tis-ments
      Coin
      Coin
    • RE: Good TV

      Flash is back.
      Flash is back.
      Flash is back.
      FLASH IS BACK.

      ... squee.

      posted in Tastes Less Game'y
      Coin
      Coin
    • RE: Will it PrP? A place to propose PrP ideas and get feedback

      @Sparks Oh, HELL yeah.

      That's like 70% of the reason for any time loop plot of the Groundhog Day variety, isn't it? The other 20% being whiplash trauma and the other 10% learning important things that you otherwise wouldn't because you spend two thousand years in the same day poking at things.

      posted in Mildly Constructive
      Coin
      Coin
    • RE: Fallen World MUX!

      @tragedyjones said in Fallen World MUX!:

      @Goldfish said in Fallen World MUX!:

      If spellcasting didn't confuse the fuck outta me, I'd be more excited. I'm still in. Just...um...gonna need some handholding. Sorry. (Not sorry)

      First you form an Imago...

      Don't bother, by the time you get to the third step s/he'll have forgotten the first.

      posted in Adver-tis-ments
      Coin
      Coin
    • RE: Good TV

      @buttercup said in Good TV:

      I don't know if I would call it 'good tv' but I am enjoying Warrior on HBO Max. I was always a Bruce Lee fan as a kid and Enter the Dragon is of course on my top ten due to this.

      Why wouldn't you? It's great TV, as far as what it intends to be.

      posted in Tastes Less Game'y
      Coin
      Coin
    • RE: Alternate Universes, OR, How I Learned to Stop Worrying and Love the Fanfic

      As for the actual question posed by the thread: yeah, all the fucking time.

      posted in Mildly Constructive
      Coin
      Coin
    • RE: Fallen World MUX!

      @Miss-Demeanor said in Fallen World MUX!:

      @Coin said in Fallen World MUX!:

      It's 6 dots in total. So you can get six 1-dot Rotes, or two 3-dot Rotes, etc.

      This is one of my biggest mechanical gripes with 2E, because it is the only thing that doesn't conform between CG acquisition and post-CG acquisition (i.e. why do higher-level Rotes cost more Rote CG dots when they all cost 1 experience post-CG).

      [shrug]

      This is something I've been wondering about. Did they do the same to Werewolves with rituals? Because that seems kinda like something from 1E that somehow managed to slip past editing.

      They did not, because while you only get 2 dots of Rites at chargen, Rites cost 1 experience per dot post-chargen, making the two stages of character development congruent, cost-wise.

      But, as is usual with Mage, they decided giving Mages all these benefits for having Rotes shouldn't cost much, so they just spend 1 experience for any Rote! It's broke.

      posted in Adver-tis-ments
      Coin
      Coin
    • RE: Good TV

      @derp said in Good TV:

      @coin said in Good TV:

      I am glad they are doing something that hasn't been done with Superman before (actually exploring a future with a family).

      I have not seen the show in question, but didn't they do this in Superman Returns?

      He discovers Lois's 10-12 year-old son is his son in Superman Returns.

      In Superman & Lois they have teenage twins they have raised together. Just a tiny bit of a technical difference.

      posted in Tastes Less Game'y
      Coin
      Coin
    • RE: Twinking in RP MU*

      @HelloRaptor said:

      Scaling XP costs were bad. Incredibly bad. Because they were both kind of dumb to begin with, and only really matter if you have a relatively finite amount of XP to play with. If your xp is at a constant upward trend, no real scarcity or diminishing return is had. I mean from a purely technical sense yes, there is a diminishing return in paying 15xp when you buy the fifth dot in a skill instead of 9xp for the third dot, but if you've got a pool of XP not only larger than what you need to buy but everything else you're likely to need to buy, AND you'll end up with enough XP to buy the next thing you want by the time you want it, more or less, diminishing returns are pretty pointless.

      Scaling costs work fine in tabletop, or on MUs that have very little or slow XP gain, yeah. I remember when I started MUing on Devilshire (a Buffyverse/Unisystem game) it was impossible (literally, there was a cap) to get more than 10 XP a month, and getting those 10 was really hard. And Attributes cost like Current Rating x 5, so I had to save up all of my experience for like two months just to get my Willpower to 5 on my Wizard, for example; and that's if I was raking in the maximum XP per month, which I often definitely was not, despite being one of the most active plot runners there. On that game? Yeah, sure. (Though see my complaint below regarding the 1-5 scale.)

      Scaling XP costs really only exist to slow you down, and there are ways of doing that which don't require the irrational irritation factor of a big chunk of XP doing virtually nothing for you. Going from Professional (3) to World Class (5) in a skill isn't enough to even, on average, bump your expected successes up by 1, more than likely. Meh.

      This is why I really kind of dislike the 1-5 scale. It's just not broad enough for the difference to really stand out. I get that if you have a Supernatural Resistance Trait that is above 5 you can go higher, but I'm still talking mortal-wise. If 5 is as high as a mortal can get, then 3 (above average, but not rare) shouldn't be less than 1 success of a difference.

      Plus, we finally aren't paying for invisible fucking merit dots, which has always made me grind my teeth in the worst ways.

      Still kind of are in that there are merits that are worth 2 and then another version worth 4, with no 3-dot version in the middle. But at least now every dot costs the same.

      This begs the question, in a MU* environment, strictly using GMC, how fast is too fast to gain Beats? In an unlimited environment - long term speaking - how fast is too fast, how slow is too slow?

      Reno gives 2 experiences per week, doled out in percentages over the course of the week. I think this is a fine number at the beginning but should probably be scaled down. I detailed somewhere else the type of gain system we'll be using on the game I'm working on with friends, which starts out at about a minimum/maximum (minimum being weekly passive gain and maximum being that plus whatever you gain from beats and plots) of 2/4 experiences for the first set of six months, 1/4 for the second set of six months, 0.5/4 for the third set, and then 0.2/4 from then on.

      This would allow for an easier time for new characters to catch up to old dinosaurs, unless the dinosaurs were incredibly active, which is usually not the case and if they are, well, then they deserve the rewards of that.

      posted in Mildly Constructive
      Coin
      Coin
    • RE: Fallen World MUX!

      @Jennkryst said in Fallen World MUX!:

      There is some difference between wolf-gifts and spirit-gifts, I think they are called. Cost the same in CG, but one is cheaper XP-wise than the other? Could be wrong.

      What does that have to do with the price of tea in China?

      posted in Adver-tis-ments
      Coin
      Coin
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