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    Posts made by crayon

    • RE: Optional Realities & Project Redshift

      Read Jaunt's new article on branching storylines and nonlinear storytelling!
      http://optionalrealities.com/how-to-write-branching-storylines/

      Come join us for community game nights, including League of Legends and more!
      http://optionalrealities.com/forums/index.php?topic=210.0

      Sign up for a game of MUD-themed forum Mafia!
      http://optionalrealities.com/forums/index.php?topic=214.0

      Read about Icarus's documentation and development of the OpenRPI engine!
      http://optionalrealities.com/forums/index.php?topic=277.0

      @thenomain said:

      What kind of RPG came before tabletop? What is more traditional than it?

      I think that defining a genre by what is 'traditional' or what 'came first' is generally a bad idea. Tabletop might have been the first and strongest progenitor of the roleplaying genre, but since then it's certainly broadened into a much wider category. Roleplaying is a particular approach to the medium of games. The evolution of cRPGs, JRPGs, sandbox RPGs, etc. is just a broadening of the genre to accommodate and utilize new technology. So tabletops are not definitively the RPGs, so much as they're their own class of RPGs, tabletop RPGs, within the broader genre.

      @thenomain said:

      What, @crayon, is the purpose of these articles? History, community, or attention?

      The articles are there for the discussion of game design and administration ideas as they relate specifically to text-based gaming and roleplaying, and the discussion (and debate) of those ideas.

      Going back to the discussion of what, exactly, defines an 'RPG', I think it's a pretty blurry concept that actually encompasses a lot more than it used to. These days an overwhelming majority of games are in some sense an 'RPG' whether they'd traditionally be defined as such or not, or at the very least incorporate roleplaying elements.

      posted in Adver-tis-ments
      crayon
      crayon
    • RE: Optional Realities & Project Redshift

      Read an opinion editorial by one of Optional Realities' community members and contributors, Leah!
      http://optionalrealities.com/staff-ethics-the-hows-and-whys/

      Keep up with news on Otherspace's experiment with the Evennia engine!
      http://optionalrealities.com/forums/index.php?topic=273.0

      Read about the changes with Haven's launch of Haven 3.0!
      http://optionalrealities.com/forums/index.php?board=6.0
      http://100.42.19.101/forum/showthread.php?tid=23493

      Or contribute to discussion on one of our previous articles!
      http://optionalrealities.com/forums/index.php?board=11.0

      @Thenomain said:

      Belatedly, what I was saying was mostly that RPGs are also things you read in books and sit around a table with friends and play-act within a loose rule framework.

      The Wizardy/Bard's Tale/Wasteland/Ultima set of games are fun and all, but are a different kind of RPGs, one I've commonly seen called 'cRPGs'. Computer RPGs. Are MMOs cRPGs? Well, that's an interesting question. Is Diablo 2 a cRPG? Is Ultima Online the only MMO to get "traditional RPG" right?

      Is Yawhg a cRPG? An RPG? A multiplayer choose-your-own-adventure?

      So many questions. I have no answers.

      That's an interesting thought. I would think, really, though that RPG is a larger concept than you're really making it out to be. All the distinctions and categorizations can be blurry and confusing and ad hoc and sometimes pretty goddamn silly, but I think all of the above are fundamentally 'RPGs'. The sitting around a table with books and dice and a loose framework is, specifically, tabletop roleplaying, which is of course going to have some differences from roleplaying via the more strict framework of a computer game, or with hundreds or thousands of other people, or whatever.

      posted in Adver-tis-ments
      crayon
      crayon
    • RE: Optional Realities & Project Redshift

      Read Jeshin's article on creating an RPG economy!
      http://optionalrealities.com/creating-an-rpg-economy/

      Contribute ideas for future contests and events!
      http://optionalrealities.com/forums/index.php?topic=266.0

      Read the progress report on Project Redshift!
      http://optionalrealities.com/forums/index.php?topic=272.0

      @thenomain said:

      The Quiz I'm talking about is "do you understand this game?"

      Oh, that's an interesting approach, but I don't see it working out so well, practically speaking.

      @thenomain said:

      I'm sorry, I really am, that I feel that "do this, but I can't explain how" is not worth the readers' time, unless Mudders really don't understand the concept of scarcity of goods, and if you think "scarcity of goods" is the driving factor for opening and closing RP Areas.

      Elastic game design's a little bit bigger of a concept than simply implementing and balancing a system of rarity, though that's definitely a critical piece of making it a mechanical reality. In the specific context of MUSHes, though, it probably is about that simple in the overwhelming majority of cases, it definitely gets more complicated on MUDs where you're also working with automated combat, danger, and other mechanics that can make the overall 'economy' where it comes to game world expansion and contraction pretty complex.

      @thenomain said:

      Re: Crowd-Sourcing Game Design:
      You have read the other threads here, correct? More like a crowd-sourced anarchy, but sure, why not.

      My thoughts run in a similar vein, but I'm all for seeing how the experiment pans out.

      posted in Adver-tis-ments
      crayon
      crayon
    • RE: Optional Realities & Project Redshift

      Read a new article on giving players the power to control regional expansion!
      http://optionalrealities.com/building-an-elastic-game-world/

      Help us generate ideas for future contests and judging criteria!
      http://optionalrealities.com/forums/index.php?topic=265.0
      http://optionalrealities.com/forums/index.php?topic=266.0

      View the results from July's Character Concept contest!
      http://optionalrealities.com/forums/index.php?topic=262.0

      Offer opinions on the prospects of crowd-sourcing game design!
      http://optionalrealities.com/forums/index.php?topic=200.0

      @Thenomain said:

      The Quiz

      I have a bit of a love/hate relationship with the Quiz. I've been a big fan, ever since experiencing Twenty Questions in Shadowrun 2. It's great for fleshing out characters and really integrating them into a setting, but it can be done horribly, too.

      @Thenomain said:

      This describes my 30 Minutes of Mud Experience. So much was jarring, in my way, and while some people tried to be helpful others were harmful to easing me into it.

      The newbie experience, and the decontextualized newbie schools, etc. have been something that's bothered me for years, so I'm relived (but I can't rightly say glad given the overuse of them) that I'm not the only one who's had issues. Do you have any examples, regardless of MUSH, MUD, or whatever, even in mainstream gaming, of a tutorial or character generation process or both that you found to be exceptionally immersive and contextual?

      Did Jeshin ever get back to you?

      posted in Adver-tis-ments
      crayon
      crayon
    • RE: Optional Realities & Project Redshift

      Read the second part of Icarus's article on lowering the barriers to entry!
      http://optionalrealities.com/lowering-barriers-to-entry-part-two-of-two/

      Contribute to discussion on the merits of permanent player death, and ways to approach it!
      http://optionalrealities.com/forums/index.php?topic=213.0

      We're still looking for participants for our community mafia game!
      http://optionalrealities.com/forums/index.php?topic=214.0

      And would be happy to have more people involved in playing League of Legends, Cards Against Humanity, and other games with the community!
      http://optionalrealities.com/forums/index.php?topic=210.0

      They do point out that modern computer games have tutorials, and this is something we in the Mush world have dropped entirely. Coding a tutorial is not unlike coding a puzzle, and that's not our focus anymore so we, perhaps lamentably, have forgotten that people need taught. Wikis are starting to pick up the slack, but I think it's just starting.

      How do you feel about the potential of, say, contextualized story-based tutorials that are usually worked into the beginnings of games like those in the Elder Scrolls series, if you're familiar? I've never been a big fan of decontextualized tutorials or tutorials that are comprised of pauses, pop-ups, or walls of text. I guess it disrupts that immersive experience in the first few hours of play which is what really gets me hooked into a game. It would be neat to see something along the lines of tutorial background scenarios (kind of like Dragon Age Origins did) as a way to familiarize new players with MUD mechanics while still preserving a sense of story and continuity and immersion, or even having RP staff dedicated to playing out scenarios for new characters when they first get involved.

      Unlike ... what ... Mushing/Mudding? If this isn't community gaming, we have seriously lost touch with the concept of "fun".

      As in non-roleplay gaming. We have a fairly sizable group of people that play Cards Against Humanity, Boardgame Online, League of Legends, and possibly a few other things together.

      posted in Adver-tis-ments
      crayon
      crayon
    • RE: Optional Realities & Project Redshift

      Read Icarus's recent article on lowering the barriers to entry for new players!
      http://optionalrealities.com/lowering-barriers-to-entry/

      Take part in discussion on the merits of player-driven and staff-driven approaches to storytelling!
      http://optionalrealities.com/forums/index.php?topic=231.0

      Submit an entry for our July 2015 Character Concept contest!
      http://optionalrealities.com/forums/index.php?topic=198.0

      Or get involved with community gaming!
      http://optionalrealities.com/forums/index.php?topic=210.0

      posted in Adver-tis-ments
      crayon
      crayon
    • RE: Optional Realities & Project Redshift

      @thenomain said:

      The other option is that the Mud-centric community is content with their code-base options. This is like the Mush-centric community being content with their code-base options. Pro-tip: We are not; we just put up with it because it's what we do.

      My 30-minute experience with MUDs indicate to me that the same thing is going on there.

      Yeah, I think that's certainly the case, likely in both communities to greater or lesser extents. Which can be especially problematic with some MUD codebases given that the majority of them weren't really developed with any sort of focus on roleplay, writing, or storytelling in mind.

      We also have a fresh article and some discussion up:

      Jeshin writes on where text-based games fit into the bigger picture of gaming, and the powers of text as a gaming medium!
      http://optionalrealities.com/the-text-based-rpg-unlimited-potential/

      The character concept competition is still underway! Submit a character idea and potentially win cash!
      http://optionalrealities.com/forums/index.php?topic=198.0

      Engage in game design discussion on integrating age into skill systems...
      http://optionalrealities.com/forums/index.php?topic=218.0

      ...and the merits of systems that gate content to preserve scarcity based on player rewards.
      http://optionalrealities.com/forums/index.php?topic=217.0

      Or come sign up for our first round of community mafia...
      http://optionalrealities.com/forums/index.php?topic=214.0

      ...Or other games!
      http://optionalrealities.com/forums/index.php?topic=210.0

      That fourth link is something I'd like to hear a little bit from the MUSH community on, because I don't have any firsthand experience on a MUSH with a setting appropriate to these sorts of playing systems. How do MUSHes typically approach situations where you want to limit players' access to things like certain races or powers to preserve some level of IC scarcity, or is that a thing that even ought be addressed? For example, an overabundance of force users in a Star Wars setting, or elves in a Tolkien setting, or that sort of thing.

      posted in Adver-tis-ments
      crayon
      crayon
    • RE: Optional Realities & Project Redshift

      @Alzie said:

      @crayon So, because work would be required, nothing is done. Which is consistent with the real reason that we both seem to know but won't say.

      Some games put the work in and some don't. It really depends on how strongly the game designer feels about their game and where their own preferences lie, one way or the other. Some MUDs are perfectly comfortable with having 'code' and 'roleplay' being completely separate, some want to integrate the two. Differentiating between those two types in the specific context of MUDs is, I think, part of the reason the requirements are set up the way they are. Similar design elements tend to reflect similar design philosophy, regardless of whether we're talking about 'RPIs', 'MUDs', or 'MUSHes'. I'm not sure where you're really going with the 'real reason'. It's certainly not a matter of hardcoding permdeath in the specific context of deleting pfiles. I'm pretty confident that's a thirty minute job, tops, even on some of the more FUBAR codebases.

      posted in Adver-tis-ments
      crayon
      crayon
    • RE: Optional Realities & Project Redshift

      @Alzie said:

      @Thenomain To explain Crayon, It boils down to the fact that Muds use flatfiles for each character. These flatfiles determine what names are taken as well. Coding death in requires deciding how to deal with these flatfiles and/or whether or not you allow names to be reused. Real permadeath would mean a system that closes a connection, ends the flatfile, deletes/moves it somewhere and then, if wanted, pings a system to make sure the name can't be used again. All of this in poorly document, error prone, badly written hardcode (usually c, because when the mud codebases were written, despite the availability of better choices, c was apparently the shit) that makes even me want to stab my eyes out when I look at it.

      So basically: It is not easy to change mud hardcode.

      It actually goes past that into plain game design. If you implement permadeath it really changes the entire way your game is going to need to work mechanically, especially with most MUDs being built on the detritus of hack & slash. With how easy it is to die on many MUDs that have been built with hack & slash in mind, the amount of balancing and restructuring that would have to go into your mobiles, your combat system, your progression system, etc. boils down to a pretty enormous workload. Permadeath is also usually going to want to include more realistic or advanced code for injuries, handling situations where people are on the brink of death, etc., because when dying is for good, running out of HPs and then immediately going splat just doesn't really cut it sometimes.

      So basically a lot of MUDs wind up trying to straddle the fence and wind up with code/RP separation. You can go kill a hundred mobiles, then go to a bar and chat, and when those mobiles respawn you just kind of handwave the whole thing. It's just kind of a lazy solution to the problem of MUDs not initially really being designed with RP in mind, and I think that's where the 'RPI' codebases tried to break away by starting somewhat fresh and building the game systems with roleplay in mind.

      posted in Adver-tis-ments
      crayon
      crayon
    • RE: Optional Realities & Project Redshift

      @Thenomain said:

      The answer of "because history" explains how we got here, but not why this has to be.

      It doesn't have to be, really. I mean, games that do not have mechanical perma-death could certainly do with either establishing that death doesn't really happen as an IC thing, and work it into their setting and theme, or else just redesigning the gameplay to make death a possibility, but less of a probability. The thing is, not many games are really built for perma-death. If you implemented it straight in on most MUDs, it would go very, very poorly, just because of how the games are designed. There really aren't that many codebases that are already well-suited to it, so where it comes to MUDs it's very hard for people to significantly change the world to accommodate perma-death without investing a lot of effort into rebuilding at least some aspects of the engine. On the other hand, when you simply integrate a lack of death into your setting and your world, it can create a feeling that there's a lack of stakes. It kind of takes the meaning out of most actions, too. Is something really heroic if there's no real permanent risk? Which isn't to say that it can't work on a consent basis, but that's not really everybody's cup of tea, and it gets kind of ugly fast in my experience. Eg, people doing suicidal things and then not being willing to die versus people doing sane things and being willing to die. It just kind of creates an environment in which your characters get ICly punished for your being willing to play along, OOCly, and the reverse in people that don't want to play along getting rewarded.

      posted in Adver-tis-ments
      crayon
      crayon
    • RE: Optional Realities & Project Redshift

      @Thenomain said:

      What are the community standards to being called an RPI? You have been taking a stance of "technically correct is the best correct", so show me on the interwebs where RPI is defined.

      RPI is mostly just a MUD codebase (or small collection of similar code bases) that's evolved over several iterations and into numerous divergent and convergent games, to be completely honest. It has some traits that tend to be consistent from game to game, usually the lack of a who list, a general style and syntax, and the lack of OOC communication in-game. Those are just arbitrary features that tend to be in common over iterations of the codebase, as far as I can tell. By this point most RPIs are fairly divergent cousins, and one or two no longer even have those same common features, but that's all really besides the point. The focus of the community as far as I can tell is on games that couple automated systems with roleplay centricity, with the automated systems being built to support that roleplay rather than just being a side feature. Permanent death is a somewhat arbitrary part of the overall combination of requirements, but there's a reasonable debate to be made that roleplay without permanent death can be very jarring or otherwise diminish the realism of players' roleplay. Moreover, permanent death as a feature helps to distinguish between play communities where everything is IC, always, and where things are sometimes OOC. This isn't quite as relevant to the MUSH community as it is to the MUD community. In the MUD community there are a lot of stock codebases on which people roleplay, but the automated systems and code are actually completely separate from roleplay, and mostly hack and slashy. Not all of our games actually have strict or pure permadeath, and we're actually debating the merits one way or the other at the moment, though I'm not sure we've heard from anybody playing on a MUSH in that thread yet. I would imagine most MUSHes are permadeath to begin with? Most that I've played on have been, at least, though I'm not sure I've experienced a non-consent MUSH, yet.

      @Alzie said:

      I know, RolePlay Enforced

      It's actually 'Roleplay Intensive'. And as mentioned above, it's a pretty arbitrary name for a group of similar and presumably related codebases. When people casually refer to RPIs, and they're not speaking about a game that utilizes the codebase, it's usually just a catch-all for games on whatever codebase that have a generally similar methodology and approach, as far as non-consent, roleplay-focus, mechanics for roleplay, etc.

      The general RPI 'tree' as a codebase goes far enough back and has enough branches or lookalikes from converging design that it's hard to really tell sometimes. Unless I'm mistaken, BurP2 is actually a distant, heavily-modified, almost unrecognizable cousin to SoI. When people talk about RPIs as a 'genre', rather than a tree of similar and often related codebases, it gets really subjective because people are generally talking about a certain sort of game climate, and there's actually nothing about that game climate that would preclude many MUSHes that have those sorts of features. The requirements Optional Realities utilizes are generally considered to be standard for that climate and play culture, which isn't to say that the 'quality' of roleplay on those games is inherently 'better' than on games that have different approach, so much as it has different but likely occasionally overlapping appeal, except insofar as the term 'RPI' itself is a little pretentious, but hey, I didn't make it.

      @Arkandel

      The way I'd put it is the difference between Magic Online and a lot of free multiplayer Magic: the Gathering game clients.

      That's actually the exact analogy I was going to use initially, but I wasn't sure everybody would follow. I think there are actually a couple of graphical tabletop simulators along those lines too, or maybe it was for board games.

      posted in Adver-tis-ments
      crayon
      crayon
    • RE: Optional Realities & Project Redshift

      @Alzie said:

      So again, the definition appears to be any command that a player types which then produces an output. So either we're not as stupid as you want us to be or you're not as smart as you think you are.

      No. Having code at all does not inherently satisfy the automated systems requirement. Writing a script that allows you to type 'joe' as input and get 'bob' back as output isn't an automated system in the context of roleplaying game design. It's not even really a system.

      Let's say you wanted to make Risk into a game. Rather than writing all of the rules into the game as mechanics, you write it so that the game effectively just simulates the Risk board. You can move pieces in ways that defy the actual rules of the game, if you really wanted to, but everybody's there to play Risk so nobody really does that, and if they do they get slapped around for it. You can roll dice and such with the system, but you have to sort out how many dice you should roll and when. This is not an automatic system.

      If you code in the mechanics of the game as an automated system, usually a binding one, the game determines how many dice you should roll, and sometimes when.

      It's the difference between a monopoly game where you roll the dice and then manually select where your piece moves and people look at you funny if you do it wrong, and a game that does it for you.

      Most nonconsent MUShes, and several MUSHes in general, probably qualify. While their automated systems are more Risk and less, say, Crusader Kings 2 or Civilization V, usually, they're still automated systems.

      I'm really not sure where all the talk of snobbishness, nepotism, elitism and the like came from, but for all of the complaining about our requirements, I don't believe anybody's actually applied and been rejected.

      Generally speaking, the tone of debate here has seemed on the combative side, and I'm not really one to flinch away from debate or being combative in it, so if that's off-putting, I'm sorry, but when somebody repeatedly torches the same strawmen or spears the same windmill forty consecutive times and then starts calling people stupid, I'm perfectly capable of pointing out the fallacy.

      The automated systems requirement has less to do with 'roleplaying' and more to do with 'game', specifically different classes of and approaches to design.

      posted in Adver-tis-ments
      crayon
      crayon
    • RE: Optional Realities & Project Redshift

      I think you'll find that 'automated systems' is a very simplistic and minor requirement. While the degree of automation required can be construed as vague, having automation at all is pretty simple. Is it anything-goes, may as well be roleplaying in a Yahoo chatroom for all intents and purposes? Probably not sufficiently automated. Do you have automated systems that generate outcomes rather than leaving it up to the player or some sort of arbitration? You probably qualify. Nobody's really being 'excluded' here. If you think your game qualifies and apply to be listed, and are willing to contribute with articles or discussion topics or what-have-you, then apply. The idea that not listing games that haven't even asked to be listed, or speculation whether they would or wouldn't be accepted when they haven't even inquired as to listing, is kind of silly.

      There's a lot of hostility, chest-beating, and elitism going around, and it really turns me off from wanting to try to engage with anybody here, because people only seem to be interested in debating with straw men.

      @Thenomain said:

      I would be tilting at windmills.

      Whether you choose to tilt at windmills in a place in which you feel comfortable and secure, or elsewhere, you're still tilting at windmills.

      @Thenomain said:

      It has an application process that I believe to be ridiculous and not at all representative of quality RP.

      We're not looking to define quality roleplay so much as collect a group of similar games that happen to have quality RP. In addition to the other qualifications. Whether or not permanent death or automated systems play a role in determining the 'quality' of RP is inherently going to be somewhat subjective and debateable. It might encourage a stronger mean, if one really wanted to argue that, but it really just comes down to storytelling and writing. Please stop burning straw men, they can't fight back, you know.

      In any event, we do have some updates:

      Arucard shares his thoughts on manipulating player motivations to achieve desired effects!
      http://optionalrealities.com/how-to-be-puppet-masters-for-your-game/

      The results from last month's short story contest!
      http://optionalrealities.com/forums/index.php?topic=191.0

      Optional Realities' community mafia game, round one!
      http://optionalrealities.com/forums/index.php?topic=214.0

      Discussion of the merits of permanent death!
      http://optionalrealities.com/forums/index.php?topic=213.0

      That last one might be of especial interest here, since it seemed to be a point of contention and debate in this thread.

      posted in Adver-tis-ments
      crayon
      crayon
    • RE: Optional Realities & Project Redshift

      @Thenomain said:

      A Mudder's Perspective. Really, 'automated conflict' is the second-highest kind of RP you can attain? Automated Conflict is Role-Play? Described as "roleplay-focused player versus environment activities" I am fairly confident that this person either has not had a combat on a Mush, which is so roleplay-focused that it takes effing forever to get through.

      On the contrary, I've had several combat experiences on MUSHes, though I can certainly agree with this generally being a 'MUDder's perspective'. The notion that automated conflict or interaction with automated systems somehow is inherently disqualified from being roleplay is a pretty extreme MUSH perspective, and one that's certainly colored in a lack of experience with MUDs that have combat systems built around roleplay in addition to automated systems built and programmed to be dynamic and contextual. In theory, there's nothing really keeping a game from building its automated features, in a text-based engine, to be as immersive, interesting, and interactive as a game of tabletop, or at least coming awfully close. Some of Haven's features stand as a really strong example of how this can be done, and if you're incapable of seeing how automated systems can be used to prompt and bring players together for contextualized roleplay scenarios without the need of a helping hand from staff or a designated storyrunning player, that's an indication that your perspective is likely too locked in personal experience and habit to see the potential, or else you're bound with some sort of elitist mindset that simplifies all MUDs as mindlessly hack-and-slashy. Admittedly, most 'RP' MUDs are built upon the detritus of generations of hack-and-slash, and it shows, but many games, especially ones running on engines built from the ground up, have come a long way. The simple fact is that hack-and-slash will never be all that competitive on a text-based engine compared to mainstream graphical games, but the virtue of the text-based engine is its potential for creativity and storytelling and many designers now aim to build their automated systems to foster such approaches.

      @Thenomain said:

      I don't know what he means by "wide scope socialization", but if it's like most of the group meetings that I've played on Mushes then it's even worse, and I can't wait to get back into small groups. The way he seems to indicate it is something we call "Bar RP" and is no different than "downtime socialization". (The idea that Bar RP is always flatline-RP is a misnomer. It may provide important opportunities to catch up with plot.)

      Wide scope socialization generally involves player-arranged events, such as parties or other such affairs, which usually do a great job of getting players interacting and building interpersonal relationships but only rarely serves as a meaningful part of a character's story or as a springboard for a moving plot. Generally speaking while these events are great for their breadth, they tend to lack in depth. They appeal to many players, but they seldom significantly impact any individual character in a meaningful way. Simply put, they lack gravitas. That's not to say they're worthless; they certainly aren't worthless, and are a fantastic tool for getting characters to interact with those they might not meet otherwise.

      I actually distinguish between 'Bar RP' and wide scope socialization in the article, with 'Bar RP' being what I typically class as a downtime interaction. The reason it comprises the flat line of the pulse is because it's flat line roleplay. It is the lowest common denominator, and when all else is gone, 'Bar RP', mudsex/tinysex, domestic roleplay, etc. will still be there. If we tried to strip another layer of roleplay to dub something else the 'flat line', there would be no roleplay left to point at, as all that would be left is idling, and I don't believe I need to point out that idling is not roleplay. I think this point of disagreement likely springs from two causes, one in that you assume a negative connotation in this sort of roleplay being deemed the flat line, and another in that 'Bar RP' generally tends to be a bit less common and more impactful on MUSHes (in my experience) than on MUDs. The ability for more impactful roleplay to emerge from 'Bar RP' or other downtime activity, or for it to serve an important role as a carrier of plot information for characters, is actually consistent with being the 'flat line' of a pulse (from which we get spikes).

      @Thenomain said:

      Crayon's solutions must also be a Mud-thing, because I don't know what he's talking about. It reads to me like "do things". Okay, I promise to do things.

      They're very likely a primarily MUD thing, as MUSHes tend to rely more on staff or player storyrunners to keep things moving. MUSHes also tend to favor an approach through which most plots (and roleplay) are engineered and possibly even predetermined through OOC communication, where MUDs tend to aspire towards creating an environment that will organically spur players into contexts that will lead to a story. I do think the automation and incentivization tactic is unique to MUDs, but also somewhat rare and seldom done well.

      @Thenomain said:

      With one exception: Incentives. We here in the Mush world have a love-hate relationship with incentives to players, because we are constantly fighting the "bloated character sheet" (aka Dino) problem, when it is a problem. A substantial number, but probably not majority, of us believe you should play games to play games, and agree to the setting and theme and rules of the game you log into. The only incentive I need (or, really, want) is staff giving a shit what I'm doing.

      We have this in the MUD world, too, and it's probably significantly more prevalent than it is on MUSHes, at least in my experience with both. This is also something that can be corrected with better game design, but that isn't always going to be an option when you're working directly from tabletop rules. One thing that I think MUDs should generally aspire to is actually designing the game and its automated systems dynamically enough that staff doesn't have to give a shit what you're doing in order for you to want to do it, or tell a meaningful story through doing it.

      @Thenomain said:

      I still would like to see a Mudder approach coding the Storytelling system. This is not just a challenge, but to see how it would end up.

      Haven's the only MUD that I've seen really approach this, if you're referring to player storytelling, though your emphasis of the Storytelling system makes me wonder if you're referring to a specific game's approach that I've not experienced. It's interesting, and certainly has its flaws, but it's a very refreshing thing to have on a MUD.

      @Thenomain said:

      Hell, no MUSH would classify as "RPI" according to these people, even though we take our RP very seriously. 'WHO' is a tool, and if we don't have 'where' reporting then there will be heartache. Pages, channels, all ways to organize and table-talk things that need table-talked. I think half of any game I code is for player-tools and not character-tools. For us, this is critical, because we play the game as an extended tabletop.

      Until someone comes along and tries to figure out the difference between Mush and Mud, there will be no synthesis. This is why I think Optional Realities' supposed goal is silly and comes down to, "It is what I say it is." As long as it isn't supposed to be about Mushes, sure, but the original post is all about the Mushes. Then isn't. Then is. Then isn't. Yeah. This isn't solvable without understanding and compromise.

      I'm not sure what exactly you're referring to as Optional Realities' 'supposed goal', but as far as the differences between MUDs and MUSHes go, I think they're actually fairy simple. MUSHes tend to be an online platform for tabletop. They may have some automated systems to mirror tabletop rulesets to varying extents, but they seldom have significant degrees of automation. The mimicry of tabletop has allowed MUSHes to historically cultivate and cater to a stronger roleplay culture, whereas MUDs tend to come from a more gamer-oriented or hack-and-slash background. What you tend to find in attempts at 'synthesis' is an unhealthy clash where either design elements modeled after MMOs fail to be conducive for roleplay or tabletop elements prove to be incompatible with automation. You can highlight the differences, such as the tendency for MUSHes to rely primarily on OOC avenues to arrange for roleplay and storytelling where many RP MUDs at least aspire to an organic approach, but this doesn't really get us anywhere meaningfully. The term 'RPI' is loaded with a lot of feature-oriented nonsense regarding things like 'Who' lists and OOC communication, and a long history of bickering over its actual definition, but it's my belief that it's more or less a de facto title for games that aspire to build their automated systems and game world in such a way as to be conducive to a similar level of storytelling as you would find in a tabletop setting, though many, being Diku-derived, are pretty unsuccessful at it. Not everybody is likely to think that it's a realistic goal to be striving towards, or a reachable one, but I do think that the text-based medium is uniquely well-suited to the approach. Either way a 'synthesis' won't really be possible without breaking free from both the 'tabletop' mindset (which relies on staff or player storyrunners too heavily to be compatible with automation) and the MMO mindset (which features automation that caters to simplistic feedback loops and grinding behaviors that aren't really helpful for incentivizing roleplay and storytelling enough to ensure that it stands at the game's forefront).

      @Thenomain said:

      Which is why I see it as a vanity project. You choose the games. You choose the definitions. It's your world, and we are guests. If we disagree then we are wrong.

      The definitions are fairly straightforward, and not meeting certain requirements, eg. automated systems, might seem a little subjective but it's a pretty simple sieve through which to sort out games that are reasonably alike. Not being designed with a reasonably similar approach in mind doesn't necessarily make one 'wrong'. I'm not sure where vanity has anything to do with it, nobody's saying that a game is 'wrong' in its design because it doesn't use the same approach as the games that Optional Realities considers as community partners.

      @Alzie said:

      A ship floating through space meant to repopulate the human race after an extinction event fighting against unknown enemies using high technology where the captain is controlled by a secretive council of humans that decides when they do what. If you take out actually colonizing new worlds it'd be the same.

      I actually happen to be watching Knights of Sidonia on Netflix presently, and there are certainly similarities. Those similarities can also be found in the backstory of the Trigun series, Atonement RPI, Battlestar Galactica, and a wealth of other science fiction stories. It's probably not as common a trope setting as 'post-apocalyptic desert wasteland' but it's pretty well-utilized (and fun).

      @Tyche said:

      I couldn't fathom what the heck it was all about.

      Sorry! I'll work on improving readability with future releases, and might try to write up a simplified version of the original article.

      @Thenomain said:

      What I am discovering about people who are exclusive Mudders: They have a very specific, almost draconian idea of what "RP" means.

      I think the MUD community has cultivated a lot of ideas about what constitutes 'good' roleplay, or what constitutes a story, but I think debating what is and isn't roleplay is actually pretty silly. If anything, I found your suggestion that roleplay revolving around automated systems was not, in fact, roleplay to be exceptionally draconian!

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