@ZombieGenesis said in Hello!Project's Mysterious Game Project Thread:
re-using names as things linked to the old player will now be linked to the new player even if they're technically different characters.
Just to clarify - that's not technically true. But what would happen is that if you delete Bob's character object, then posts from Bob now show up as "Author Deleted" and scenes with Bob no longer list Bob in the participants list. So you can delete characters and recycle names if you really want to, but it has some side effects because then the original "Bob" no longer exists. That's why it's suggested that you just mark idle characters as gone/retired instead (at least once they've actually made an appreciable contribution.)
@ZombieGenesis said in Hello!Project's Mysterious Game Project Thread:
I've coded many different character generation systems for Ares with very little training in Ruby. The catch is integrating it with the web portal, which takes a lot more effort and work. Even something as simple as displaying a custom character sheet can be a daunting and, for me up to this moment, unachievable task. Nevermind integrating your +roll system into the web portal for usage in scenes. That's not to say that it can't be done but it may take more work than the average MUSH admin is willing to put in.
Some of that might be issues with the documentation/support. Adding your own skills/chargen system is one of the places where Ares is designed to be customized. Continuing the castle analogy - it's designed for you to be able to take out the battlement that is FS3 and attach a new one for whatever skills/die roller system you want.
Now it's true that skills/chargen is inherently complex, and doubly so if you want it to work on web too... but that's true no matter which server platform you're going to use.