MU Soapbox

    • Register
    • Login
    • Search
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Muxify
    • Mustard
    1. Home
    2. Ide
    3. Posts
    I
    • Profile
    • Following 0
    • Followers 1
    • Topics 8
    • Posts 109
    • Best 35
    • Controversial 2
    • Groups 0

    Posts made by Ide

    • RE: Evennia - a Python-Based Mu* Server

      Evennia is open to whatever you want to do with it (disclosure, I've been developing an Evennia game and hang out in the IRC a lot). Given that some experienced softcoders write softcode offline and formatted anyway, the difference between mu* softcode and Evennia Python is a little fuzzy.

      posted in Mildly Constructive
      I
      Ide
    • RE: Outside the Box MU* Design/Theory

      @BobGoblin said:

      The spur of this thought line is that I see on games quite often players 'waiting' for things to happen. So what kinds of tools could we as game designers employ to encourage players to go and 'do' things. Story Hook design? Automated monsters to fight? Cargos to ship?

      Improv classes.

      Giving your players code is like putting your kids in front of the TV. It's not 'bad'. It's fine. But it can be better.

      posted in Mildly Constructive
      I
      Ide
    • RE: Kinds of Mu*s Wanted

      @ThatGuyThere said:

      I know this will never happen most likely, but a Castle Falkenstein MUSH.
      I want that probably more then any other kind of mush ever.

      GURPS Falkenstein or the original?

      posted in Adver-tis-ments
      I
      Ide
    • RE: Outside the Box MU* Design/Theory

      @mietze said:

      So: what do you mean by "fiction ownership", specifically?

      Sorry, you answered it earlier -- in GMed games you have people who you have to ask about blowing up the corner bar. This is easier to do when you limit the number of GMs.

      But like you said, it's not just about asking permission, it's dealing with the results. @Thenomain, a wiki is all well and good, but the problem of how a player receives that information is partly independent of where it comes from. (edited for clarity)

      posted in Mildly Constructive
      I
      Ide
    • RE: Outside the Box MU* Design/Theory

      @mietze said:

      or if people don't read updates. To be fair, sometimes staff don't do that either!

      No question this is a hard issue to solve in a game like I'm talking about. If anyone has good solutions I'd like to know.

      posted in Mildly Constructive
      I
      Ide
    • RE: Outside the Box MU* Design/Theory

      It's different because when you go completely GM-full other common mechanics, like XP progression, private information, and fiction ownership often need to be changed or replaced to have the same narrative effects.

      posted in Mildly Constructive
      I
      Ide
    • RE: Outside the Box MU* Design/Theory

      Obviously this is personal preference but a game where each player effectively is a GM. It won't work for everyone.

      posted in Mildly Constructive
      I
      Ide
    • RE: Outside the Box MU* Design/Theory

      For a lot of people mu* is online TT with a few extras, and that's all they want out of it. I'd like a game to break out of that box.

      posted in Mildly Constructive
      I
      Ide
    • RE: Kinds of Mu*s Wanted

      Wow, check this out: https://en.wikipedia.org/wiki/Slobbovia

      The original mu*.

      posted in Adver-tis-ments
      I
      Ide
    • RE: Kinds of Mu*s Wanted

      Thieves World (old fantasy short story anthology series)
      Book of the New Sun (far future fantasy book trilogy)
      Black Company (book series of traveling mercenaries)
      Birthright (kingdoms/domains)
      Guy Gavriel Kay fantasy mashup (Tigana, al-Rassan, etc.)
      Don't Rest Your Head (dark indie urban fantasy RPG)
      Microscope (world-building director-stance indie RPG)
      Paranoia RPG (not-serious dystopian SF)

      posted in Adver-tis-ments
      I
      Ide
    • RE: New GoT MUSH?

      Lions was great (and Tigana of course), I didn't know Arbonne was in the same vein, I'll have to check that out.

      posted in Mildly Constructive
      I
      Ide
    • RE: New GoT MUSH?

      @Misadventure personally I would run the typical S&S adventures of the week within a larger frame of kingdom vs. kingdom conflict.

      I used to play PBM games (yes I'm old), and there was one called Hyborian War. So something like that.

      ...wow, does this still exist? http://www.reality.com/hwconten.htm

      posted in Mildly Constructive
      I
      Ide
    • RE: Gateway to MUX Entry

      I wrote http://wiki.tinymux.org/index.php/Quickstart a long time ago. Not sure if it's current with TMC or anything these days.

      posted in Mildly Constructive
      I
      Ide
    • RE: Fantasy Systems

      Weren't there two Ars Magica mu*'s back in the day? I think the second one never really got off the ground. I remember chargen'ing on it at any rate. IIRC Amberyl (i.e. who later opened Road to Amber) had a hand in both.

      posted in Mildly Constructive
      I
      Ide
    • RE: Fantasy Systems

      https://en.wikipedia.org/wiki/Ars_Magica is a classic.

      posted in Mildly Constructive
      I
      Ide
    • RE: +repose

      This is one of those situations where you realize rooms ≠ scenes.

      posted in MU Code
      I
      Ide
    • RE: +repose

      @Sponge the poor man's MUX's lambda:

      th filter([set(me, vz:mod(\%0, 2))]vz, 1 2 3 4 5)
      Set.
      1 3 5
      

      edit: haha, nothing is uglier than mushcode!

      posted in MU Code
      I
      Ide
    • RE: A question about Ports

      @Runescryer it would require a lot of softcode.

      On the other hand Evennia does this out of the box.

      https://github.com/evennia/evennia/wiki/Sessions#multisession-mode

      posted in MU Questions & Requests
      I
      Ide
    • RE: Codebase

      @Glitch Ah OK, yes that's how it works, it's a result, perhaps unfortunate, of how Evennia commands combine parsing and execution. I think it'd be better to separate the two.

      posted in Mildly Constructive
      I
      Ide
    • RE: Codebase

      @Glitch, I'm not sure what you mean by strings in the back end.. Evennia does use strings often as keys into Python dictionaries, but most objects are class instances or plain Python dicts.

      Recently I've been working a lot with Evennia so I've got a better feel for it. It or a similar codebase definitely could drive a Storium-like UI. I agree with @Loki that you wouldn't have to leave die-hard telnet users behind (and it'd be silly to do so).

      posted in Mildly Constructive
      I
      Ide
    • 1
    • 2
    • 3
    • 4
    • 5
    • 6
    • 4 / 6