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    2. ixokai
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    I
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    • Topics 18
    • Posts 686
    • Best 270
    • Controversial 14
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    Best posts made by ixokai

    • RE: Space Games and Travel Time? Why? Why Not?

      The hobby is not as big as it used to be.

      The absolutely last freaking thing it needs is, "Anyone wanna RP?"

      To be answered by, "Sure! Uhh, you're on Coruscant and I'm on Tattooine, um. I can get there in two hours?"

      The more centers of RP there are the harder it is for people to actually connect. The longer people go bored wanting to RP but being unable to for reasons that are built in, the more likely they'll give up and go read a book or watch TV.

      posted in MU Questions & Requests
      I
      ixokai
    • RE: FCs on Comic MUs

      @kanye-qwest said in FCs on Comic MUs:

      @tnp but is @ixokai going to take steps to protect players if the /playerbase/ cares that they app a bi or gay FC?

      Yes.

      It won't happen, but if it did: players do not, flatly, have a right to care about how someone elses character is being played. If a player doesn't like that, they can play elsewhere.

      EDIT:

      Let me rephrase. People have a right to care about anything they want to care about. Quietly, privately and in their own skull. They absolutely do not have a right to bug other players about if they're playing a character "right" or not. That won't be tolerated-- for any situation, be it a character's race, gender, sexuality, particular universe they come from, background, attitude, relationships with other characters... any of it.

      It's never happened before but it'd be considered a conduct violation: it'd be dealt with, without hesitation.

      We'd aren't the biggest game around but we are not concerned with numbers. If someone's a douchebag, we're fine with having one less player.

      posted in Mildly Constructive
      I
      ixokai
    • RE: Genosha (Interest Poll)

      @rizbunz said in Genosha (Interest Poll):

      Sorry. Ended the poll and went ahead and removed the idea. Didn't mean to ruffle feathers, I was just curious what people thought.

      You didn't ruffle feathers. One person had a silly tiffy of silliness.

      Someone is always going to be that one person who is being dumb. We rotate for whose turn it is.

      posted in Game Development
      I
      ixokai
    • RE: Flights 'n Tights MUX

      I've known about this place for awhile and I can't get it through my head to so much as reach out and look at it, let alone log on, for fear of the sticky creepiness that seems to just radiate off of it.

      This is not homophobia. Secret comic book reveal as I throw off my cape: I am teh gay! (I know, @sunny, you are shocked, SHOCKED)

      Here's the center of what bugs me: "This is a haven for gay, bisexual, and queer male characters." The fuck? No gay guy I know thinks like this after the stupid college years. If you want to be a LGBT haven, where is the lesbians? The transgendered Superwoman? I can see and get behind you there. But no. This is about the GUYS. All about the people you wanna bang in tights.

      This entire thing reeks of a creepy fetishization of what's my life and noo thank you. I suspect there's a lot of women with gay fetishes instead of actual LGBT people on this game. I don't have an issue with those ladies usually, I don't go poking my RP partners and asking their RL genders (talk about creepy!), but this is a step too far.

      Yeah I see they say they welcome everyone etcetc but when you declare what you're for you can't just walk that back.

      posted in Adver-tis-ments
      I
      ixokai
    • RE: FCs on Comic MUs

      @tempest said in FCs on Comic MUs:

      Staff's apparent focus on the 'anti-gay/anti-women' elements of the timeframe seems kind of....strange.

      I have absolutely no idea what you're talking about.

      There's all kinds of -isms. Staff isn't focused on any particular one or two. Staff has never said the game is anti-women or are "focused" on that. The civil rights act was just enacted; there's a lot of racism, too.

      Its just a realization that the PC's are exceptional when they overcome the biases of the time. Emma Frost is a CEO. But that's exceptional.

      As for why the game is set when it is-- X-Men: First Class.

      @lithium said in FCs on Comic MUs:

      @ixokai Sexism and intolerance is a thing even today. Anyone who thinks otherwise is lying to themselves or perhaps so privileged they don't see it.

      I... know?

      The thing for me is that RP and Games are meant to be an escape from reality, and it seems an odd point to try and enforce for gaming pleasure.

      No one's enforcing sexism or racism. Just saying when apping: take into account the time. But PC's are PC's and special.

      Or maybe it's just not directed towards me, and that is completely fine, but it strikes me as a bit odd where you claim that sexuality doesn't matter for even FC's on your game, but then you put forth that intolerance about sexuality and sex is a big thing on your game.

      I never put forth that "intolerance about sexuality" is a "big thing".

      It just happens in the background. Like-- the only "gay" clubs are mafia-run and still they get raided from time to time. Do we eye people in a gay club and go NPC a police action? No... do we poke people and say, hey, get gaybashed! No...

      Its just the the texture of the background. Most RP doesn't involve -isms or -phobias because most PC's are supers, and once you're a mutant or an alien or someone who turns into a giant green rage machine,... stones and glass houses. That and most people are OOCly not wanting to play -ists.

      @Lithium Its not that 'women are supposed to be barefoot and pregnant in the kitchen', that's a dramatic overstatement. But that women in certain professional fields would face challenges men wouldn't. Look at the Hidden Figures movie. The men are shocked! shocked! That women not only work at NASA but meaningfully contribute in more then secretarial roles. That's the background in which PC's find themselves: if someone wants to play a woman character in a role that doesn't traditionally have women, they're allowed to. The app should just be written such as to acknowledge this.

      posted in Mildly Constructive
      I
      ixokai
    • Loggers

      Some people have expressed interest in my loggers, so here's the Penn version (I'll add the Rhost version later).

      This isn't actually anything like super clever or advanced/special code, its really pretty basic and easy, so its not a big deal. But it has a dramatic and positive effect on those games which like logs.

      Some of the key features:

      • By default it ignores lines that have 'OOC' in the first word, though this can be turned off.
      • It logs everything it hears, but if you make a mistake in a pose, you can simply +log/undo to delete the last entry and repose.
      • You can +log/show with an argument of like '5' to see just the last 5 poses, useful if you disconnect and need reposes without anyone having to repose to you.
      • It formats your logs for wiki output (will need to be customized for your game's particulars)

      On my games, I modify the room parent so the @conformat actually changes get(%i0/shortdesc) to be: objeval(%i0,u(%i0/shortdesc)) for the express purposes of these loggers use their shortdesc to report their on/off status brightly to avoid confusion.

      The usage is pretty simple: @create an object, drop it, +log/make object, and voila. Its now a logger. +log/on object and pose away. +log/capture is a quick shortcut command to set all the metadata for the log, or you can set them individually. Then +log/wiki

      On the parent you'll want to modify SHOW_HEADER_WIKI to match whatever the wikicode your logs need for your wiki.

      This is the parent:
      
      -- START --
      @create Logging Parent; LP
      @set Logging Parent; LP = NO_COMMAND
      &AHEAR Logging Parent; LP=@include me/CHECK_INCLUDE_OOC[v(include_ooc)];@include me/CHECK_CONNECT;&log`[inc(after(last(sortby(sort_log,lattr(me/LOG`*))),`))] me=[secs()] %0
      @set Logging Parent; LP/AHEAR=no_command prefixmatch
      &CHECK_CONNECT Logging Parent; LP=@break strmatch(%0,* has connected.);@break strmatch(%0,* has disconnected.);@break strmatch(%0,* has reconnected.);@break strmatch(%0,* has partially disconnected)
      &CHECK_INCLUDE_OOC0 Logging Parent; LP=@break strmatch(first(%0),*OOC*)
      &CHECK_INCLUDE_OOC1 Logging Parent; LP=
      &DESCRIBE Logging Parent; LP=Status: [ifelse(v(logging),[ansi(hg,ON)],[ansi(hr,OFF)])]%ROOC Included? [ifelse(v(include_ooc),[ansi(hg,YES)],[ansi(hr,NO)])]%R%R[ansi(hw,Scene Information:)]%R%T[ansi(hw,Summary)]: [get(me/SCENE`SUMMARY)]%r%t[ansi(hw,Date)]: [get(me/SCENE`DATE)]%r%t[ansi(hw,Cast)]: [iter(get(me/SCENE`CAST),name(##))]%R%t[ansi(hw,Location Name)]: [get(me/SCENE`LOCATION)]%R%t[ansi(hw,Location Description)]: [get(me/SCENE`LOCATIONDESC)]%R%R[ansi(hw,Log entries recorded)]: [words(lattr(me/LOG`))]
      @set Logging Parent; LP/DESCRIBE=no_command visual prefixmatch public nearby
      &DO-SET-LOG-OOC Logging Parent; LP=&include_ooc me=[not(get(me/include_ooc))];@remit %l=[ansi(hy,OOC)]: [name(me)] is now set [ifelse(v(include_ooc),[ansi(hg,TO)] include OOC communication,[ansi(hr,TO NOT)] include OOC communication)].
      &DO-SHOW-LOG Logging Parent; LP=@dol/inline HEADER [setq(0,sortby(sort_log,lattr(me/LOG`*)))][ifelse(t(%2),extract(%q0,mul(%2,-1),%2),%q0)] FOOTER={@pemit %0=[switch(%i0,HEADER,u(SHOW_HEADER_%1),FOOTER,u(SHOW_FOOTER_%1),u(SHOW_LOG_%1,%i0))]}
      &DO-START-LOG Logging Parent; LP=&logging me=1;@listen me=*;@remit loc(me)=[ansi(hy,OOC)]: This scene is now being logged by [ansi(hw,name(me))].
      &DO-STOP-LOG Logging Parent; LP=&logging me=0;@remit loc(me)=[ansi(hy,OOC)]: This scene is no longer being logged by [ansi(hw,name(me))].
      &DO-UNDO-LOG Logging Parent; LP=&log`[after(last(sortby(sort_log,lattr(me/LOG`*))),`)] me;@pemit/contents loc(me)=[ansi(hw,OOC)]: The last entry in the log has been undone.
      &INCLUDE_OOC Logging Parent; LP=0
      &LISTEN Logging Parent; LP=*
      @set Logging Parent; LP/LISTEN=no_command prefixmatch
      &LOG Logging Parent; LP=
      &LOGGING Logging Parent; LP=0
      &MESSAGE_LOGGING0 Logging Parent; LP=[ansi(y,OFF)]
      &MESSAGE_LOGGING1 Logging Parent; LP=[ansi(hg,ON)] [ansi(hr,- SCENE IS BEING LOGGED)]
      &SHORTDESC Logging Parent; LP=is currently [u(message_logging[v(logging)])].
      &SHOW_FOOTER_PLAIN Logging Parent; LP=[line_with_text([ansi(hw,end of log)])]
      &SHOW_FOOTER_WIKI Logging Parent; LP=[line_with_text([ansi(hw,end of log)])]
      &SHOW_HEADER_PLAIN Logging Parent; LP=[line_with_text([ansi(hw,[name(me)]'s Log)])]
      &SHOW_HEADER_WIKI Logging Parent; LP=[line_with_text([ansi(hw,[name(me)]'s Log)])]%r[[include LogInfoBox%r|summary=[get(me/SCENE`SUMMARY)]%r|date=[get(me/SCENE`DATE)]%R|location=[get(me/SCENE`LOCATION)]%r|related=If there are no related logs, put 'None', -- please don't leave blank! [!-- IMPORTANT: The formatting MUST be: [http://marvel1963mush.wikidot.com/log:name NameOfLogGoesHere] --]%r|themesong=None%r]]%r[[include LogPlayerTop]]%r[iter(get(me/SCENE`CAST),[[include LogIcon name=[lcstr(name(%i0))]]],%b,%r)]%r[[include LogPlayerBottom]]%R%R====%R%R
      &SHOW_LOG_PLAIN Logging Parent; LP=[setq(0,get(me/%0))][ansi(hx,%[[timefmt($H:$M:$S,first(%q0))]%])] [rest(%q0)]
      &SHOW_LOG_WIKI Logging Parent; LP=[rest(get(me/%0))]%r%r*%r
      &SORT_LOG Logging Parent; LP=comp(after(%0,`),after(%1,`),N)
      -- END --
      
      This is the master room: note the last command, set @VP to the dbref of the parent:
      
      -- START -- 
      @create Logging Commands; LC
      @lock/Use Logging Commands; LC=IS_APPROVED/1
      @lset Logging Commands; LC/Use=no_inherit
      @set Logging Commands; LC = TRUST
      @set Logging Commands; LC = WIZARD
      &CMD-+LOG/CAPTURE Logging Commands; LC=$+log/capture *:@include me/DO_CHECK_BASIC;&scene`cast %q<logger>=[lvplayers(%l)];&scene`location %q<logger>=[name(%l)];&scene`locationdesc %q<logger>=[ifelse(hasflag(%l,temporary),get(%l/tempdesc),get(%l/desc))];&scene`date %q<logger>=[ictime()];@pemit %#=Captured.
      &CMD-+LOG/CAST Logging Commands; LC=$+log/cast *=*:@include me/DO_CHECK_BASIC;@eval [setq(cast,iter(%1,pmatch(%i0)))];@break strmatch(%q<cast>,*#-1*)={@pemit %#=I can't find anyone named: [iter(%1,ifelse(t(pmatch(%i0)),,%i0))].};&SCENE`CAST %q<logger>=%q<cast>;@pemit %#=[ansi(hy,OOC)]: Cast set to: [itemize(iter(%q<cast>,name(%i0),%b,|),|)].
      &CMD-+LOG/DATE Logging Commands; LC=$+log/date *=*:@include me/DO_CHECK_BASIC;&scene`summary %q<logger>=[ifelse(strmatch(lcstr(%1),today),ictime(),%1)];@pemit %#=[ansi(hy,OOC: Date set to: [ansi(hw,%1)].
      &CMD-+LOG/LOCDESC Logging Commands; LC=$+log/location/desc *=*:@include me/DO_CHECK_BASIC;&SCENE`LOCATIONDESC %q<logger>=[switch(%1,here,objeval(%#,u(%l/desc)),%l)];@pemit %#=[ansi(hy,OOC)]: Location description set to: [get(%q<logger>/SCENE`LOCATIONDESC)].;
      &CMD-+LOG/LOCNAME Logging Commands; LC=$+log/location/name *=*:@include me/DO_CHECK_BASIC;&SCENE`LOCATION %q<logger>=[switch(%1,here,name(%l),%1)];@pemit %#=[ansi(hy,OOC)]: Location name set to: [get(%q<logger>/SCENE`LOCATION)].;
      &CMD-+LOG/MAKE Logging Commands; LC=$+log/make *:@eval [setq(logger,locate(%#,%0,Tn))];@break hastype(%q<logger>,PLAYER)={@pemit %#=You can't make a player a logger!};@assert t(%q<logger>)={@pemit %#=I can't find an object named [ansi(hw,%0)].};@break match(parent(%q<logger>),%vp)={@pemit %#=That object is already a scene logger.};@parent %q<logger>=%vp;&LOGGING %q<logger>=0;@lock/listen %q<logger>=logging/1;@listen %q<logger>=*;@pemit %#=You have made [ansi(hw,name(%q<logger>))] a Scene Logger.;
      &CMD-+LOG/OFF Logging Commands; LC=$+log/off *:@include me/DO_CHECK_BASIC;@assert get(%q<logger>/logging)={@pemit %#=[ansi(hw,name(%q<logger>))] is not logging this scene.};@tri %q<logger>/DO-STOP-LOG=%q<logger>
      &CMD-+LOG/ON Logging Commands; LC=$+log/on *:@include me/DO_CHECK_CONTROLS;@break get(%q<logger>/logging)={@pemit %#=[ansi(hw,name(%q<logger>))] is already logging this scene.};@tri %q<logger>/DO-START-LOG=%q<logger>
      &CMD-+LOG/OOC Logging Commands; LC=$+log/ooc *:@include me/DO_CHECK_CONTROLS;@tri %q<logger>/DO-SET-LOG-OOC=%#
      &CMD-+LOG/RECLAIM Logging Commands; LC=$+log/reclaim:@pemit %#=[ansi(hw,OOC)]: Reclaiming all loggers...;@dol children(%vp)={@assert strmatch(%#,owner(##));&logging ##=0;@pemit %#=... [ansi(hw,name(##))];@tel ##=%#}
      &CMD-+LOG/RETURN Logging Commands; LC=$+log/return *:@include me/DO_CHECK_BASIC;@tri %q<logger>/DO-STOP-LOG=%q<logger>;@tel %q<logger>=owner(%q<logger>);@mail [name(owner(%q<logger>))]=Logger Returned/[name(%#)] has returned your logger to you from [name(%l)];
      &CMD-+LOG/SHOW Logging Commands; LC=$+log/show *:@break strmatch(%0,*=*);@include me/DO_CHECK_BASIC;@tri %q<logger>/DO-SHOW-LOG=%#,plain
      &CMD-+LOG/SHOW-LAST Logging Commands; LC=$+log/show *=*:@assert isint(%1)={@pemit %#=The second argument is expected to be a number, got [ansi(hw,%1)]};@include me/DO_CHECK_BASIC;@tri %q<logger>/DO-SHOW-LOG=%#,plain,%1
      &CMD-+LOG/SUMMARY Logging Commands; LC=$+log/summary *=*:@include me/DO_CHECK_BASIC;&SCENE`SUMMARY %q<logger>=%1;@pemit %#=[ansi(hy,OOC)]: Summary set to: [ansi(hw,%1)].
      &CMD-+LOG/UNDO Logging Commands; LC=$+log/undo *:@include me/DO_CHECK_BASIC;@tri %q<logger>/DO-UNDO-LOG=%q<logger>
      &CMD-+LOG/WIKI Logging Commands; LC=$+LOG/wiki *:@include me/DO_CHECK_BASIC;@tri %q<logger>/DO-SHOW-LOG=%#,wiki
      &CMD-+LOG/WIPE Logging Commands; LC=$+log/wipe *:@include me/DO_CHECK_CONTROLS;@wipe %q<logger>/LOG`*;@wipe %q<logger>/SCENE`*;@pemit %#=[ansi(hw,name(%q<logger>))] has had its current log wiped.
      &CMD-+LOG/POSE Logging Commands; LC=$+log/pose *=*:@include me/DO_CHECK_BASIC;@tri %q<logger>/ahear=%1;@pemit %#=[ansi(hw,OOC)]: Pose added.
      &DESCRIBE Logging Commands; LC=
      @set Logging Commands; LC/DESCRIBE=no_command visual prefixmatch public nearby
      &DO_CHECK_BASIC Logging Commands; LC=@eval [setq(logger,locate(%#,%0,Tni))];@assert t(%q<logger>)={@pemit %#=I can't find an object named [ansi(hw,%0)].};@assert match(parent(%q<logger>),%vp)={@pemit %#=That object is not a Scene Logger.};
      &DO_CHECK_CONTROLS Logging Commands; LC=@include me/DO_CHECK_BASIC;@assert controls(%#,%q<logger>)={@pemit %#=You do not control that scene logger.};
      &IS_APPROVED Logging Commands; LC=not(strmatch(get(%#/status),NEW))
      &UFAIL Logging Commands; LC=You must be approved to use the logging system.
      @set Logging Commands; LC/UFAIL=no_command prefixmatch
      @VP Logging Commands; LC=#396
      -- END --
      
      
      Here's the help file:
      
      -- START --
      The +log system is used for logging of scenes in such a way that it minimizes the amount of stuff you have to clean before posting, not to mention making sure you post the log in the correct format.
      
      The scene revolves around Scene Loggers, which are plain objects that you own and re-use from one scene to the next. You never really need to have more then one. To create a <logger>, type: @create <logger> and then drop it. You can make this a scene <logger> then by typing: +log/make <logger>. Once you drop the <logger>, the following commands are available:
      
      +log/on <logger> - activate logging
      +log/off <logger> - deactivate logging
      +log/ooc <logger> - toggle if OOC communication is logged. Default: off.
      +log/show <logger>=X - show the current log or X lines of it. (=X is optional.).
      +log/wipe <logger> - clear the current log.
      +log/undo <logger> - remove the last entry in the log. Useful to repose a correction.
      +log/pose <logger>=<pose> - add a pose directly to the logger
      
      Before posting, you can store the scene information with:
      
      +log/summary <logger>=description - set summary of current scene
      +log/cast <logger>=person1 person2 .. personN - set participants in log
      +log/location/name <logger>=name - name of place where log takes place. 'here' gets current room name.
      +log/location/desc <logger>=text - description of place where log takes place. 'here' takes current room desc.
      
      +log/capture <logger> - cast, location/name and location/desc all in one handy command
      
      When you're ready to post your log, +log/wiki <logger> will show you the current log and wiki formatting.
      
      When done, just 'get' your <logger> and take it with you. If you see someone's <logger> laying around, +log/return <logger> will return it to their inventory.
      
      If you've lost your logger, +log/reclaim will teleport ALL of your loggers to your inventory whether they're in use or not.
      -- END -- 
      

      This is the Rhost version of the code. It probably would require very minimal tweaking to work on MUX but I don't know.

      This is the Rhost version of the code, though it requires the penn_setq option to be set to on.
      
      The logging parent:
      
      --START--
      @create Logging Parent; LP=10
      @Ahear Logging Parent; LP=@include me/CHECK_INCLUDE_OOC[v(include_ooc)];@include me/CHECK_CONNECT;&log-[inc(after(last(sortby(sort_log,lattr(me/LOG-*))),-))] me=[secs()] %0
      &CHECK_CONNECT Logging Parent; LP=@break strmatch(%0,* has connected.);@break strmatch(%0,* has disconnected.);@break strmatch(%0,* has reconnected.);@break strmatch(%0,* has partially disconnected)
      &CHECK_INCLUDE_OOC0 Logging Parent; LP=@break strmatch(first(%0),*OOC*)
      @Desc Logging Parent; LP=Status: [ifelse(v(logging),[ansi(hg,ON)],[ansi(hr,OFF)])]%ROOC Included? [ifelse(v(include_ooc),[ansi(hg,YES)],[ansi(hr,NO)])]%R%R[ansi(hw,Scene Information:)]%R%T[ansi(hw,Summary)]: [get(me/SCENE-SUMMARY)]%r%t[ansi(hw,Date)]: [get(me/SCENE-DATE)]%r%t[ansi(hw,Cast)]: [iter(get(me/SCENE-CAST),name(##))]%R%t[ansi(hw,Location Name)]: [get(me/SCENE-LOCATION)]%R%t[ansi(hw,Location Description)]: [get(me/SCENE-LOCATIONDESC)]%R%R[ansi(hw,Log entries recorded)]: [words(lattr(me/LOG-))]
      &DO-SET-LOG-OOC Logging Parent; LP=&include_ooc me=[not(get(me/include_ooc))];@remit %l=[ansi(hy,OOC)]: [name(me)] is now set [ifelse(v(include_ooc),[ansi(hg,TO)] include OOC communication,[ansi(hr,TO NOT)] include OOC communication)].
      &DO-SHOW-LOG Logging Parent; LP=@dol/inline HEADER [setq(0,sortby(sort_log,lattr(me/LOG-*)))][ifelse(t(%2),extractword(%q0,mul(%2,-1),%2),%q0)] FOOTER={@pemit %0=[switch(%d0,HEADER,u(SHOW_HEADER_%1),FOOTER,u(SHOW_FOOTER_%1),u(SHOW_LOG_%1,%d0))]}
      &DO-START-LOG Logging Parent; LP=&logging me=1;@listen me=*;@remit loc(me)=[ansi(hy,OOC)]: This scene is now being logged by [ansi(hw,name(me))].
      &DO-STOP-LOG Logging Parent; LP=&logging me=0;@remit loc(me)=[ansi(hy,OOC)]: This scene is no longer being logged by [ansi(hw,name(me))].
      &DO-UNDO-LOG Logging Parent; LP=&log-[after(last(sortby(sort_log,lattr(me/LOG-*))),-)] me;@pemit/contents loc(me)=[ansi(hw,OOC)]: The last entry in the log has been undone.
      &INCLUDE_OOC Logging Parent; LP=0
      @Listen Logging Parent; LP=*
      &LOGGING Logging Parent; LP=0
      &MESSAGE_LOGGING0 Logging Parent; LP=[ansi(y,OFF)]
      &MESSAGE_LOGGING1 Logging Parent; LP=[ansi(hg,ON)] [ansi(hr,- SCENE IS BEING LOGGED)]
      &SHORTDESC Logging Parent; LP=is currently [u(message_logging[v(logging)])].
      &SHOW_FOOTER_PLAIN Logging Parent; LP=[ui-footer([ansi(hw,end of log)])]
      &SHOW_FOOTER_WIKI Logging Parent; LP=[ui-footer([ansi(hw,end of log)])]
      &SHOW_HEADER_PLAIN Logging Parent; LP=[ui-header([ansi(hw,[name(me)]'s Log)])]
      &SHOW_HEADER_WIKI Logging Parent; LP=[ui-header([ansi(hw,[name(me)]'s Log)])]%r[[include logheader%r|summary=[get(me/SCENE-SUMMARY)]%r|location=[get(me/SCENE-LOCATION)]%r|desc=[get(me/SCENE-LOCATIONDESC)]%R]]%r%r[[include logcastbegin]]%r[iter(get(me/SCENE-CAST),[[include logccon name=[lcstr(name(%i0))]]],%b,%r)]%r[[include logcastend]]%r%r[[include logstart]]%R%R====%R%R
      &SHOW_LOG_PLAIN Logging Parent; LP=[setq(0,get(me/%0))][ansi(hx,%[[timefmt($02H:$02T:$02S $P,first(%q0))]%])] [rest(%q0)]
      &SHOW_LOG_WIKI Logging Parent; LP=[rest(get(me/%0))]%r%r-----%r%r
      &SORT_LOG Logging Parent; LP=ncomp(after(%0,-),after(%1,-))
      @set Logging Parent; LP=NO_COMMAND
      --STOP--
      
      The master room commands: be sure to set @VP to the dbref of above:
      
      --START--
      @create Logging Commands; LC=10
      &CMD-+LOG/CAPTURE Logging Commands; LC=$+log/capture *:@include me/DO_CHECK_BASIC;&scene-cast %q<logger>=[lcon(%l/player)];&scene-location %q<logger>=[name(%l)];&scene-locationdesc %q<logger>=[ifelse(hasflag(%l,temporary),get(%l/tempdesc),get(%l/desc))];&scene-date %q<logger>=[time()];@pemit %#=Captured.
      &CMD-+LOG/CAST Logging Commands; LC=$+log/cast *=*:@include me/DO_CHECK_BASIC;@eval [setq(cast,iter(%1,pmatch(%i0)))];@break strmatch(%q<cast>,*#-1*)={@pemit %#=I can't find anyone named: [iter(%1,ifelse(t(pmatch(%i0)),,%i0))].};&SCENE-CAST %q<logger>=%q<cast>;@pemit %#=[ansi(hy,OOC)]: Cast set to: [itemize(iter(%q<cast>,name(%i0),%b,|),|)].
      &CMD-+LOG/DATE Logging Commands; LC=$+log/date *=*:@include me/DO_CHECK_BASIC;&scene-summary %q<logger>=[ifelse(strmatch(lcstr(%1),today),time(),%1)];@pemit %#=[ansi(hy,OOC: Date set to: [ansi(hw,%1)].
      &CMD-+LOG/LOCDESC Logging Commands; LC=$+log/location/desc *=*:@include me/DO_CHECK_BASIC;&SCENE-LOCATIONDESC %q<logger>=[switch(%1,here,objeval(%#,u(%l/desc)),%l)];@pemit %#=[ansi(hy,OOC)]: Location description set to: [get(%q<logger>/SCENE-LOCATIONDESC)].;
      &CMD-+LOG/LOCNAME Logging Commands; LC=$+log/location/name *=*:@include me/DO_CHECK_BASIC;&SCENE-LOCATION %q<logger>=[switch(%1,here,name(%l),%1)];@pemit %#=[ansi(hy,OOC)]: Location name set to: [get(%q<logger>/SCENE`LOCATION)].;
      &CMD-+LOG/MAKE Logging Commands; LC=$+log/make *:@eval [setq(logger,locate(%#,%0,Tn))];@break hastype(%q<logger>,PLAYER)={@pemit %#=You can't make a player a logger!};@assert t(%q<logger>)={@pemit %#=I can't find an object named [ansi(hw,%0)].};@break match(parent(%q<logger>),%vp)={@pemit %#=That object is already a scene logger.};@parent %q<logger>=%vp;&LOGGING %q<logger>=0;@lock/use %q<logger>=logging/1;@set %q<logger>=!no_command;@listen %q<logger>=*;@pemit %#=You have made [ansi(hw,name(%q<logger>))] a Scene Logger.;
      &CMD-+LOG/OFF Logging Commands; LC=$+log/off *:@include me/DO_CHECK_BASIC;@assert get(%q<logger>/logging)={@pemit %#=[ansi(hw,name(%q<logger>))] is not logging this scene.};@tri %q<logger>/DO-STOP-LOG=%q<logger>
      &CMD-+LOG/ON Logging Commands; LC=$+log/on *:@include me/DO_CHECK_CONTROLS;@break get(%q<logger>/logging)={@pemit %#=[ansi(hw,name(%q<logger>))] is already logging this scene.};@tri %q<logger>/DO-START-LOG=%q<logger>
      &CMD-+LOG/OOC Logging Commands; LC=$+log/ooc *:@include me/DO_CHECK_CONTROLS;@tri %q<logger>/DO-SET-LOG-OOC=%#
      &CMD-+LOG/RECLAIM Logging Commands; LC=$+log/reclaim:@pemit %#=[ansi(hw,OOC)]: Reclaiming all loggers...;@dol children(%vp)={@assert strmatch(%#,owner(##));&logging ##=0;@tel ##=%#}
      &CMD-+LOG/RETURN Logging Commands; LC=$+log/return *:@include me/DO_CHECK_BASIC;@tri %q<logger>/DO-STOP-LOG=%q<logger>;@tel %q<logger>=owner(%q<logger>);mail/send [name(owner(%q<logger>))]=Logger Returned//[name(%#)] has returned your logger to you from [name(%l)];
      &CMD-+LOG/SHOW Logging Commands; LC=$+log/show *:@break strmatch(%0,*=*);@include me/DO_CHECK_BASIC;@tri %q<logger>/DO-SHOW-LOG=%#,plain
      &CMD-+LOG/SHOW-LAST Logging Commands; LC=$+log/last *=*:@assert isint(%1)={@pemit %#=The second argument is expected to be a number, got [ansi(hw,%1)]};@include me/DO_CHECK_BASIC;@tri %q<logger>/DO-SHOW-LOG=%#,plain,%1
      &CMD-+LOG/SUMMARY Logging Commands; LC=$+log/summary *=*:@include me/DO_CHECK_BASIC;&SCENE-SUMMARY %q<logger>=%1;@pemit %#=[ansi(hy,OOC)]: Summary set to: [ansi(hw,%1)].
      &CMD-+LOG/UNDO Logging Commands; LC=$+log/undo *:@include me/DO_CHECK_BASIC;@tri %q<logger>/DO-UNDO-LOG=%q<logger>
      &CMD-+LOG/WIKI Logging Commands; LC=$+LOG/wiki *:@include me/DO_CHECK_BASIC;@tri %q<logger>/DO-SHOW-LOG=%#,wiki
      &CMD-+LOG/WIPE Logging Commands; LC=$+log/wipe *:@include me/DO_CHECK_CONTROLS;@wipe %q<logger>/LOG-*;@wipe %q<logger>/SCENE-*;@pemit %#=[ansi(hw,name(%q<logger>))] has had its current log wiped.
      &CMD-+LOG/POSE Logging Commands; LC=$+log/pose *=*:@include me/DO_CHECK_BASIC;@tri %q<logger>/ahear=%1;@pemit %#=[ansi(hw,OOC)]: Pose added.
      &DO_CHECK_BASIC Logging Commands; LC=@eval [setq(logger,locate(%#,%0,Tni))];@assert t(%q<logger>)={@pemit %#=I can't find an object named [ansi(hw,%0)].};@assert match(parent(%q<logger>),%vp)={@pemit %#=That object is not a Scene Logger.};
      &DO_CHECK_CONTROLS Logging Commands; LC=@include me/DO_CHECK_BASIC;@assert controls(%#,%q<logger>)={@pemit %#=You do not control that scene logger.};
      &IS_APPROVED Logging Commands; LC=[!hasflag(%#,wanderer)]	
      @Ufail Logging Commands; LC=You must be approved to use the logging system.
      @set Logging Commands; LC=SHOWFAILCMD INHERIT STOP
      @VP Logging Commands; LC=#359
      --STOP--
      
      Help file is the same as Penn version.
      
      posted in MU Code
      I
      ixokai
    • RE: The Eighth Sea - Here There Be Monsters

      First real event tonight (still ongoing, but I can see the writing on the wall); have done some other RPs.

      First: @faraday -- maybe FS3 is meant for more high tech, but they adapted it good. I'm a voodoo priest. Its hella fun. Partially because they smartly know which knobs to twist, but mostly, because @faraday made the most fun combat code for mushes that has ever been.

      Second: As always, @Seraphim73 and @GirlCalledBlu are great storytellers. They have interesting, good characters. And its nice to see they have help this time. They are open and engaging to work with.

      Third: I was worried about 'three ships', but them all based out of Tortuga, I don't think it splits the RP so bad.

      posted in Adver-tis-ments
      I
      ixokai
    • RE: PC antagonism done right

      @faraday said in PC antagonism done right:

      Antagonism makes for good stories, but in a MU* environment I think it's a lost cause. Mostly for the reasons you mentioned, but it's even more than that. Let's pretend that there's a totally mature player who won't start OOC drama, needs no encouragement to play antagonism, and is an awesome RPer. I don't want that person playing my character's antagonist, I want them playing my friend.

      Man I could not disagree more. If I can find someone who is cool, who I know is OOCly not crazy, who will be wanting to play a rival, antagonist or enemy, I'd value that person 100x more as my antagonist then my friend.

      Making friends is easy.

      Having meaningful rivalry (where its entirely IC and doesn't bleed over into OOC powergaming) is the true gems and value of what makes quality.

      posted in Mildly Constructive
      I
      ixokai
    • RE: The 100: The Mush

      I've been playing on this game for about a week or so and am having a ton of fun, and though I missed the Landing and first few things, am already quite involved in the goings on.

      Staff's also incredibly helpful and friendly, and the player base is mostly really mature and fun. (There's one person who seems to have IC/OOC separation issues, but its not a symptom of the game at large).

      I've never played on a Faraday combat game before, and just yesterday we had a huge combat situation where there was like 15 of us Delinquents against something like 10 grounders (but a few of our fighters were non-combatants or ... not good combatants :)). It was a bit involved to get used to, but really, by the end everything went smoother and lower-stress/tension then any MUSH combat I've been on in any game ever.

      EDIT to add: Oh and its the first MUSH which had a wikidot based wiki (as opposed to mediawiki) that I didn't find deeply fucking annoying.

      Apparently wikidot has grown up since I last glared at it.

      posted in Adver-tis-ments
      I
      ixokai
    • RE: FCs on Comic MUs

      @mietze said in FCs on Comic MUs:

      Reading up on all the comic MU stuff makes me glad I never tried them, honestly it is pretty stunning to me that OCs are so disdained! Since I often like the worlds/themes of a genre or place more than I enjoy endless chaining to source material detail (and yes, I understand from reading wikipedia that comic book FCs probably have ten million ways you can go with any given character since they like to rewrite/mix up/alt universe it up) that I would not wish to offend someone by playing a beloved character "wrong" because I didn't know as much about them as a true fangirl should.

      I'm not a huge comics fan (though I love reading about them as well as listening to friends talk about them). But I have gone to a few events for comics fans as the driver/interested companion/for interesting peoplewatching/because I really enjoy people, and I have seen people almost literally froth at the mouth over canon and deviations and stuff.

      It seems like if you're not a totally ovaries to the wall fan person, but wanted to try out a new mush experience you never had before, that you'd want to pick either a super obscure (but how would you know if it was?!) or OC character!

      This opinion is held by a lot of people; some people feel they might play a character wrong (my opinion? Tell me if someone tells you that because I'll happily ban them), or just doesn't like playing 'other peoples stories'.

      Some of my best friends who I invited over to m1963 were gunshy on the FC thing so made some OC's and got comfortable and now have a mix of OC's and FC's.

      I love OC's, myself. I'd never play on a comic game which had a culture that was negative about them.

      posted in Mildly Constructive
      I
      ixokai
    • RE: Social 'Combat': the hill I will die on (because I took 0 things for physical combat)

      To state clearly, what bugs me about social combat is its abstracting the meaningful character development I've got going.

      If my character is gay as in no really, gay, there exists nothing short of serious drugs he didn't consent to which counts as rape which is getting him to have sex with any lady, no matter how hot, how seductive.

      There's no stat for 'Gay'.

      Then again, I don't always play gay characters; my main character on the Reach ended up married to @Sunny's character. But he had as one of his absolute core principle points a fanatical loyalty. Where is this represented on his sheet? High willpower? But his willpower was provably weak in tons of other situations. Barely mention pot and he'd smoke out. He'd kill someone without really caring if he thought it'd save a child from harm.

      The social nuances of characters are complicated. Maybe your trigger is about the weak, and you'd never go there. Or, maybe you can be easily talked into robbing the rich because those assholes. Sheets don't express any of this.

      "Social" touches the key components of the characters we're making, and they can be deep and interesting, but this desire to handwave away their entire concept because Persuasion.... especially Persuasion which is a bland argument with no substance?

      It invalidates my character.

      I get the whole 'all stats should have weight' argument. I do. I do get it. I just don't care. I don't want to play that game.

      posted in Mildly Constructive
      I
      ixokai
    • RE: Cultural differences between MUDs and MUSHes

      @Kestrel said in Cultural differences between MUDs and MUSHes:

      So here's what I inferred from your post and the others that followed it. This is OK for me to metapose:

      Kestrel is one cocky motherfucker. "I bet I can climb this wall in two seconds flat," she says with a smirk, stepping on up to the wall in question. There is no way she can climb that wall — look how short her stubby legs are.

      This is totally okay.

      This is not OK for me to metapose:

      @ixokai is one cocky motherfucker. Kestrel just stares at him with a baffled expression when he steps on up to that wall with the clearly stated intention of climbing it. There is no way he can climb that wall — look how short his stubby legs are.

      This ... approaches the line. It doesn't quite cross it. The fact that you included the details of the baffled expression lets me infer that you're thinking something along the line sof "ixokai is one cocky motherfucker", as say, body language. Non-verbal communication. I can take this pose, turn, and say, "Fuck you, I can do it."

      The comment about his legs is, if its based on any factual description of the character, also approaching the line but not crossing it.

      Overall, its fine.

      What's not fine is this:

      Ixokai glances at Kestrel and says idly, "I bet I can climb this wall in two seconds flat." That dumbass wouldn't be stupid enough to take the bet.

      Its a bit of a silly example because I suck at examples, but the point is, that last comment? Is totally impossible to respond to. Its pure OOC commentary inserted into the pose which is attacking another character.

      And so, with both of these examples of metapose, one is OK because it's my character I'm writing about, and the other is not because it's about yours and is a powerposing (or godmoding, as MUDers where I come from would call it) metapose. I inferred that it's the combination of the two that becomes a problem.

      The "writing about myself" exception to "metaposing is bad" comes down to the idea that its always OK to not take yourself OOCly too seriously, even if your character is very very serious, and making fun of your character is always fun for everyone.

      posted in Mildly Constructive
      I
      ixokai
    • RE: Space Games and Travel Time? Why? Why Not?

      @Jennkryst said in Space Games and Travel Time? Why? Why Not?:

      @ixokai This is why there are alts, OOC plot rooms, and holographic communicators that let you talk with people across the galaxy.

      Riiiight. So its better to have two or three characters that can only sporadically find RP, instead of one who can regularly RP because the setting isn't actively making finding RP hard.

      And OOC plot rooms don't solve anything but let people pretend the setting isn't actively making finding RP hard. I won't even get into how 'holographic communicators' doesn't even begin to address the issue at hand.

      Any game whose setting is such that any character can't potentially run into any other character is creating hurdles that must be overcome, and making it harder to actually play.

      Now, a mobile setting like BSG:U or @surreality mentions would be fine. Since everyone is mobile too, on any given friday night at say 8pm my time when half the RPing universe is going to bed (since damnit I'm PST and they're EST) but I have three or four hours still to RP in, those that remain are all still potential RP partners with me.

      If something is making the pool of possible people I have to RP with even smaller then my timezone does, screw it. I won't bother.

      posted in MU Questions & Requests
      I
      ixokai
    • RE: Star Wars: Insurgency

      @bored said in Star Wars: Insurgency:

      It wasn't my intent to 'bash' the game, but to offer vigorous and honest criticism. While an open alpha may not be an invitation for a popularity contest on MSB to determine policy, it is a moment in time where the game creators can probably make more use of criticism than at any other time. That they choose not to is fine, but I'm not going to sugar coat how bad an idea I think FCs are (the same way I won't really sit and equivocate on the typical nepotistic tier/feature character stuff in other genres; it's always a shitshow, and you're bad for doing it, and no your explanation as to why you're not bad isn't an exception).

      The bukkake thing was just a callback to a prior joke. I thought it was a humorous summary of one (of many) issues with FCs, how they tend to get into very non-canon relationships that are often cringeworthy and theme-damaging.

      Please note that no one affiliated with this game said you bashed the game nor have any of us taken the criticism as bashing: nor did we turn aside criticism. We welcome it, especially in Alpha -- we're designing core systems still and player input is incredibly valuable. I had an intensely useful conversation on the nature of advancement today and although I'm not yet ready to put a purposal forward, we're moving that way.

      That said, I want to note two things: 1) The level of... criticism that is not about US, but about general STUFF, I don't find useful. This conversation has occasionally diverted to a point where they aren't even talking about is. I don't mind that talk, I'd just wish it happened not here.

      And thanks to Faraday for defending us though she isn't one of our staff, but is acting as a challenge against the criticism that isn't really based around what we're doing. I don't feel comfortable doing that because I know very well there's this line with defending your game on boards like this and if you get too defensive its not useful. She was more defensive then I was, and I thank her for the effort.

      That said, onto topic. We welcome feedback, BUT. Some things simply are.

      We are a Fate game.
      We are a Star Wars game that is diverging from canon after New Hope.
      We allow FCs.

      FCs and OCs are by system equal: its a true fact that simply being a FC might mean people want to RP with them more. We know this. It is a true fact that being a FC means you get a level expectation of awesome that is over other people that you simply will not have here. We know this.
      On SW:I, we are entirely aware of these facts and we know some people are not into them but this is the game we are doing. This will not change.

      We welcome everyone, I go out of my way to help and encourage people, but this is the game we are doing.

      Our decisions are not out of ignorance. Its not even unanimous: of our five staff, only two have an interest in playing a FC. But those two are also some of the most amazing and inclusive and interesting plot staffers we've worked with. Without them, the game doesn't exist.

      Its not even a question.

      Now, all that said. Please try us out. We're in alpha and are open to changing at LOT. Many things are in flux. Our focus is not on stats and details but on story. We love Star Wars and want to play an alternative universe Star Wars universe. Some of us want to interpret FC's, some of us don't. Either way, everyone is on an equal footing.

      We are entirely aware that having a certain name, ie, 'Luke Skywalker', might draw people. But we fully believe that embracing the wider potential of people making interesting characters they enjoy will be what drives RP.

      I got nothin' else to say.

      posted in Adver-tis-ments
      I
      ixokai
    • Not Ending the World

      When you think staff is being rude and insulting, but it turns out hey, just a misunderstanding and everything is fine?

      We focus on Random Bitching and any number of threads about Drama, but, really.

      I almost called a staffer an ass today.

      Staffer clarified position reasonably, and it turned out I misunderstood a thing.

      I apologized for almost calling a staffer an ass.

      We move forward.

      The world does not end.

      We're all friends.

      --

      I just feel this happens a whole lot more then we hear, but man, do we hear the bitching.

      posted in Mildly Constructive
      I
      ixokai
    • RE: Comic MU*s

      www.marvel-1963.com (not canon, allows DC and others)
      www.mutantgenesismux.com (x-men and brotherhood only)
      unitedheroesmush.com (WARNING)

      posted in MU Questions & Requests
      I
      ixokai
    • The City Cloaked in Stars

      For over sixty years, Ethel has tended the starfruit gardens, and before that she worked them decades more under their previous master. There is no one older in all of the City, there is no one who keeps more of the City's history beyond her. She tells the stories of the Sisters of Midnight who once sat the Spire and looked over the City and maintainer their neutrality. She tells the coming of the High Court and how they displaced the Sisters and thought to rule over all that they could see.

      For all of her stories, she does not know who made the City. When she was a little girl, no one else did either.

      The current denizens call it the City Cloaked in Stars, for there is no day, only the cool of night and the sparkle of an endless sky above. The only way to tell the passage of time within the City is the Turning of the Lady, the huge moon swathed in bands of purple, reds and swirling blue that fills the whole of the sky for one day, once a month; that and the Maiden, the glimmering pearl of white that crosses over the sky from horizon to horizon over the course of the day.

      The City is filled with unearthly wonders and impossible things. Its marble towers are not climbed with stairs but platforms that float at speed, its rooms warmed or lit by commands traced into silvered runes embedded in the walls. That is a common pattern for what powers the magic of the City, but it is not universal. There is no two buildings alike, no two places that do not offer their own mysteries.

      For all of its alien wonder, the City is clearly tied to our world, to Earth, because every so often, someone Becomes. You have laid your head down to sleep, perhaps at home, perhaps far afield from your home, and you slept. You awaken in the Garden of Becoming, and are now a denizen of the City Cloaked in Stars.

      But who are you? Perhaps you are a Roman Centurian, with ambitions to rise high. Perhaps you are a Sheriff in the wild west, meant to keep the peace. Perhaps you are a computer science student from Boston, thinking of the next big breakthrough. Perhaps you are an assistant to the Emperor of China. You come from our world, from earth, but from any time in the past to the present.

      You know nothing of the City save for one thing: you understand everyone and they can understand you, and you can read the silvered runes.

      You can not help but stare at the Spire, and you will in time learn of the Lords of the High Court that think to rule the City from there.

      But first you will learn the Lady's Laws, for Becoming is not complete until that is done.

      You walk through the garden-- the flowers luminescent-- and find a platform upon which is a simple hand mirror. You lift it and hear: CATCH NOT THE LIGHT OF THE LADY WITHIN A MIRROR.

      The voice of the Lawkeeper, and you know him. He rests beneath the Spire in the Chamber of Law. You will, in time, be told that he does not enforce the rule of the High Court, though his presence beneath their Spire gives some credibility to their claim to rule.

      He enforces the Lady's Laws, those Laws told to you in the Garden of Becoming, Laws that no one remembers writing, Laws that no one in Ethel's early times remembered writing either. They simply are, and he is the ruthless and efficient enforcer of these Laws. He needs no witnesses, no evidence, for he is the Law and the Law is him, and he knows when the Law is transgressed. He can be ruthless, at times, but where could one go?

      The City is bounded by four rivers and four towers that keep the rivers from ever touching, for The Waters of the Four Must Never Meet -- So says the Lady's Law.

      Beyond the rivers are other lands, poorer lands, but lands which must be harvested to maintain the City.

      Lands which must be defended from as well.

      There is much to do in the City: there are jobs as in any City, but there are also adventurers. Simply exploring a building no one in memory has explored can uncover wonders. Or perhaps you join one of the hunting bands, and fall prey on the Stone Eaters of the Broken Valley beyond one of the rivers. Not everyone is, after all, satisfied with eating the only food produced in the City itself -- starfruit.

      Or perhaps you simply want to explore the lands beyond for a time, though not too much time -- the reach of the Lawkeeper is long.

      There are many groups within the city, factions. Some are explorers, gatherers, fighters. The Wild Hunt would take the City for themselves if they could and so their attacks must be repulsed. The Taken Army resists the High Court, but the Taken King is not much loved, for the Taken are slaves from beyond the City, and not everyone approves of slavery. But it is the Taken that serve Ethel's gardens, the Taken that delve into the Deepness and find the Seeds, and the Taken that work the Nightforge that keeps the City awake.

      --

      Okay, after all that time trying to think of what game to make to learn me some Ares, I decided... to do something completely different. FS3, modified, probably. I know this seems like a high magic setting and it is but that's all in stuff inherent in the City, not stuff characters use to, like, fight.

      BTW, Characters have no powers, but there are magical items. All OC's, I think, no being Elvis.

      posted in Game Development
      I
      ixokai
    • RE: FCs on Comic MUs

      @collective said in FCs on Comic MUs:

      On the other hand, I feel like if I app, say, Nightwing or Red Hood as being into dudes, I'm going to have to wade through a mountain of assumptions about what I'm actually doing on the game. And if I don't include that in the app and I do end up in romantic RP, then I feel like I've lied by omission to the staff, who might not be cool with Dick being into dicks.

      ... oh my god, I can not tell you how much I don't care.

      I mean the utter depth of the not caring is incomprehensibly vast and deep.

      Seriously like, ... wow.

      posted in Mildly Constructive
      I
      ixokai
    • RE: Chromebook MU* Clients?

      There's http://duckclient.com/

      I don't use it but a couple people on Marvel:1963 do that I'm aware of.

      posted in MU Questions & Requests
      I
      ixokai
    • RE: Character Information: Wiki or Mu*?

      Everything needed to play the game should be available in the game.

      For one thing, a not insignificant number of people find making wiki-markup 'work' impossible. They look at wiki, and their eyes just glaze over and they give into despair. For that reason alone, wiki's should be optional.

      For another, I don't want to need to alt-tab all the time to play the game. If I'm running a plot I don't want to have to open five windows to see what the characters are capable of doing: @Tempest's example of Superman is flawed. There's LOTS of FC's that are obscure or have nuanced power levels depending on when/where in their arc they are, and I'm just not really familiar with most.

      posted in Mildly Constructive
      I
      ixokai
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