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    2. ixokai
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    I
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    Posts made by ixokai

    • RE: D&D 5E

      @arkandel said in D&D 5E:

      Whatever it is, my advice if you went ahead with this kind of undertaking is to keep things as close to the books as possible mechanically. There is so much published material already that people would want to try.

      Oh I'm not talking mechanics. Just...setting. This is one thing I think D&D got right, a clear separation between setting and mechanics.

      I do admit after finishing reading the 5E PG, a teeny sadness over how few clerical domains there were, that the gods/mechanics are something that got messy and mixed up in settings/mechanics.

      posted in Mildly Constructive
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      ixokai
    • RE: What's missing in MUSHdom?

      @auspice said in What's missing in MUSHdom?:

      Well, FS3 is an Ares module, it's true, so stripping out FS3... It's possible it'd be doable. What I love about Ares is that it's an out-of-the-box MU*.

      D&D is just such a big, complex beast. However, the more I think about it... It probably has a lot of database support natively, which is what I'd want if I was developing a D&D system for MU*. My biggest gripe with TT systems on MUSH/MUX is putting attributes on code objects. They get so messy.

      But if you could put them in a SQL DB that the game calls? It'd be so much cleaner. And mulling... with the web portal, Ares has a lot of support for databases already. So it MIGHT be doable. I just don't know Ruby enough to say for sure, it's just more a gut instinct call, I guess?

      Oh I'm certain its doable. Almost all Ares functionality is a plugin; though I wouldn't use a SQL database because I wouldn't want to introduce a second DB into ares. It uses redis w/ Ohm as its basic database model, so I'd store stuff that doesn't fit on a character model in redis.

      D&D doesn't seem particularly complicated to me; its got nothing on Eclipse Phase or Shadowrun. Reading over classes with 5E, how so many have choices of 'paths' (circles, monestaries, etc), there'd probably have to be special code for each class for advancement instead of a quasi-generic class-feature-handout that I was planning with Pathfinder, but that's not bad.

      posted in Mildly Constructive
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      ixokai
    • RE: What's missing in MUSHdom?

      @auspice said in What's missing in MUSHdom?:

      It's just so new that it would probably be best if you had a team working on coding it up, yeah.

      Naw, I can handle the code myself fine. I'm not in a rush, but I am a professional developer and know how to plan and execute projects. 🙂

      I'm also not sure it's a fit for Ares, knowing what I do about Ares. I'd almost point to Evennia over Ares. Esp. since in Evennia, you could design 'dungeon modules' for a...

      Why do you say that? The reason I'm going with Ares is an excuse to learn Ruby, and also because out of the box its a far more complete mush-like environment then Evennia. Also since I'm already an expert in Python I don't really need to learn anything there (Except like, how Evennia itself works).

      posted in Mildly Constructive
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      ixokai
    • D&D 5E

      So, quite a few people over on my other thread liked D&D 5E, and I got pointed to D&D Beyond so I could get a digital copy (I don't do physical books), and am looking over it.

      I decided to make a new thread since this is rather more specific--

      If one was to make a 5E MUSH, what D&D setting do people like better? Would you be turned off by an original fantasy-verse? I ask because I know that 'original themed mushes' are harder then ones based on known properties, but I don't know if the D&D part of the property would be enough of a draw.

      What level do you think people should start as? I really don't think level 1 on a mush with what amounts to PUG dungeon delving is a fun starting point; my natural inclination is to say 4-5, but I'm not sure.

      posted in Mildly Constructive
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      ixokai
    • RE: Mush Online Training

      @faraday said in Mush Online Training:

      @ashen-shugar I did an interactive tutorial for the FS3 combat system. The Ares tutorials are interactive, but require a game. I could have done them with javascript like the combat one but it just wasn't worth the effort.

      Hey that's really clever.

      posted in Mildly Constructive
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      ixokai
    • RE: What's missing in MUSHdom?

      @zombiegenesis said in What's missing in MUSHdom?:

      @ixokai The PDFs are out there...if you look. I don't want to post a pirate link but a simple google search will throw up a huge repository now-a-days.

      Oh I know I could get anything if I wanted, but I don't pirate anymore.

      posted in Mildly Constructive
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      ixokai
    • RE: What's missing in MUSHdom?

      @jennkryst said in What's missing in MUSHdom?:

      Buuuuut... D&D and/or Shadowrun gripes could probably go to their own threads at this point.

      Since I'm considering what to make, I consider them quite on topic.

      posted in Mildly Constructive
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      ixokai
    • RE: What's missing in MUSHdom?

      @bored said in What's missing in MUSHdom?:

      That said, ki recovers on short rest

      Oh I missed that part. I thought it was a long rest, which seemed like it'd make low levels really painful.

      posted in Mildly Constructive
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      ixokai
    • RE: What's missing in MUSHdom?

      @ixokai said in What's missing in MUSHdom?:

      maybe put D&D on my maybe-list.

      ... or not. They don't have PDFs and thus the books are pricey. -.-

      posted in Mildly Constructive
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      ixokai
    • RE: What's missing in MUSHdom?

      @zombiegenesis said in What's missing in MUSHdom?:

      @ixokai 5E has actually made me a fan of some classes that I wasn't a fan of before, namely the Monk, the Warlord(the Battlemaster archetype for the fighter), and...the Bard. There's really not a class I would not play in 5E. And there is a shocking amount of variety and versatility in every class. I played in a TT game where we were all clerics and we were all very different and the group was shockingly well balanced. I definitely suggest giving 5E a look.

      Huh, really? Unarmed damage getting a nerf and flurry costing ki made me blink and shrug, I read through the SRD and it didn't seem the other stuff really made up for it. I'll perhaps have to go give it another look and maybe put D&D on my maybe-list.

      What setting is your favorite D&D setting, or would someone mind a custom one?

      posted in Mildly Constructive
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      ixokai
    • RE: What's missing in MUSHdom?

      @ZombieGenesis @Arkandel Hrm, I might have to look at 5E again. I'm generally a monk guy, DND wise, and I always got the impression monks were steamrolled over into blah in 5E, which might have colored my opine. I didn't look close beyond that.

      posted in Mildly Constructive
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      ixokai
    • RE: What's missing in MUSHdom?

      @arkandel Really? I don't know a lot about 5E, but what I've seen of it... I don't exactly know that I like. If I had partners I'd probably code the hell out of Pathfinder, but what's it about 5E for you that does it?

      posted in Mildly Constructive
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      ixokai
    • RE: Make it fun for Me!

      @surreality To me the issue with 'act in good faith' is I can't really tell, often, what's inside your head or if you're acting in good faith or not.

      I can absolutely see dick and point it out though.

      posted in Mildly Constructive
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      ixokai
    • RE: What's missing in MUSHdom?

      @sunny said in What's missing in MUSHdom?:

      You know what my answer is! Buffybuffybuffy. I might even be mushing again by the time you're done. ^^

      This is one I hadn't thought of. I love Buffy. And its actually a rather complicated system to code, which is a plus in context here. Hmm.

      posted in Mildly Constructive
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      ixokai
    • RE: What's missing in MUSHdom?

      @jennkryst said in What's missing in MUSHdom?:

      @ixokai [Place] with a proper HSpace-esque flight simulator. Spelljammer is at the top of my list, but others are potentially neat.

      Man, I have no idea why anyone would want that. The idea of a text based player-skill based flight simulator is anathema to me. The whole HSpace thing is a black box of ugh to me 🙂

      posted in Mildly Constructive
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      ixokai
    • RE: What's missing in MUSHdom?

      @ThatGuyThere @The-Sands

      I'm not sure how the Strange (or Numenera for that matter, sad though that is since the NInth World is an awesome setting) would work out on a mush. The RPG is really designed (Well, all are, but it in particular) for small groups. Specifically, the is a <x> who <y> strongly assumes that in a play-group y's will be unique.

      In say, mage, it would be no big deal if two people wanted to play a Mysterium Mastigos, but in the Cypher system it would be a much bigger issue.

      posted in Mildly Constructive
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      ixokai
    • RE: What's missing in MUSHdom?

      @mr-johnson said in What's missing in MUSHdom?:

      Shadowrun that's not 3rd edition. Seriously please can we have a Shadowrun game running something other then 3rd? There's gotta be someone out there willing to make it happen. Shadowrun is a great series but 3rd is just sooo terrible. I'd even settle for someone basically just porting the Shadowrun returns ruleset roughly and haphazardly to a mush. I mainly just want mah shadowrun world fix.

      I'm curious, when you say 'thats not 3rd edition' it makes it sound to me like the only Shadowrun mushes anyone has ever done is 3rd edition. Is that assumption true, and if so, do you know why?

      posted in Mildly Constructive
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      ixokai
    • RE: What's missing in MUSHdom?

      @faraday said in What's missing in MUSHdom?:

      @ixokai said in What's missing in MUSHdom?:

      So I'm not looking for an easy thing to start with, but something people find interesting/missing.

      I've just seen a lot of folks interested in potentially running a Fate MU*, and I really don't think it would be quite as "easy" as you think - especially if you include the web chargen component. But you know better what sort of project you're looking for. I'm not trying to sway you one way or the other, just clarifying why I brought it up.

      I have a fully functional chargen/sheet/roll system for Rhost for Fate, and its trivial, configurable and usable. There's not a web CG for it but I could write one with ease, with Rhost's API (A system by which external processes can run arbitrary mush code/commands).

      Fate's just... not hard. The skill pyramid just requires you having a configuration of what the top skill is, and then only allow +1 for each level down. Otherwise, its nothing really more then traits, from a code POV. The only hard part I found in implementing stress tracks was the UI, but that wasn't actually challenging in mushcode. The hard part in Fate is deciding/accepting what stunts are valid/invalid, and code can't do that, and it will vary from game to game.

      @The-Sands Do you mean the Monte Cook game which is about a paranormal-ish multiverse organization world hopping with the system Numenera uses?

      @Auspice Ahh, I can't do historical settings. I help run marvel1963 and I find playing in '63 sometimes challenging. 1863? Nooooo.

      posted in Mildly Constructive
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      ixokai
    • RE: What's missing in MUSHdom?

      @faraday I'll check out FFG. As for Fate, I really don't think its very interesting (technically); but its just a system. I'm not looking for a coding project, I'm looking for a game to code for -- but why I want to code is a coding project. So I'm not looking for an easy thing to start with, but something people find interesting/missing. Fate is a system I'm a fan of, but its not a setting or world or RPG on its own. Most of the nuances to Fate are just that Fate is a toolkit to make a RPG and not so much a RPG in its own right.

      @The-Sands Huh, interesting idea. Reading the book now 🙂

      posted in Mildly Constructive
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      ixokai
    • RE: Life... in outer space!

      @bored said in Life... in outer space!:

      Why this shouldn't be the case? Did we forget how telegraphs worked when we invented the phone? Sure, we might not read every ancient ideograph perfectly, but we recognize them as language. And that loss is only because they predate certain milestones of information-storage technology. Why can't we store everything going forward? Hasn't the internet already largely solved this one, and won't it also improve?

      There's this cute/funny movie, Aliens in the Attic back in '09. In it, a group of a couple teenagers and a couple younger kids are at this rental house and they need to call the police!

      And they rush over and find this rotary phone, the likes of which they've never seen in their life, and stare dumbfounded at it for a minute.

      Then they curiously put their finger in the nine and spin it about and it goes all clickclickclickclickclickclickclick back into place, with them staring in disbelief.

      I really do find that scene relevant to the discussion at hand, and do think an advanced species/people might have tremendous difficulty communicating with a less advanced people, save for a subset of those people who dedicated their lives to Old Stuff. Ie, techno-anthropologists.

      posted in Tastes Less Game'y
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      ixokai
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