@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.