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    Posts made by krmbm

    • RE: A Regency MU (Conceptual)

      @pyrephox said in A Regency MU (Conceptual):

      @krmbm That...is a good question. Especially if you're having debutantes as a focus. Girls were presented as young as twelve, historically, although fifteen to eighteen were more common, and usually married between 1-3 years of their coming out.

      That's exactly where I was headed. I'm super-squicked by underage PCs (even PCs that look underage weird me out), so it's a HARD PASS if there's not some kind of historical futzing to up the ages. 🙂

      posted in Mildly Constructive
      krmbm
      krmbm
    • RE: A Regency MU (Conceptual)

      What age limits are you planning to set?

      posted in Mildly Constructive
      krmbm
      krmbm
    • RE: Seeking DIY Advice

      @ganymede said in Seeking DIY Advice:

      In short: what am I the player to do here?

      This. A lot of this.

      It's all well and good to have a great idea!!! But it's harder than you might think to make that idea interactive. Making a world people can look at is easy; making a world people can play with is hard.

      Figure out how characters can touch the theme, not just look at it. Super important.

      posted in Mildly Constructive
      krmbm
      krmbm
    • RE: Interest check: Early Rebellion SW game

      @theznar said in Interest check: Early Rebellion SW game:

      I am vaguely considering opening without a wiki

      Building a game when it's already open is really hard.

      posted in Game Development
      krmbm
      krmbm
    • RE: Ares in Mexico

      @Brunocerous said in Ares in Mexico:

      @krmbm If by "use that one" you mean I click on it and it takes me to something that looks like a mush login screen, then yes.

      It's a functional, free client that should let you connect to whatever MUSH you want. I use it all the time when I get firewalled.

      posted in Mildly Constructive
      krmbm
      krmbm
    • RE: Ares in Mexico

      http://www.cheesesoftware.com/MUCon/# Can you use that one?

      posted in Mildly Constructive
      krmbm
      krmbm
    • RE: Differences Between MUDs and Everything Else? (MUSHes, MUXes, etc)

      @SparklesTheClown said in [Differences Between MUDs and Everything Else? (MUSHes,

      My ultimate code design philosophy will be to code the game for people who aren't coders. I think most MUSHes are coded by people who don't seem to understand that not everyone is a coder. There's so little UX and quality of life things that goes into stuff, so I want to fix that.

      I'm not talking about this from the perspective of a coder. From the perspective of a player.

      It's really nice that you changed it from kill blob/sword/strong to kill the blob with a strong attack from the sword or even just click the blob and spam attack, but I still need help kill somewhere. 🙂

      posted in Game Development
      krmbm
      krmbm
    • RE: Differences Between MUDs and Everything Else? (MUSHes, MUXes, etc)

      @SparklesTheClown said in Differences Between MUDs and Everything Else? (MUSHes, MUXes, etc):

      Like, at what point in a game's design do you think an average MUSHer looks at a game and goes "that's too MUD for me"?

      It's about documentation for me, not about how far something skews in terms of code. That is, typing kill monster/sword/optional switch/non-optional switch is clunky, but I have no problem doing it to do it is long as help kill is a useful file. Everything I need as a player should be documented in an easy-to-read help file.

      Look at Ares for a good example of what I mean. Every command is well-documented, every system and admin responsibility has a tutorial.

      Even though coded combat is all about combat thing1/optionalwtf=thing2/more options=dude for reals, I love playing with it, 'cause I can just type help combat and all the commands are right there, or go to /help/combat on the portal. I would never have imagined myself giddily roll-playing my way through scenes, but the documentation makes it easy to turn potentially clunky strings of code into useful RP baubles.

      If you build it and then document it, people will come, Ray.

      posted in Game Development
      krmbm
      krmbm
    • RE: MUs That We Would Love To Make (But Won't)

      @Darren said in MUs That We Would Love To Make (But Won't):

      I made an attempt to start an Expanse game around two years ago and absolutely no one was interested 😞

      Two years ago was pretty much as far back as the beginning of time so you might find a different audience nowadays.

      posted in Mildly Constructive
      krmbm
      krmbm
    • RE: MUs That We Would Love To Make (But Won't)

      @bear_necessities said in MUs That We Would Love To Make (But Won't):

      @krmbm Vampires in the 1920s! Vampires in the 1960s! Vampires in the 1980s! lol

      THESE ARE SUPPOSED TO BE GAMES WE WOULD MAKE BUT WON'T NOT GAMES WE HAVE MADE AND JUST DIDN'T OPEN 😄

      posted in Mildly Constructive
      krmbm
      krmbm
    • RE: MUs That We Would Love To Make (But Won't)

      Cowboys vs Vampires (and occasionally werewolves)
      Wheel of Time (lords & ladies with magic!!!!!)
      Pern (that isn't run by people that still want to play like it's 1994)
      Pirates (swashbuckling adventure, not just sips a drink)

      posted in Mildly Constructive
      krmbm
      krmbm
    • RE: Emotional bleed

      "I was emotionally invested in this scene, and it definitely impacted my character's responses." Yay!

      "I hate Sue's player so my PC hates Sue the character." Boo!

      YMMV.

      posted in Mildly Constructive
      krmbm
      krmbm
    • RE: Interest Check: Time Travel Agency (Ares/FS3)

      @Cupcake I thought for sure that was a really good photoshop of a fake movie poster.

      posted in Game Development
      krmbm
      krmbm
    • RE: MUX web portal experiments. :3

      @Kumakun Thanks. It's looking super-pretty. 🙂

      The ability to see what I missed when I was "offline" is clutch. The amount of switching between devices that happens in any given scene nowadays is such that I just can't see myself going back to needing a persistent connection. So was just wondering if that's where you're at or where you're headed.

      posted in Game Development
      krmbm
      krmbm
    • RE: MUX web portal experiments. :3

      Is this something that allows for non-persistent connections? That is, do I have to stay logged in to this portal to see poses, or - if my connection drops, I switch apps, etc. - do I lose everything?

      I guess what I'm asking: Is this more like Ares or a (very pretty and well-polished!) web-client?

      posted in Game Development
      krmbm
      krmbm
    • RE: Is this hobby on it's last legs?

      @Tori said in Is this hobby on it's last legs?:

      now my kids are in college so.

      Why you gotta do things like that to people...

      posted in Mildly Constructive
      krmbm
      krmbm
    • RE: Game Pitch: Three Letter Agency (modern horror setting - X-Files, Fringe, Control, SCP, etc)

      Just to clarify... that was my two-cents, guys. Didn't mean to derail the thread. Could be totally wrong here.

      posted in Game Development
      krmbm
      krmbm
    • RE: Game Pitch: Three Letter Agency (modern horror setting - X-Files, Fringe, Control, SCP, etc)

      @faraday said in Game Pitch: Three Letter Agency (modern horror setting - X-Files, Fringe, Control, SCP, etc):

      That strikes me as a pretty bizarre deal-breaker if the system is otherwise a good fit for your game 🙂

      Oh, I agree, but I really think that's what the hang-up is. $0.02

      posted in Game Development
      krmbm
      krmbm
    • RE: Game Pitch: Three Letter Agency (modern horror setting - X-Files, Fringe, Control, SCP, etc)

      @Three-Eyed-Crow said in Game Pitch: Three Letter Agency (modern horror setting - X-Files, Fringe, Control, SCP, etc):

      Not sure why Ares' FATE plug-in isn't more widely-used, all things considered. It'd be fun to see something done up with it.

      Isn't it still missing a web interface (at the very least for Chargen)? Pretty sure that's been the deal-breaker for most people.

      posted in Game Development
      krmbm
      krmbm
    • RE: Gray Harbor

      Just a suggestion.

      posted in Adver-tis-ments
      krmbm
      krmbm
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