MU Soapbox

    • Register
    • Login
    • Search
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Muxify
    • Mustard
    1. Home
    2. Kumakun
    3. Posts
    • Profile
    • Following 2
    • Followers 0
    • Topics 23
    • Posts 165
    • Best 64
    • Controversial 0
    • Groups 2

    Posts made by Kumakun

    • RE: Fate Development Thread

      @thenomain said in Fate Development Thread:

      Great, this makes me conflicted. Here are the two conversations going on in my head:

      • This is a great idea! People get involved and read the awesome things, and people are more likely to be awesome to get attention! Positive activity between players is always good. Go go go!

      • Okay, so what you're saying is that you want to let the bigger cliques dominate the cultural dialogue. Hell, you're saying that if the players decide the game is about a certain thing and upvote that thing enough that this is what you want your game to be known for.

      I thought about this too. What if it's the same people that decide the direction of the game. I figured I would have some sorting features like 'all time', 'today' 'this week', 'by sphere' etc - and default to popular this week, just to keep the front page fresh. I've never been a big fan of 'on rails' over-arching plot. You start with one idea, but if your player base decides to focus on a different aspect of your universe? Roll with it! Plus I've had this idea about being able to organize your scenes into chapters, or anthologies or something, and give the players the ability to download or share short stories, or 'books' of fiction in different formats - direct link share for social media (with ability for upvotes and some other sort of reward), or even e-book or Kindle formats for Amazon if they want.

      The meat of this hobby is about writing fiction together. I want to take it a step further and make it the point of the game, story building. It's why I think Fate would work so well. Now that I'm talking about it I /may/ even go with Accelerated just to add another layer of abstraction to the rules of the game.

      posted in Game Development
      Kumakun
      Kumakun
    • RE: Fate Development Thread

      @jinshei I meant more so the log is posted online, and upvoting is allowed to occur over time. Once a scene's log reaches a certain level of 'votes', it gets elevated to the featured scenes page of the website, representing the caliber of RP on the game. I think THAT should be rewarded with perks. I plan on having scenes set for size limits, private, etc depending on what the lead person taking the reins wants.

      posted in Game Development
      Kumakun
      Kumakun
    • RE: Fate Development Thread

      @jinshei said in Fate Development Thread:

      I agree, his ideas have a distinct merit (As they often do). I think there is an inevitability to the dino problem because active people progress. Maybe the milestones come slower as people move up? Removing votes helps but replace with praise that gains nothing except warm fuzzy feels.

      I think having a mechanism where other players can upvote a scene should have some benefit, perhaps replacing those 'votes' for something special (refresh? Fate points?) I'd think with a bunch of upvoting particular characters are going to have more impact on the game's overarching fiction giving them a little more story clout anyways.

      posted in Game Development
      Kumakun
      Kumakun
    • RE: Fate Development Thread

      @jinshei I was hoping you'd join in!! I was actually getting ready to ping you about your experience with DS and running Fate long term, then turn you here.

      I think @Thenomain's thoughts might help slow down the major progression some, buying more time before the older more active characters rise to the top, but ultimately they're naturally going to no matter the system so long as it has numbers or any kind of progression really.

      I guess the question is how to make the casual player feel like they're progressing smoothly and not being left /too/ far behind, or is that naturally going to happen after a couple of years?

      posted in Game Development
      Kumakun
      Kumakun
    • RE: Fate Development Thread

      @thenomain said in Fate Development Thread:

      Minor Milestones:
      I think at the end of any run scene if someone can explain how the scene applies to the Minor Achievement then they should get it. (Maybe max once per week per one of the four Minor Achievements.)

      Significant Milestones:
      Whomever is running the scene probably knows beforehand if the scene itself is significant, though surprises will be had. If a private scene reveals a major character shift, then the dreaded "log review" would probably happen. These things are supposed to be personal.

      Maybe limit people to one Significant Milestone per week or two weeks, or let them bank one. Sometimes you learn a crapton about yourself in a hurry, but the effect could be offset.

      Major Milestones:
      This is Fate's big level-up. Off the top of my head I can't think of anything less than an application and obvious situation. This is probably going to depend hugely on the themes of your game. I think that "Avengers: Civil War" held more than one Major Milestone for both Cap and Tony Stark.

      The Key for any of these is that they make sense. Thank goodness that there's little in Fate's advancement system where you can't point and go, "There's the thing that I did/happened to me."

      Adding and activating Aspects may be really personal, but I think you could make Advancement pretty clear and straight-forward.

      I like this. I want to emphasize the game as a story building platform, bringing emphasis to the importance of scenes as chapters or short stories in the running fiction of the game. There's going to be a whole system around it. I'll save that for another thread! I think that's a great rhythm for advancement, submitted scenes - plus it means regular additions to your game's collection, and maybe having extra perks or some sort for community voting or some such.

      posted in Game Development
      Kumakun
      Kumakun
    • RE: Fate Development Thread

      @fatefan said in Fate Development Thread:

      One thing you may want to consider (and that I played around with when I was developing a Fate game) is providing some semi-permanent/sticky location aspects for IC rooms, as part of the desc, in addition to whatever scene-specific/situational aspects there are--more as an available resource for players to easily lean on, invoke, etc.

      That's a great idea! That would give them something easy to play off of and use as a resource, and perhaps some inspiration.

      How would you guys handle milestones and character development in a persistent setting? Time-based milestones? A 'vote' system that adds up points towards a milestone?

      posted in Game Development
      Kumakun
      Kumakun
    • RE: Fate Development Thread

      It's ALIVE!

      Hi guys, I thought I'd bring this thread back because it seems to be the most appropriate place for my questions/thoughts/meanderings on executing fate in a persistent world setting such as a MU. I'm currently working through what it would take for a fate system to be as awesome online as it is tabletop.

      I like some of the things I've seen so far:

      I definitely agree with the fate points thing. They're such a huge part of the game system, but a bit hard to manage in a 24/7 environment. While I think they should keep their impact, I believe there should be more opportunity through a system where either one player 'GMs' and hands out compel bribes from a 'scene' pool - or having a system in place where any player can attempt to compel another might be an interesting way to keep scenes moving, and fate points flowing while you're waiting for your global refresh to happen. I guess it depends on how 'over the top' competent you want your players to be. 🙂

      I also think that Atomic Robo's skill modes are great for quick character generation so that people can get right in there and start building stories without having to invest too much time in the little bit of numbers math there is.

      Because I also like playing 'monster' games, I like Dresden Accelerated's Scale system, whereas some things that go bump in the night are just plain better than you - so figure out creative ways around that obstacle.

      With things like skill modes, I could see chargen being more like a guided story building experience itself - much like the world-building exercises with more of an emphasis on your personal story up to this point, and maybe some internal decision making based on some 'personality' questions, who knows! Fate's flexible that way.

      What else would you do to fate to make it more MU* friendly? How do we make it so new players aren't stuck in hours of OOC land trying to figure out the basics?

      posted in Game Development
      Kumakun
      Kumakun
    • RE: What RPG SYSTEM do you want to play on a Mu*?

      @kumakun said in What RPG SYSTEM do you want to play on a Mu*?:

      Reviving this thread again! Mwa!
      For my JS powered codebase, I think I'm pretty decided that I want to use FATE as my first 'example' plug and play system. I'm curious what about FATE works well on a MU* and what causes hangups. I've heard that FATE tends to be very staff heavy. What makes it that way?

      I can see the FP economy in a scene suffering some without someone being assigned to dole out compels, etc - or having to come up with a system to allow characters to offer each other a compelling from the scene pool.

      Finding another small thread for FATE, I see that the Fate Point economy is a hangup in a persistent world setting - and some of the suggestions were to either lessen their impact or customize the refresh rules. I could see a time-based refresh, but the ability to trade back and forth with compels during scenes, which could lead to interesting RP.

      posted in Mildly Constructive
      Kumakun
      Kumakun
    • RE: What RPG SYSTEM do you want to play on a Mu*?

      Reviving this thread again! Mwa!
      For my JS powered codebase, I think I'm pretty decided that I want to use FATE as my first 'example' plug and play system. I'm curious what about FATE works well on a MU* and what causes hangups. I've heard that FATE tends to be very staff heavy. What makes it that way?

      I can see the FP economy in a scene suffering some without someone being assigned to dole out compels, etc - or having to come up with a system to allow characters to offer each other a compelling from the scene pool.

      Ma' FATE experts, go! 🙂

      Thanks everyone!

      posted in Mildly Constructive
      Kumakun
      Kumakun
    • RE: MU* Server Technology/Features. What do you WANT, what do you SEE?

      New thoughts! I've looked into Ranvier.js. It's pretty cool! But operates more so in MUD standards - plus I'd rather use at least an ODM 'like' structure for my data for validation reasons. Though I probably won't go as big as MongoDB at first and use something portable like NeDB.

      But the reason for this post!

      I've been thinking about scripting languages in a JavaScript-powered MU* server with MUX roots: Do you think I need to go as far as recreating MUSHCode, or would sandbox and 'secured' Javascript evaluation work? The latter would probably be easier - and more worth people's time in picking up a real deal language on the side.

      posted in Game Development
      Kumakun
      Kumakun
    • RE: 80s Style Masters of the Universe/Thundercats/Visionaries Game...

      @bobotron Wow! I didn't realize people still played BESM! 🙂

      posted in Game Development
      Kumakun
      Kumakun
    • RE: 80s Style Masters of the Universe/Thundercats/Visionaries Game...

      I've noticed Netflix bringing back a bunch of 80's cartoons. I'm okay with this. I've considered FATE (probably Accelerated) to run an 80's galactic cartoons, like Thundercats, Silverhawks, etc. I love the mix of fantasy with sci-fi.

      posted in Game Development
      Kumakun
      Kumakun
    • RE: I can't change my profile picture!

      @kumakun said in I can't change my profile picture!:

      @skew When working on 'live' development sites I go into the networking tab under the developer tools and turn off Cacheing. It'll download all of your assets fresh every time. 🙂

      I tried clearing my cache, still no luck! Back to Genma Panda with a ball. So weird!

      Update! My kid unplugged my computer, and after boot and loading Chrome again? My picture changed! Woot!

      posted in Suggestions & Questions
      Kumakun
      Kumakun
    • RE: I can't change my profile picture!

      @skew When working on 'live' development sites I go into the networking tab under the developer tools and turn off Cacheing. It'll download all of your assets fresh every time. 🙂

      I tried clearing my cache, still no luck! Back to Genma Panda with a ball. So weird!

      posted in Suggestions & Questions
      Kumakun
      Kumakun
    • RE: What's out there now and what has been attempted? A codebase discussion.

      @roz Oh nice! I like the folder/email category style listing.

      posted in MU Questions & Requests
      Kumakun
      Kumakun
    • RE: What RPG SYSTEM do you want to play on a Mu*?

      @sunny I just might! I definitely have time to think about it.

      posted in Mildly Constructive
      Kumakun
      Kumakun
    • RE: What's out there now and what has been attempted? A codebase discussion.

      I said a different conversation, but I'm just going to bring it up here! I just dug up SimpleMu and fired it up (wow was my games list old!!) to look at how it handles spawns. It looks like they work KIND OF like Potato, except they're in the same tab strip with your world definitions, and fire an event in the 'notification window' when there's new activity. I think that's the biggest difference, the notification bit. It draws attention in the lower 30% of the screen you're normally paying attention to in the first place. How does your favorite client handle spawns?

      posted in MU Questions & Requests
      Kumakun
      Kumakun
    • I can't change my profile picture!

      I tried to do a quick search on the topic and didn't come up with anything in the first couple of wheel scrolls so... 🙂

      I'm trying to change my avatar image, but every time I upload a picture, it's overwritten by the very first I uploaded. It finally changed for a day or two, until I checked the boards from my phone and BOOM. Back. Is there something I'm missing? Is there an approval process or something?

      posted in Suggestions & Questions
      Kumakun
      Kumakun
    • RE: What's out there now and what has been attempted? A codebase discussion.

      @arkandel Hmm. Good point. Changing the hobby tends to be a tender topic here when it comes up here I've noticed... Though I suppose it is good to also get feedback from dug-in vets as well so they don't get left too far behind. 🙂

      posted in MU Questions & Requests
      Kumakun
      Kumakun
    • RE: What's out there now and what has been attempted? A codebase discussion.

      Is there a dedicated place where people talk about MU development these days? A slack channel, a Discord server? I'd love to find like-minded people in advancing tech of the hobby in a more real-time environment.

      If not, would people be interested in one?

      posted in MU Questions & Requests
      Kumakun
      Kumakun
    • 1
    • 2
    • 3
    • 4
    • 5
    • 6
    • 7
    • 8
    • 9
    • 6 / 9