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    2. Lilli
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    L
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    Posts made by Lilli

    • RE: New World

      @tiredewok I'd have responded sooner but I've been playing New World!

      Most of the bugs are pvp issues.
      Pvp players are great at exploring any and all 'strategies' in their attempts to win. Usually results in finding all kinds of bugs and exploits.

      Pvp is more for end game and optional.

      posted in Other Games
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      Lilli
    • RE: Real World Peeves, Disgruntlement, and Irks.

      @insomniac7809 said in Real World Peeves, Disgruntlement, and Irks.:

      So I start a new job on Monday. Retail supervisor still, but better than the one I've had since March. (& that better than being unemployed after my last company folded up.)

      This job is like the poster boy for "nobody wants to work for you anymore" that's been going on the last few months. Management pay isn't terrible but the associates are getting minimum wage with a chance of commission, so we're supposed to have at least five but we have one and she's the teen daughter of one of the third keys.

      The District Manager was in today talking about how he thought they'd start getting applications in again after the eviction moratorium expires. And that's my actual peeve. Dream big I guess; "this job is better than homelessness, so we are entitled to a steady supply of applicants."

      Your DM is.... not very bright. So long as somebody else is hiring, and paying more....
      That was an issue before the pandemic. Doubt it has gone anywhere.
      I switched my job of 16 years to a new one simply because of scheduling and needing a sense of contributing more to society.
      I joined the Red Cross, and at a downgrade in pay. Go figure.

      posted in Tastes Less Game'y
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      Lilli
    • RE: Birmingham: The Entangled City (BhamMu*)

      @coin

      Beg to differ. But I can clearly choose to be Unentangled in character creation.

      The magic stuff was just a way of showing a method of getting around having to create every single spell in existence and express that no two people will do things the same, nay, even that the same person won't. Disregard it, since it's irrelevant to a discussion on spell creation in the setting or one where people were tossing Mage-like back and forth. Off topic?

      posted in Game Development
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      Lilli
    • RE: Birmingham: The Entangled City (BhamMu*)

      Somebody is going to be making the spells. Just a matter of whom.

      I guess the easiest way is to just say that here are the prereqs for being able to cast that spell with a modicum of normal success, and let the player determine if they want to give it a go or not. As their 'power' or 'skill' is the actual determinant, not the spell itself.
      i.e. Anyone can look up the spell in the library, database, ask-a-wiz-network, etc.

      For Example. Create Volcano. Fire/Earth. TN: 6 successes. Let's say you need 4,5,6 on a six sided die to create a success.
      Anyone with Fire/Earth can try. But it's still going to be a weak volcano if a Fire 1 wizard manages to accomplish it... You'd need popcorn dice of some sort for a Fire 1 to have a chance.

      Or you can set a TN with a total to beat, and a create a system that has both skill and power. ie <skill>D<power>. This tends to make skill the more prominent for getting it done, but power the possibility for doing greater things.

      Anyways, off the original post. No two people, well, even the same person, will run the same adventure with the same TN levels every time. It's why pre-made characters and modules are used in tournaments? So it is with spell approvals, as well.

      My concern would be more with the non-mages. What do they get? Or maybe worded how much more is a mage spending to get this ability to do or research anything? Especially if there is any kind of PvP allowed.

      In closing, it won't matter. Your game, your concept. It's your baby. You'll attract the people who like it, and etc.

      posted in Game Development
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      Lilli
    • RE: Good places to Sandbox/Anyone interested in forming a group for Sandbox RP.

      I'm sure there is a Discord server for anything. I just don't need something else sucking my time with another 'ding' 'beep' 'you've got a notification sound' 🙂

      You can even find bots for RP instructions. Not sure if they do sheets, but certainly rolls.

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

      Just to point out small talk is interesting for Reasons.

      The question is.... is this thread boring to you? Seems like a very good small talk discussion.

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

      @arkandel
      I think that's when Hawkeye stops playing with Thor. And probably the next person/hero, and the next and the next. And then nobody wants to run a scene for just Thor, so.....

      posted in Mildly Constructive
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      Lilli
    • RE: OC Superhero Discussion

      I'm familiar with Masks or.... Apocalypse to be more precise, which is what Masks is using. So it is perfectly reasonable to move a MU game into multiple directions using AWE, not just rooting it to Teens?

      posted in Mildly Constructive
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      Lilli
    • RE: OC Superhero Discussion

      I've only ever played OC, though I have played all the way from totally free-form to Champions. The most fun I had was with ending up at Xavier's - because of tie-ins, I suppose. An OC-only game will need a theme setting that probably requires a bit more work?

      Grid - People still use one? I see a bunch of residences. When people want a scene they usually set it up on a channel or via pages or even +rp and off they go. Even in FC games, players tend to be separated by power levels, find and tag into plots they prefer - not wander into Galactus vs the Fantastic Four scene on the grid somewhere.

      System. I find most systems stifle creativity, not invite it. Also, systems always invite min/max or people looking for the loophole. That being said, I've always been more attracted to a story, rather than a system. I say more, not only. Main hurdle to any MU* using a system not already boxed is making it - and that's just the main hurdle.

      Without going into the how or why, the last super powered campaign I was involved with used a simple, free system that ended up being deceptively deep. We used Risus (not 2.0, but 1.5), with many of the optional rules - in particular Funky Dice. The basic premise of Risus is using @cliches. A cliche can be anything. They rank from 1 to 6, etc, etc. I suppose the main point of this paragraph is the players really enjoyed the total flexibility of concept. It ended up much like a Wild Talents game with Lite rules.

      Not sure such a close-knit group of players translate over to a MU, though. Nobody in our group was like, @I Win Every Time, or @Can't Touch This. (Nor would it matter in a Risus game) But sometimes I do wonder if it doesn't really matter. People find their joy and avoid things they don't like.

      I find as much joy in bringing somebody's idea to life as my own. When the two collide, it's a blast. Make it, not sure about 'they', but I will come - or at least peek.

      posted in Mildly Constructive
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      Lilli
    • RE: Trinity Continuum Chat

      @zombiegenesis

      It's 2021! And I believe, the core and Aeon are out. Aberrant is in the process of shipping to backers and I guess then available at drivethrurpg.net soonish?

      Saw a link to a Trinity (Aeon) Mux a while back but I think it's a decade old! See if I can find it and post it for fun reading anyways.

      http://aeon-trinity.wikidot.com/

      posted in Mildly Constructive
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      Lilli
    • RE: The Inheritance Gambit: A Marvel MUSH

      Love the Setting.
      It allows for such flexibility.
      Need more RPers, especially in my time zone. Eastern....
      Staff is thoughtful and very helpful.

      posted in Adver-tis-ments
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      Lilli
    • RE: Empire Bay (M&M 3E)

      I don't mind flexible systems, and M&M certainly is that. Flexible systems either require consistency, or a different outlook for the campaign/theme. Perhaps both. I am just not a min/maxer and there are far too many of those in a MUSH environment. That's speaking as a GM type person. As a player, I could care less.

      Ie is it about what you can do or what you would do with it? I know that seems the same idea, but it's drastically different.
      In one you you are usually limited by power levels, points, etc. In the other, the GM and or RPG doesn't really care, and it's about your impact.

      I like the impact rpg systems, but I don't think they are suitable for MUSH. Not enough consistency.

      I don't think I made any sense just now haha. Back to searching for caffeine.

      posted in Adver-tis-ments
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      Lilli
    • RE: Coming in 2016 - Bump in the Night

      @skew

      Not sure how that helps anyone. As ICly they might see it. When the circumstances are different than the description provided on the grid, it's not the player's responsibility. Usually somebody will OOC make an interjection and RP can then continue accordingly.

      Did I just take that too seriously? Oh well. I'm going back to my cheese strudel.

      posted in Adver-tis-ments
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      Lilli
    • RE: Coming in 2016 - Bump in the Night

      @mietze
      I am very frightened of other players. They are scary!

      Well, some of them really are.

      Seriously.

      posted in Adver-tis-ments
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      Lilli
    • RE: Game Idea

      @Sammi said:

      The only existing CoD chargen that I know of is coded for MUX, so I'd go with that unless one of the coders around here really wants to modify it to fit Penn.

      Not sure which one that is. Or maybe I don't understand which rpg this is being based on. I was assuming 2nd WoD, for which there are several, mux, penn, or otherwise.

      posted in Mildly Constructive
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      Lilli
    • RE: Game Idea

      @Taika said:

      Alrighty, I used the link for DigitalOcean and set up a server droplet. I have no idea how to get a copy of tinymux uploaded on there or started 😕 Even reading the walk through in the How-To section has me lost.

      This walk through?

      http://musoapbox.net/topic/138/zero-to-mux-with-wiki

      Persnally.... I would go with PennMUSh in either case. But both are in the instructions, I believe.

      posted in Mildly Constructive
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      Lilli
    • RE: Previously Mutants & Masterminds MUX, now a Question! DUN DUN DUN!

      @Thenomain
      I've toyed around with the idea of getting the group I RP with on MU* to make versions of their characters with Wild Talents.
      The dice roller could come in handy and I wouldnt mind looking at it, but we rarely roll dice in whatever system when amongst ourselves. It's mostly just a comparison and RP it from there type thing. ORE is interesting enough that sometimes you want to roll anyways just to see.
      Less interesting in combat, more so out of it.

      Not sure when you looked at it last, probably the reverse of me. Since I've never seen an ORE system or WIld Talents 1st ed. Just WT 2nd.
      Might have to look up other ORE based RPGs for funzies, I'm just mostly hooked on the superhero genre. Usually from the perspective of Oops. You're now talented (requiring us to make normals first), now what?

      posted in Mildly Constructive
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      Lilli
    • RE: Previously Mutants & Masterminds MUX, now a Question! DUN DUN DUN!

      @Thenomain said:

      @Lithium said:

      Out of all the super hero game systems I've come across it's the easiest to understand

      Because it's still a hell of a difficult thing to understand as a game in general. "Easier" does not mean "easy"; this is the responsibility of the game designers, who have apparently written a game for other people who understand the Superhero mindframe and also a more complex d20 Feats system. These are two conceits of the M&M2 system which limit who it's for and how easy it is to pick up.

      If you think it's easy, then maybe consider the skills you have that make it easy, and find ways to teach this. You won't be convincing me that it's easy by simply saying so. @TNP gets it.

      I have read exactly one superhero system that has addressed both theme and the best way to build powers Wild Talents. I felt that sigh of relief with one small side-note titled something like: "Why we don't throw people into the sun." I bet I can piss off any superhero game fan by building a reasonable, low-powered character who can, e.g., teleport someone into the deepest abyss of the sea and would. Wild Talents says, "Yeah, don't do that, because fun." It cares to introduce people into the game, not just make assumptions like M&M2 does.

      I specifically listed two web comics that care about these aspects, and I'll name a third: Grrl Power. (Link to an example of the characters playing what sounds like M&M)

      Maybe also Mutant City Blues, but I'm not sure Gumshoe makes a good Superhero game. It looks like a good game with super powers. It's probably the only superhero game I've read where the power system is not really a toolbox as much as a power-path. It is, however, another superhero game that thinks about it, for which I give it a lot of props.

      Wild Talents is one hell of a system. I wouldn't want to try and code it. Then again, I wouldnt want to code Champions either.
      It's just a beautiful resolution system with a sweet , if slightly complex, versatile character creation system. We're using it for out TT game, atm.

      posted in Mildly Constructive
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      Lilli
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