@bored In that case, the key is to make it more easily usable and more approachable. If I could code something of this complexity I would take a shot at it, but I am not that good of a coder. In fact, since I haven't had time to code in months, I'd probably have to re-teach myself to properly use inter() again... blargh.
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Posts made by Lithium
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RE: Integrating Combat System and Roleplay
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RE: Neo-Tokyo Nights
@Chet I like the idea of an OC game, I've seen some beautiful ones done back in the hayday of hobby. This actually hits on something that bugs the crap out of me about some games (WoD especially).
People just ignore the crap out of theme. They throw it away and trample it.
Back in the day this used to be called 'Special Snowflake' where everyone is special and somehow defies theme to the point that there is no regular theme in place, the game loses it's flavor entirely. It's something I've seen infest a number of good games and anytime you try to bring up playing within theme you end up with people attacking you for saying something is 'wrong fun'.
I hope this takes off, not only because it's a sci-fi game, but because it's not /pretending/ to be something it's not, which is what you run into on a lot of games.
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RE: UX: It's time for The Talk
@HelloProject That was just an example. Try to auto code Hero Games System, or Anima, or Exalted, etc etc.
There's a lot of things that /can/ be coded, but that doesn't mean it will be helpful.
There is no coded holy grail /unless/ you dumb systems down to the point that it's point and click like an MMO.
Most Table Top systems aren't designed for that. They're designed around modifiers for environment, what you're doing, etc.
If I have to take into account every modifier I'm /still/ going to have to learn a coded command that is going to be counter intuitive in some respect for someone because there's no such thing as a perfect game, or perfect system.
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RE: Crunchy games?
You want crunchy? There's still a Champions/Hero Games game out there. That's pretty crunchy. Could use new blood to actually.
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RE: UX: It's time for The Talk
@HelloProject Good luck. One guy has to type attack <target> with <weapon/power/maneuver> other guy has to type defend with <whatever>, then there's the modifiers for willpower, going all out, going full defense, etc.
Sure, you /could/ code that all in, but I don't think it'd actually speed anything up. You're still waiting for one person to decide something and your code would be unnecessarily complex having to /wait/ for the response before it could do /anything at all/.
There are systems were automated code works fine. There are systems where it does not.
To try and say all code should be able to do all things is simply wrong.
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RE: Integrating Combat System and Roleplay
@bored Why not? Because it's another layer of separation. Some people play from their phones or tablets. Not everyone has a roll20 account, then there's the setup that's needed for those various games.
I played on a Dark Sun game a while back that used an online website called editgrid I think to make maps and run adventures with. Don't know if Editgrid is still around actually...
But it still causes a lot of back and forth. Having it all centralized onto the game, even if a little time consuming to set up, is still putting everyone in the same place at the same time and overall allows the greatest user base.
Just imho.
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RE: UX: It's time for The Talk
@HelloProject A MUD is a very simple system designed for basic combat. It's loosely based on turn based systems, I attack monster, monster attacks me, you occasionally have a few skills to use to shake things up and provide modifiers. The focus on most MUD codes /is/ the combat. It's based /around/ the combat. It's how one advances through the game.
A MUX is something else entirely in most cases. It's an attempt to make a table top system (most of the time) into something that can be played online. The rules are different. The experience is different. The /focus/ is different.
So the code is different.
Can you make an RP MUD? Absolutely, I started on WoT RP MUD's in the very very early 90's. There was some great RP, some great stories, and some fun kill some mobs times.
The focus was still on the combat where with many MUX/MUSH's the focus is on something else entirely and the code is built around that.
There's also modifiers, depending on the system in place. Every turn isn't just attack mob or cast fireball <target>. It's less automated because the variables are much greater. So the code is thus built to facilitate the environment it's in.
If you want an RP MUD, that's great, make one, I'd probably even help depending on the theme involved but you're trying to compare different code sets with different foci.
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RE: Integrating Combat System and Roleplay
@Tempest I love that code, would have loved something like that for a couple of the games I was building.
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RE: Which canon property/setting would be good for a MU* ?
Steampunk. Victorian. Super Heroes.
I'd be ALL over that.
All over it.
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RE: Coming Soon: Arx, After the Reckoning
I used to use ascii for my crafter on Firan, it can be a lot of fun. I don't like it when color schemes are garish as all hell though and clash badly.
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RE: Health and Wealth and GrownUp Stuff
@Three-Eyed-Crow Don't have any experience with that gym, but I /do/ know that Gym's are one of the easiest places in the world to get sick from. Make sure to sterilize every piece of equipment before and after you use it.
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RE: MSB MU*?
@Misadventure Never made it that high because A) I don't have that much dedication to D3, and B) I always reach a point where I think I am God and then jump into waters to deep for my gear/character and end up going splat.
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RE: MSB MU*?
@Misadventure Anyone who can't Hardcore mode is afraid... /afraid/. So sad.
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RE: MSB MU*?
@Misadventure Everytime I've tried to PL someone in HC Seasonal, they invariably end up getting acid pool'd and instagibbed...
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RE: Magicians Game
I am good with desc'ing, but, I've never read the books. Only watched the series. I can also code at work, because nobody cares if I code at work... but if I was writing descriptions and it came up on QA it'd be different.
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RE: Magicians Game
@Auspice Ahh well can't help with that one, don't know the language yet. Wish I could help.
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RE: Magicians Game
@Auspice What code base are you using? I can help with some code possibly to help make this happen.
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RE: Which canon property/setting would be good for a MU* ?
I would love a game set in Bunraku. Into the Badlands would be pretty good too. I'd also like to see a Dresden Files game that /wasn't/ set on an isolated fucking island without 'my character, not yours' staffers.
I really wish I could have found staff to help me with my big trouble in little china dresden game. Oh well.
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RE: Tokyo Ghoul Mush???
Season 1 is absofuckinglutely excellent.
Season 2.. jumped the shark.
At least if you've read the manga. If you've only seen the anime though? Eh iz ok.
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RE: How Do I Headwiz?
Make /your/ game. You won't be happy if you have to change it from what you want and this will increase your burnout.
People who like your game will stay and play. People who don't will leave. Losing a player is not always a 'Bad Thing(tm)'. Sometimes it is a good thing.
Make sure you have enough code in place to support the bare minimums of what you will need. There's a lot of things that can be added after the fact, or tweaked.
Make sure all your policies are simple and laid out, /enforce them evenly/.
Delegate.
I can't say this enough. You cannot be awake 24/7. You cannot be guiding everyone on the game 24/7. You have to be able to step back and just let the game roll on it's own sometimes. Unlike a tabletop game once you open the doors there's a lot of control you lose, so don't try to run it like a Table Top game.
Learn when to say No. Do not be afraid to say No. A MU is a dictatorship, and you have to be a benevolent one for your game to flourish.
Benevolent doesn't mean everybody will love you, but the game you built will if you're true to it.