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    2. Misadventure
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    Posts made by Misadventure

    • RE: Social 'Combat': the hill I will die on (because I took 0 things for physical combat)

      Just skipping over the last few days of posts as I remembered something that was important to me at least about this overall topic.

      I like details, details the players can latch onto to include in their plans, mention in their approaches to problems, use to better understand the world setting. Details that constrain their options so they have to get creative, as well as change up their approach or use methods or resources they might not normally. I want details that give them examples and ideas beyond what they may have on their own.

      For combat, this sort of detail has in some games come in the form of hit locations, and variable weapon performance against types of armor. Different moves based on weapon type and reach, different defenses based on mobility, and of course differences based on fighting styles and or feats and advantages.

      I want that sort of thing so my players, doing what they do the most, which is interact with entities and mysteries, so they can have details and nuances to what they do, what they have prompts for.

      However, I run games with a lot of ST attention, and the NPCs are with interacting with. I am fairly sure that this is not the case on MU*s, at least not to any degree of detail.

      posted in Mildly Constructive
      Misadventure
      Misadventure
    • RE: Social 'Combat': the hill I will die on (because I took 0 things for physical combat)

      A side note on manipulation, social inputs, and player agency. I've had a lot of experience with Players whose characters have a hair trigger temper, yet you couldn't do anything to trigger it against the Players will, even purposefully creating the same situations that set them off.

      I do not want to accommodate this sort of thing.

      posted in Mildly Constructive
      Misadventure
      Misadventure
    • RE: Social 'Combat': the hill I will die on (because I took 0 things for physical combat)

      It sounds like an argument saying that:

      1. for whatever reasons (long standing RPG history of abstraction, easy in video games, lack of real world expertise) RPG players are fine assuming that excellent combat randomizer results are the product of excellent in fiction actions,

      2. that for whatever reasons (long standing RPG history of absence, railroaded decision trees in in video games that feature it at all, assumption of personal) real world expertise) players are fine assuming that excellent social influence randomizer results must be accompanied by personalized to that players perception of excellent in fiction social actions to ever be given any credit at all.

      This is an old discussion. Topics previously brought up:

      Player control of actions and attitudes is critical to enjoyment of play. They may not expect a certain outcome, and it may be something the Character doesn't like, but it takes the Players acceptance to have effect.

      Mind control is a long standing phobia and point of contention. Even in comic super hero games, where mind control is a trope.

      If characters can't use social skills, then they shouldn't be in the rules.

      if Players can't help out with RP social influence then they are being bad Players. It's a form of cheating.

      Some Players pose not just lazy, but terrible approaches to social influence.

      It is considered too close to telepathy to help a Player describe actions that would socially influence another Players character.

      If a Player likes one Players RP or TS or whatever more than anothers, they have their characters be easily swayed utterly loyal etc in service to that Player they like, yet turn around and resist with all the systems might when a Player they don't like, don't like the RP of, or something else.

      Some Players use social influence to force disgusting actions on the other PLAYER, via both Players in game Characters, by passing the idea that everyone should be in this to create enjoyment for themselves AND others.

      No one can decide, and if it is decided, stick to an overall approach per game of its Player Vs Player, or cooperative play.

      It is or isn't cheating to rely on your own social skills, writing skills or popularity, and to have social influence without any such game stats. (stolen from Bobotron)

      These do not all agree, just examples.

      posted in Mildly Constructive
      Misadventure
      Misadventure
    • RE: Um...What?

      @chime Given how long some Kickstarters take to deliver, I bet this happens often.

      n.b. So far, it is video games and big board games that have taken the longest. I also now have my board games. I have one video game, Drifter, which is playable, but still way in development. Looking at you Kitaru, Mandate, Emerald ...

      posted in Tastes Less Game'y
      Misadventure
      Misadventure
    • RE: DC : Gods and Monsters MUX

      I think that "personal influence" can be tossed unless staff present the exact version of the character they want to see, including all history of interactions with other FCs.

      Otherwise, there is nothing to protect (storywise, balance is another issue). It's a random thing to see what happens. Especially if a new player of the same FC goes in a different direction at all.

      I just don't see it as anything more than an exercise in delusion that everyone else is creating the universe a given player/staff expects.

      posted in Adver-tis-ments
      Misadventure
      Misadventure
    • RE: Cheap or Free Games!

      Are the old school ascii ones doable on iPad? Like Moria's descendents?

      posted in Other Games
      Misadventure
      Misadventure
    • RE: DC : Gods and Monsters MUX

      I don't wanna play Selina. I wanna play Donna Thunder.

      posted in Adver-tis-ments
      Misadventure
      Misadventure
    • RE: Star Trek Adventures Thoughts

      @faraday
      0 16.00
      1 44.00
      2 34.25
      3 5.50
      4 0.25

      This is including the 2 successes on a roll of a 1 for each of 2d20. 16/48/36 for 0,1, 2 successes otherwise.

      posted in Tastes Less Game'y
      Misadventure
      Misadventure
    • RE: Star Trek Adventures Thoughts

      @lithium If I recall the chance for 1 success on each d20 is in the 5-14 range, and if you roll very low that counts as 2 successes on that die.

      I recall I thought it interesting, but when i looked at it with anydice.com I didn't like what I saw.

      posted in Tastes Less Game'y
      Misadventure
      Misadventure
    • RE: Game Theory: Mortal Horror

      Nigh useless thought: Don't Rest Your Head (among others such as Blades in the dark) has set boxes for responses when a PC gets overwhelmed, such as fight or flight, which you check off as they are used. This assures that there will be some variety in responses. I could really see some use for this for teenagers, where the choices include Do Stupid Teenager Shit.

      posted in Mildly Constructive
      Misadventure
      Misadventure
    • RE: DC : Gods and Monsters MUX

      @coin said in DC : Gods and Monsters MUX:

      @misadventure said in DC : Gods and Monsters MUX:

      Wonder Woman and Vandal Savage can be bitter divorcees who still love one another deeply.

      I'd play the fuck out of this relationship.

      I think that is why they are divorcees.

      Just saying that once you open the characters to non-canon, you may as well go all the way, or you'll end up with the appearance or the actuality of biases based on favorite story arcs, personal preferences and variable enforcement as staff opinions change.

      posted in Adver-tis-ments
      Misadventure
      Misadventure
    • RE: DC : Gods and Monsters MUX

      I feel that if Clark Kent gets to be gay, then Lois Lane gets to be a gay male if the players so desire. Don't care that much about player takes on characters, but the point of a universe with a canon list of player characters seems to be being recognizable individually and in potential relationships.

      Otherwise, Robin can pair up with The Question in his first appearance, and Wonder Woman and Vandal Savage can be bitter divorcees who still love one another deeply.

      posted in Adver-tis-ments
      Misadventure
      Misadventure
    • RE: Darkwater: The Return

      I feel that it would utterly rewrite the game. Now, since most folks have already done the character creation work long ago, they may have the energy and patience to try to rewrite the same characters in new rules.

      Or they may not.

      posted in Adver-tis-ments
      Misadventure
      Misadventure
    • RE: Fortydeuce's Playlist

      @cobaltasaurus said in Fortydeuce's Playlist:

      @fortydeuce ToL is great! I wish he'd stop playing with Spider. 😐

      This wounds me. 😞

      posted in A Shout in the Dark
      Misadventure
      Misadventure
    • RE: Changeling the Lost 2e: The Huntsman Chronicles

      So what they are when they return is not just remains of what they were while they were in Arcadia. That feels like a huge change. Maybe not.

      But if being Sidhe is about how you escaped, then the whole core sounds like it will not be about what was done to you in Arcadia.

      posted in Mildly Constructive
      Misadventure
      Misadventure
    • RE: Darkwater: The Return

      @cobaltasaurus Really? Like what? I totally didn't hear anything like this. Though I only saw werewolf players juuuuust as the Pure were about to leave grid.

      I should amend that, I could see some things I was there for as being trying, just not THAT trying.

      posted in Adver-tis-ments
      Misadventure
      Misadventure
    • RE: Table-top gadgets

      I kept a copy of my character on my phone, just in case.

      That way I could remember his name.

      posted in Mildly Constructive
      Misadventure
      Misadventure
    • RE: Table-top gadgets

      Laptop. Top down projector. Cuz every gamer has thousands to burn.

      posted in Mildly Constructive
      Misadventure
      Misadventure
    • RE: Coder for Sailormoon Game

      @mercutio Mm, probably. It would also be easy to use the exact same values, but resolve in a different way.

      In case anyone is wondering, BESM uses a simple roll the die under your stat value, which is a common way of doing things really. However, to change power scales they just increase the die size. So your detective who used to make their human scale investigation checks 7 out of 10 times might now make it 7 out of 20 times in a super human game.

      posted in Adver-tis-ments
      Misadventure
      Misadventure
    • RE: Real World Peeves, Disgruntlement, and Irks.

      @derp Sorry, I was thinking about the limit where you begin to accumulate a lifetime capped sum.

      posted in Tastes Less Game'y
      Misadventure
      Misadventure
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