You can say "The situations and behaviors you describe as damaging? That's how I describe the worst behaviors of my ex. Please be wary."
Also: if he starts wanting you to account for your change from purchases, run.
You can say "The situations and behaviors you describe as damaging? That's how I describe the worst behaviors of my ex. Please be wary."
Also: if he starts wanting you to account for your change from purchases, run.
@arkandel It's in Irvine, that's the nightmare.
Getting out of this job.
I am sure some folks actually played some medieval/Dark Ages Vampire.
@surreality I, as a only mild wiki user, would look on the wiki for help with it. Especially as you can gave example pages set up to show what something looks like.
@zobi I feel like I am supposed to ask what went better so you have a nosy person in your life.
It feels like a trap.
Has any coder tracked what code gets use, and what doesn't? I am fairly sure who or where etc gets a ton, but what about +hangouts, or +help, or +cookie?
@WildBaboons I'll send you old version of Traveller Mercenary, High Guard, Scout, and Merchant and you can see how your character fares year by year! AND you can wonder what do these skills do because in the original books, many people weren't clear what the resolution method was!
Not a dealbreaker, but close: anything you can only get at character creation.
It creates an artificial special category that is often seen as part of the balancing of a system, while rarely being that important.
Code, coded game mechanics, and game mechanics are all separate things.
There is a room description and you can find who is in it with code.
Players who are using a specific game system can implement the game mechanics "by hand" just fine.
Coded game mechanics mean it will track your resources, handle your action order, or resolve random elements for you. A complex usually only on a MU* system might handle a lot of data, such as everyones political actions for a week, and the changes those actions cause.
Choose the right level of thing to enhance your experience.
@sunny Take a little hope. A friend of mine had a constellation of symptoms, most of which were painful. This was complicated by doctors who just thought she was lying. Eventually, a few surgeries later, and a few doctors later (including one doctor confronting another about just how badly they fucked up not checking something when asked) they got a diagnosis, and at least means to control or reduce what was going on from then on.
Because I am a mechanics fan, I'd look for something where something about the stressors of the police life and the corrupt life have something to them. Often the stressors of both are moderated by drugs, good times, and so on, which often just delays the final pay day.
I'd want something that gave power to the things people pursue, and power to the changes that corruption brings.
For streamlining, I am fairly sure that at least the basic pools for things could be auto coded in so +roll acting auto refers to its default attribute and the acting skill as the base pool. It would be a lot harder to have it be able to say tun on my +3 acting for an excellent director until I turn it off, but that could be done.
I come from the other direction, if something just hand waves many common and obvious factors, I think we are just telling stories, and if we are going to do that, then tell me so I can start ignoring what I thought our common agreements were as well. That's called being fair.
So you mean a police unit that is dominated by corruption, personal vices, but still does its job at least some of the times, like The Shield, etc?
Are we talking code that helps players on a MU*, code that handles game play elements like die rolls and order of action, code that handles larger setting type things such as trade, improvements, and reputation, or "game mechanics" like having stats, rolling dice, and having set personality traits?
@Ashen-Shugar Also there are wolves after you.
I very much enjoyed Cessaly the Feral Squid, and Court Wicke the Sin-Eater both @The Reach. Both had a rich setup for how they looked at things, and they had larger goals, but were designed to adapt to whatever RP I happened to find.
I was lucky with Cessaly, and found a few players who found her interesting enough.
Court had less people to interact with, but I could write a novel about the interaction between him and his Geist.
In contrast, I care where what behavior goes. It's a utility thing.
Hey now, a great beard is a work of dedication and art.
Like any one else would do a better job. You're all human.
Except the lawyers, with their soulless unblinking black eyes.