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    Posts made by Packrat

    • RE: Eliminating social stats

      It might well be worth looking at the system from Exalted 3rd Edition for inspiration actually, it does a lot of things right.

      Characters have 'Intimacies', these can be 'Ties' or 'Principles'.

      A tie might be 'My Family (Love)', 'Evil Prince Bob (Hatred)', 'Duke Jim (Wary Respect)', etc.
      A principle could be 'Honesty above all', 'The Faith of the Holy Juggling Balls is the true Path', 'Everyone is only out for themselves', etc.

      Each can be Minor, Major or Defining. Minor are still significant parts of a character's worldview but tend to only come up if directly relevant, Major intimacies come into play even if circumstances are tangential, Defining intimacies are the foundations of your worldview and the kind of things your character would lay down their life to protect or further.

      How does this work mechanically? Well they are tied into willpower recovery as per White Wolf/Onyx Path standard but they are also what social influence is driven by. If you try to persuade somebody of something then you get (significant) bonuses or penalties depending upon how it touches upon intimacies. Trying to persuade somebody to go against a Major, let alone Defining, intimacy is almost impossible, with huge bonuses to their resistance rolls, persuading somebody of something that aligns their one of their intimacies is somewhat easier however (though the modifier this way is smaller).

      That said, social influence is rarely about 'making' people do things, it is about discovering then trying to influence their intimacies. So you do not just walk up to Jill, who legitimately loves Bob (Major intimacy), then try to get them to sleep with you. You cannot even erode Jill's intimacy from a blank slate start, you first need to build at least a minor intimacy that would support such an erosion (Or a Major intimacy to try to weaken a Defining one). Strengthening intimacies beyond Minor then has a 'burden of proof', (or at least convincing lies). So you might persuade somebody that the Duke cannot be trusted as a Minor intimacy, after telling them of how the Duke abused hospitality when visiting your castle. To raise this to a Major intimacy you would need something more serious/convincing, perhaps introduce this person to a trustworthy seeming Baron the Duke once betrayed.

      Persuading somebody to do something as opposed to trying to influence their beliefs requires you to successfully play to an existing intimacy (positive or negative) and the degree of what they might be potentially willing to do depends upon the level of said intimacy. A minor intimacy could let you persuade people to do something inconvenient but not life disrupting (They Respect Honesty, persuade them to go to the City Watch and give an accurate report of what they witnessed). A major intimacy can be leveraged into more significant actions (Major Intimacy that the Faith of the Holy Juggling Balls is the true path? Join my mob, we are going to to tear down the false temple of the Church of the Holy Bowling Balls!). A defining intimacy could help persuade somebody to join you on a suicide mission, donate a large portion of their fortune to your cult, etc. (You hate Evil Prince Bob? Here, take this knife and stab him during the ceremony.)

      Without intimacies directly supporting a social influence effect you have to bribe/bargain/pay somebody, or threaten them. Even if successful a threaten action only gets somebody to do something for that scene and also gives them an immediate negative intimacy toward you along with weakening positive ones.

      You can also try to 'Inspire', which lets you say make a crowd angry with a rousing speech or similar, but the target player specifically decides how they act upon this and does not have to drop everything immediately, just be genuinely resolved to action. If you fill somebody with sorrow, they might go away and cry about their dead wife, or they might donate money to charity, or go on a week long trip to visit their grandchildren to cheer up. It is treated on the same level as a Major intimacy for as long as they act on it.

      Keep in mind that intimacies can be significant bonuses, they give benefits to furthering them, etc, so this really comes down to most social influence being about persuading characters to do things they already value.

      Added: To use the intimidate example, if somebody has a Major Intimacy about not showing fear then that might well make them really, really hard to make back down through threats of violence even if their social resistance stats are mediocre, but it would probably also make it really easy to goad them into accepting unwise duels or similar shenanigans. Also they would need to actually define that as a key part of their character.

      posted in Mildly Constructive
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      Packrat
    • RE: Hiring a Storyteller

      @Admiral said in Hiring a Storyteller:

      Good luck finding someone. I offered $50.00 a month for a coder and came up empty.

      I figure that as mentioned above, a coder is unlikely to be motivated by this, many such people code professionally so that would be what, an hours wages? That is not really enough cash to incentize anyone apart from a student but is likely to add a weird dynamic with anyone who might be genuinely interest in staffing on your game.

      posted in Adver-tis-ments
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      Packrat
    • RE: Which canon property/setting would be good for a MU* ?

      @DarkDeleria Because making games is hard and requires a lot of time/mental energy!

      posted in Mildly Constructive
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      Packrat
    • RE: Which canon property/setting would be good for a MU* ?

      @DarkDeleria said in Which canon property/setting would be good for a MU* ?:

      Yeah, I've thought about that too. In the sense that you always have a large group of players that always wanna be the "special ones" but not enough people wanna play the "others." In a way (and someone may throw monkey poop at me for mixing things a bit), but Red Rising game could use the same kiiiiiinda system as Exalted--but maybe the focus is on Gold and Gold politics on one of the planets. Maybe award additional XP, bonuses, hugs, handies in the back alley (joking on the last part) for those wanting to play other colors: such as Obsidians and The Stained. Oooooooor....you could create a game based on the ending of the last novel in the trilogy, and the Golds on the outer rim.

      I know that he's working on a 4th book that's meant to take place several years after Morning Star. Could use that or an "alternative version" of post Morning Star. Again, just thoughts 🙂

      Setting things in the Rising, or in the Solar Republic after it's quasi success, would probably be the best bet yes, along with having the default character as a Gold. It is not as if after the main characters 'win' at the end they have ejected all Golds or event brought actual equality into the fold, even in the area they take control of. The Rim planets remain untouched and crush their local revolutions, likewise for the inner planets where the loyalist fleet flees. They 'just' get Earth, Luna and Mars and rather than completely wiping out the existing regime? They take control of it from the top down then pass reforms (no slavery), etc. I suspect that plenty of Golds remain in the republic and even if a lot flee, many would retain positions of influence and power.

      They would not have that inherent assumption of utter social superiority though and lower colour character could definitely better them in specialist areas if you set up character generation properly. In setting, a Gold fighter pilot would typically be a squadron commander and better than all or almost all of their subordinates even at their specialist field, but you have people playing lower colours as the exceptions to the rule. So Stained champions able to butcher Gold knights in melee combat, or the Blue who is a better space captain than almost everyone else, or the Carver/Doctor who is retained to fix up mutilated main characters, etc.

      posted in Mildly Constructive
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      Packrat
    • RE: Which canon property/setting would be good for a MU* ?

      @DarkDeleria said in Which canon property/setting would be good for a MU* ?:

      I don't remember if this was ever mentioned, but here are my hefty $0.02 of what I think would be a good setting for a MU* (or as I like to call it my dream game settings)

      • Red Rising: If you haven't read the books, I would strongly recommend them. Awesome! It has an entire class/caste system (Society of Colors). It's one of those that would also be fun for someone looking for a sci-fi Lords and Ladies type game/concept

      I absolutely agree regarding the books, they are not high literature but I found them addictive and inclined to stick to my mindspace in a way very few other series have. I am even buying and reading the graphic novels as they release and keeping up with the teasers for the sequel trilogy. I never do that.

      I am still not sure how they could work for a MUSH though. I mean there is that whole class/caste system but on the whole, a Gold is going to be utterly and overwhelmingly amazing at stuff compared to anyone who is not a Gold as well as having the ultimate in social privilege. The key would be to have anyone who is not a Gold being a Quicksilver, Orion, Ragnar, etc, a peerless exemplar of their colour who is better than 99.9% of Golds in their area of focus even if (outside of the Ragnar example) a random Peerless Scarred would effortlessly eviscerate them.

      posted in Mildly Constructive
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      Packrat
    • RE: Most active scifi games right now?

      Personally my view of HSpace is that I remember thinking it was amazing when I was an idiot 19 year old student - so it is probably a terrible idea however impressive a coding accomplishment it is.

      posted in Mildly Constructive
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      Packrat
    • RE: Angle @Marvel:1963

      It is quite possible that he perhaps realized/felt he was spending too much time MUing and decided to quit cold turkey, or got a girlfriend or something and re-prioritized.

      posted in A Shout in the Dark
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      Packrat
    • RE: Lords and Ladies Game

      I was playing a duke, so fully in the driving seat when it came to 'who to fuck', albeit with it also being Serious Business politically.

      posted in Adver-tis-ments
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      Packrat
    • RE: Lords and Ladies Game

      Apparently I do it wrong then, none of the characters I played on Arx ever ducked anyone, I figured that even if here was no social stigma to sexy times it would make any eventual political match come across as much more convincing and effective an alliance if they got the impression they were special, etc.

      posted in Adver-tis-ments
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      Packrat
    • RE: Coming Soon: Arx, After the Reckoning

      Huh, maybe I should come back and make a crafter, I mean I might lack the abilities to make an ASCII dragon but I can certainly write up a full armour set easily enough.

      Provided I do not fuck up and use the gloves description for a helmet then wear the resulting gauntlet hat for months without realizing again that is.

      posted in Mildly Constructive
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      Packrat
    • RE: Coming Soon: Arx, After the Reckoning

      I am out of date with the game but one thing I did notice when I played was that 1) There is coded Prestige (which did not do anything at the time, this might have been changed). 2) This was mostly raised through paying money into abstracted lifestyle expenses and to a lesser extent through paying to host events.

      The thing is that spending money on fancy clothes, jewelry, etc, had no effect. Now I am not sure how it be factored in, but it was very easy to spend more money on a single outfit, a particularly snazzy hat or gems stuck onto your sword than on an entire party. That is definitely the kind of thing that should influence prestige.

      posted in Mildly Constructive
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      Packrat
    • RE: Coming Soon: Arx, After the Reckoning

      @Sparks said in Coming Soon: Arx, After the Reckoning:

      However, I do completely get what you mean; it took me a while to get my feet under me at first, too. People would mention "the Tragedy" and it took me a while to realize both that they could mean the Tragedy of Sanctum (when most of the main royal branch inherit-the-throne Valardin were killed) or the Tragedy (an orphanage in the Lower Boroughs), and a bit longer still to figure out if the Tragedy was something that had happened a few years ago (yes), a decade or more ago (no), or in the distant mists of time (also no).

      So I do wish there was a more immediately clear "Quickstart Guide to Theme". Maybe it's worth making a little Player's Handbook to Arx to put up somewhere.

      They really, really need to work on this kind of stuff, especially since the game is not really 'in beta', the plot is in full flow. There are also a ton of other theme elements that really should impact play but are not defined anywhere, I mean what is life like for peasants and commoners outside of the capital? Are most farmers serfs? Free tenants? Are serfs even a thing?

      What about Abandoned/Shavs, are they all nomadic or are some static feudal societies very similar to the Compact? Are they a complete isolated enigma or are there low key intermarriages/trade with local groups in rural areas? It can make it hard to play other than very generically given this is an original theme and that attempts to draw parallels from history cause Hellfrog to leap on you screaming.

      posted in Mildly Constructive
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      Packrat
    • RE: Fading Suns 2017

      I am not defending it, the fact people were getting statted/approved like that was ridiculous.

      Also yes, it was all thrown out, basically later on everything was just 'A company of X', the only real difference was that some companies were more mobile than others, plus super elites where a smaller unit counted as a company (thus could fit into transports more easily, Dervishes for example). Caelwyn had I think four companies, fewer than a lot of barons.

      posted in Mildly Constructive
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      Packrat
    • RE: Fading Suns 2017

      @bored said in Fading Suns 2017:

      @Packrat
      Amusingly, so was your later PC. That's just a continuation of their typical moronic policy of handing out character quality by how OMG AWESOME they thought the concept was and how much coffee they had. BG coolness (beyond a degree of ascertaining basic thematic comprehension) determining power level was one of the big problems, so were random MASSIVE ARMIES appearing out of the blue for some players while others got 100 dudes. This is why games need real cg systems where people spend points for their shit.

      Anyway, you're mostly right about everything else, especially how the scale of conflict and big battles should have been handled. It was far too easy for PCs to lose everything and almost impossible for them to gain anything... unless it was the main force under Custodius and the Li Halan guy who just steamrolled the 'main' battles 😛

      That PC was absolutely part of the problem, I went out of my way to make a character Paulus would insist on making so awesome stat/stuff wise and... Yep, it worked.

      Though to be fair the 'people arriving with big armies' thing was entirely in theme and from what I remember there was actually a wish for more people to apply for crusading nobles, or bishops with armies, or whatever. The problem was that there was no rhythm or reason behind who got what sized army beyond perhaps 'You need to ask for it' and some ill defined guidelines that nobody actually knew.

      People tended to get bigger armies if they had them in an unsustainable fashion, somebody who was an offworld noble with an army they could afford easily tended to get a lot fewer troops, maybe 1/4 of the number an on world noble would get. Somebody who had specifically mortgaged all of their lands etc to pay for an expedition would get about as many as say, a baron (The Li Halan general for example, actually a lot of barons had more troops than him, though his soldiers were all mobile).

      The thing is that for whatever reason Paulus wanted basically all troop formations to be identical in function so while people though that Caelwyn's army was super awesome because it was tanks and infantry in APCs, in fact it was no more effective than 500 guys with spears would have been.

      posted in Mildly Constructive
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      Packrat
    • RE: Coming Soon: Arx, After the Reckoning

      Custodius running plots is generally where things get bad, he runs decent plots, but they are all ultimately about favoring his character and furthering their agenda and if you confront him about it he professes complete ignorant no matter how ridiculous. I think the worst I ran into was on Vargo.

      His main character sent the character of his RL wife on a quest! He then tried to run said adventure as his alt and was adamant that this was not at all biased, he spent weeks whining and wheedling and complaining when I shot him down and said that no, he was not allowed to do that.

      posted in Mildly Constructive
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      Packrat
    • RE: Fading Suns 2017

      I think the key thing there is that, from the perspective of a not 100% inner circle but on staff and connected to what was going on person, everyone was being fucked by Paulus and Lextius. I mean literally everyone, every single strategically involved player complained about how they were being shafted but other people were getting an easy ride.

      I am pretty confident that this is true because at a certain point I got fed up, quit staff, then a month or two later tried making a new character without rejoining staff. I pitched said character to perfectly fit what staff wanted, played to all of Paulus' preferences, spent significant effort merging actual middle eastern history and some other stuff he digs with in depth Fading Suns lore, etc. I still ended up feeling totally fucked over and biased against despite probably having more favoritism than anyone else in the history of ever.

      Edit: To expand on that, after quitting staff I came back and made Fadila (sp?), who was a combination of Fading Suns Joan of Arc combined with a really in depth and complex fusion of the 7th century Sunni/Shia Islam split and the write up of Pyre, the Avesti homeworld, in the Church supplement. She was probably the best researched and well realized MU* character I have ever made with an exact fusion of RL history and in theme stuff that worked best for most of the remaining people who were running the game, she was even being fucked with the Javkovians behind the scenes to better appeal to Paulus. She got handed frankly bad ass as hell stats, a significant army, etc. I know that plenty of people complained about how much she did get.

      I still ended up feeling totally screwed with and biased against thanks to just how tremendously terrible the whole strategic/warfare management was.

      Further Edit:

      A big issue with the warfare was a fixation on decisive battles combined with not actually making them decisive. Given that the idea was to model things on medieval conflict it would have worked far better to make such battles rare (why would the enemy face you if they feel they are outnumbered?), instead concentrating on raids, skirmishes, etc. Couple that with making fortifications actually something that holds out and requires a siege for both NPCs and PCs, instead of the bad guys being able to instantly seize or raid them whilst PCs require horrified mass slaughter assaults that break armies.

      Then run that stuff, let PCs be decisive in engagements of 30 vs 50 people which are happening every other day, when somebody brings 2000 people vs 3000 people, that should be a big deal! (assuming those are whole armies). Whomever wins should make dramatic gains, but why was the person with only 2000 soldiers actually fighting?

      posted in Mildly Constructive
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      Packrat
    • RE: Fading Suns 2017

      @bored said in Fading Suns 2017:

      And since @packrat is around and was involved, maybe he has some ideas for recapturing some of the magic without the suck.

      This is actually something I have put extensive thought into, both whilst I was on the game (trying to persuade other staff to change things) and afterwards.

      • First of all, do more work before opening the game, from code to systems, actually finish stuff and document it. There just will not be time to do that work once the game is open and it will lead to an ever expanding backlog of administrative crap. Star Crusade literally never had an equipment system, it never had a way to actually track people's cash reserves. Even when the rough economy/military system was introduced it was impossible for anyone (even staff frequently) to get any idea of what say, two companies of soldiers, actually meant practically.

      • As mentioned before make people actually pay points or similar if they want to be a baron, or a bishop, or a count, also do not automagically couple this with wealth. That said do not use the book system that equates being a knight with being a church novitiate because that is blatantly ridiculous, though the ranks do even out some at the higher levels. The count does not need to be as good at sword dueling or chandelier swinging as the landless black sheep knight, they are going to get spotlight time anyway. Do actually have a character generation system or metric instead of it being randomly subject to the whims of overworked staff.

      • On which note, choose a system that actually gives the results you want in character generation. Paulus in particular really wanted players to go and indulge in swashbuckling heroism... But basically no characters were equipped to do that, they were say as good in a sword fight as a regular fairly experienced knight or something, of whom there were hundreds. It made no sense.

      • Do structure your setting so that it takes into account guilds and the church from the start as major power players instead of awkwardly slotting them in then wondering why nobody wants to play a guilder, maybe crib from medieval history more and have the cities, etc, basically guild run with charters and also at least as rich as the countryside. There were attempts at this on Star Crusade but it never really felt convincing.

      • Also follow through on what were allegedly the design ideas being the game to start with, let player characters actually be meaningful and important, do not burn out to where you view the players with contempt and burn them for every decision they make because 'it is stupid', utterly forgetting that they are operating in a hideous information vacuum. Especially do not do this whilst having nonsensical ideas about say, warfare (of course cavalry can charge tanks on even terms! So silly of you to think your tank battalion would have an advantage vs 500 medieval cavalry charging across an open field.)

      • Definitely avoid having stupidly badass NPCs who are enlightened and better than the PCs whilst having the benefit of staff knowing more and thus having them make 'sensible' decisions denied to players.

      • Do not have people making time sensitive decisions on strategic warfare when it takes 2 months for a player to even be told how many and what troops they have, let alone move them or make any decisions involving them.

      That said some of the more common refrains about Star Crusade were more due to the aforementioned information vacuum and lack of feedback or control than favoritism or (further) insanity. For example the Kurgan were not in fact a monolith or uniformly engaged in the war, Antonio was not getting preferentially attacked arbitrarily, it was because he was attacking everyone without regard to which faction they belonged to then having his murderous fanatic horde slaughter the populace. (On the other hand, he had an entirely expendable fanatic horde and was overall by far the more militarily powerful count, especially as he was the best commander out of them).

      Other people were sending letters to Kurgan leaders and/or bribing them, Amber was I think outright paying tribute to one of the big Kurgans to leave her alone

      posted in Mildly Constructive
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      Packrat
    • RE: Fading Suns 2017

      I do not know, I mean the 'there was no character generation' thing was fairly horrific. Staff hand statted characters, there was no standard system for this meaning it varied wildly on 1) Which staffer, 2) Their current mood 3) A completely obscure combination of how much the player hyped their character's abilities in their background coupled with their age and even their description. Certain staffers adamantly refused any efforts to 'balance' this! They wanted some characters to be utterly pointless whilst others were huge badasses. 4) This took fucking forever and meant staff were not doing anything else, also burnt out.

      posted in Mildly Constructive
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      Packrat
    • RE: Fading Suns 2017

      Case in point, Star Crusade, which launched with serious issues hanging over from previous games, no systems in place, no wiki, etc, just a grid and some cool theme write ups on the website. It did not even have coded character generation.

      The game then exploded, before imploding, but the interest absolutely is there. Even with such a bare bones set up the game was hitting 50+ average separate players connected during peak times within 2-3 months of opening.

      On which note I do have some maps/theme stuff written up for a Fading Suns MUSH and also a paid up MUSHPark server, so if anyone is serious about wanting to run such a game I am happy to help and also keep the lights on.

      posted in Mildly Constructive
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      Packrat
    • RE: The Music Tastes Thread!!!

      Not sound preference related, but I just bought these headphones:

      [http://tinyurl.com/lsatowf](link url)

      They are shockingly comfortable, feel a nice as if they are nicely made and have good sound quality. A definite recommend!

      posted in Tastes Less Game'y
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      Packrat
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