@coin for Most Awesomest of Everything.
Posts made by Rook
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RE: POLL: Super Hero MU Gut Check
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RE: What locations do you want to RP in?
@surreality
That's as stupid as bitching that one was denied entry to college to "those who cannot bother to take entrance exams or get good grades in school".
...or as fucking ditzy as complaining of a company not hiring someone completely unqualified for a job as "discrimination based on lack of merit and/or qualifications".Point me to the idiots who bitch that shit at you. I'd have no shame telling them to nuke their character and get the FUCK out, and to take their friends with em.
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RE: What locations do you want to RP in?
@surreality
Fuck players who cannot bother to READ on a text-based game. Fuck them and all that they hold dear. I cannot count the number of people who misread, skim or outright skip character descriptions and end up posing stupid shit due to that ignorance. Room descs, when on grid, are even more of a crime against the game.I have, and forever shall, OOCly laughed and made fun of people who cannot bother to fucking READ on a MU*. GTFO, seriously, go back to WOW or whatever made you think that you could roleplay.
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RE: What locations do you want to RP in?
@Lisse24
I agree with this. At least 'look <exit>' from the street should give ample indication of what type of place it is, and if a business looking to attract customers, it should be obvious what they sell. -
RE: General Video Game Thread
Eh, I'm through with the PVP element of games to the point that if MMO is in the tags list on Steam, I mark it Not Interested and move on, don't even look anymore.
I was never a big MMO player, but the sheer cesspoolness of most online "communities" of PVP games is just enough to literally make me ill. Some people get off on the constant crap thrown around, but to me, I play games to connect with people and have fun. Not bitch and complain with little minds. I get enough of that in my day job.
Believe it or not, the only MMO I put any time more than 5-10 hours into was Eve Online, played for 5 years. It is known for being a brutal learning curve and rather adult approach to PVP, but somehow that actually weeded out the little kids who were just there to smacktalk and try to appear cool. You got the adults who smacktalked and tried to appear cool.
Eh. Get off my lawn.
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RE: How to use Potato MU Client
To add on to @skew's excellent advice, note that you can order your Events. Processing starts at the top and goes down, so if you want your name highlight event to be always happening, make sure you have the 'Continue' checked and your name-highlight rule at the bottom of the list.
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RE: How to use Potato MU Client
Worst case scenario, carefully copy your World settings to the new World instance, along with characters and so on... but leave alone anything that could be an input/output modification or setting (screen wrap size, fonts, etc). On the new World instance, SLOWLY introduce those other settings back, one at a time, testing after every change until you find the culprit.
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RE: Cheap or Free Games!
For me, FO4 was a waste of money. It's boring, it's repetitive, it's boring. There was, other than a new setting, nothing really all that different from FO3. I don't understand the hype. Marketing dollars? Paid shill reviews?
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RE: How to use Potato MU Client
@rebekahse
I am also betting that there is a "PoseBreak" sort of thing going on the game. Is it a MUSH? What flavor serverbase? That will help us troubleshoot (well, what we can).Potato doesn't do that by default on a Rhost, MUX or Penn, that I see.
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RE: Cheap or Free Games!
Steam is running their huge Summer Sale right now until July 5th. I just got an email that 40 items from my wishlist are on sale (of a wishlist of 49 items).
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Game Stagnancy and Activity
It was discussed between myself and someone else today - how to keep people interested in grid-play and not off sandboxing whatever they wanted on a game.
So, what are people's thoughts to keeping players out of private rooms and on-grid and on-theme? This was touched on in a few other threads, even today. How do you encourage public RP, how have you seen it encouraged and rewarded?
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RE: Straw Poll: XP Spending in nWoD/CoD
@Thenomain
What's wrong withxp/spend <trait>=<value>/<value>
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RE: Which canon property/setting would be good for a MU* ?
RE: Sigil - This idea is wrapped into my game, if we/I can get it done. It's not D&D, though.
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RE: Which canon property/setting would be good for a MU* ?
Realism? Most people I know, you know, we all know... are not the epitomes of their Thing. Olympic athletes, maybe. Yeah, yeah, I get that most games are superhero/fantasy games on logarithmic scales, but even in the scale of a game system... it always bugged me how some players have this attitude of "Best or Bust". Not you, specifically, but Gamers Out There (aka: They).
I know a lot of players who enjoy "casual play", and those that are gunning to be on E-sports leagues/ladders. There are those that scoff and ridicule if your Fighter doesn't take Feat, Feat, Feat and Feat but your Knight better take Feat, Feat, Other Feat. Game systems that encourage this sort of behavior have, frankly, started to bore me. I think, personally, that this is where "Template starts" have started to crop up and become a thing. "Want a Good Fighter? Take this Template, and we'll kit you out. Take all the guesswork|creativity out of it for you."
It's the "Dude Do You Even Lift?" of the RPG player world.
-- Rook, again with the cane-waving.
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RE: Date Thenomain
@Meg
To be clear, are you shipping the following to Canada?- @VulgarKitten
- Chocolate
- Pizza
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RE: Which canon property/setting would be good for a MU* ?
@ThatGuyThere
The fact that you use the word "suboptimal" in that text bothers me. I get sick of "kits" and "builds" and min-maxing players. I get it if that's Your Thing when it comes to RPGs, maximizing effectiveness... but use of language like this smacks, to me, of looking down on other people's preferences and styles of playing.It's like... build-shaming, or something.
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Game System (RPG) development
Several people on this board, including myself, have been working individually on game systems (RPGs) for their individual projects. I think that is awesome, and I have gained a lot of insight into situational things that I might not have otherwise considered, thanks to people's thoughts and examples.
I know that @Bobotron and I have started comparing notes, @Ganymede has pitched over ideas, and others have dropped hints here and there that they are doing system development.
Would people be interested in pooling efforts, if only to use each other for sanity checking system rules, writeups, ideas?
I am super excited for this, because this collaboration (granted, it's been just creative chats up to now) has really helped me get past the creative obstacles on system approach that I was facing, which has enabled me to see a light at the end of the tunnel that I'd been faced with! That's big and exciting news for me, and I want to thank everyone for the discussions that spurred this!
So I will start off.
"My" system is named MyriadRPG, named from the primary goal of the system to be customizable and adaptable to character creation. I have always intended to open it both in the Open Gaming System sort of non-trademark sort of way, and in the free MUSH code available to download and install on your game sort of way.
It is a simplified combination of ideas and mechanical styles from D&D systems and World of Darkness systems, and should be recognizable to players of both genres. I've tried very hard to design this system in the sense of use on a MUSH, so it is not designed specifically for table-top style play, but I don't see why it couldn't be. Thus, lots of my design desicions were made slanted toward:
- Easily MU codable.
- Easy to understand and dive into, very low learning curve for CharGen and XP spends.
- Gives players full creative control over advancement of character talents.
- Expandable and customizable "template" approach for magic, weapons, fighting styles, and etc.
- Cut down on the cruft of "tiny print rules", allowing for faster and easier combat/scene resolution.
- Designed for a PvE environment, not a PvP sort of game, so that cooperative players can mostly resolve things themselves.
- EDIT TO ADD: This system is designed for a non-heroic style of game with what some might say is a lower power level.
I am in the process of building out parts of my game site's wiki to house this system documentation, and anyone that wants to peek, discuss, participate is more than welcome to hit me up. I am happy to provide text documents of what I have so far! I think that collaborative brains are best for development and catching things that could be Big Things in ways that a single person usually cannot.
If not interested, but have material that you are proud of, believes is the One True Way to go, then please also feel free to share if you like. Inspiration happens in many areas and ways.
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RE: Which canon property/setting would be good for a MU* ?
As long as the <Super Character> is always open to any player, so that newcomers are not told "Sorry, <Super Characters> are closed, play a normal person." at which I find that very, very few people would stay on a game unless that is Their Thing.
I think that any PVP game should start with a level playing field. Yes, you will inherently hit the Oldbies vs Newbies problem, but no game system has figured that part out, nor do I think that they need to. Playing, investment and loyalty to a game should have a reward.
But nothing seems to suck more than finding a new game where the Oldbies are all idle/vacation, but tying up slots that newbies with energy and ideas could be revitalizing the game. It breeds stagnancy, and stagnancy is the first step in one decline pattern.
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RE: Which canon property/setting would be good for a MU* ?
Any setting in which there are characters based on a theme where one or a few characters go out and save the world is an inherently bad system for a MU. You cannot have a game full of Witchers, Jedi, Sailor Moons, or Buffys. Either every character on the game is going to be one of those, crammed into a small geographic location, or you will have characters that are second-class citizens. It's a bad game design for a social, cooperative media such as MUSH. It works fine in MMO and small-group games or table-top.
My opinion.