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    2. Seraphim73
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    Best posts made by Seraphim73

    • RE: What's your identity worth to you?

      I don't worry about the general area that I live, the fact that I am male, the fact that I'm married, the fact that I have a daughter, or who my alts are. Some of that is male privilege though -- I expect that if I were female, I would be a lot more careful about most of that.

      I'll also share details of my past professional life. Some of that could be used (if someone wanted to) to get my name, but I don't generally give that out except to people who I've known for a good long while, or folks that I've met iRL. In keeping with that, I don't generally give out my email, but I'll share it now and then with folks that I've spoken with and who seem reasonable (generally only for sharing files/logs/systems/whatever).

      I don't tend to voicechat, just because I'm not particularly interested in it, and I generally only share photos if I'm planning to meet with the person.

      posted in Mildly Constructive
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      Seraphim73
    • RE: Rosters: To PB or Not To PB?

      For me, the answer to this question depends on how in-depth the roster system is.

      If the roster is a basic sheet, with the power to tweak it as desired, a name (that can be changed), a brief description (that can be changed), and the sketchiest of BGs, then I don't think that the rostered character needs to have a PB associated with it.

      If, on the other hand, the character is ready-to-play with a final description, a set sheet, and a detailed BG, I think that having a PB attached is a good idea. I also think that Staff should allow the PB to be changed, as long as the new PB still fits the description (including gender/race/ethnicity/age).

      If the PB can be changed, I think it would be extremely valuable to have something saying "This PB is open to change, pending Staff's approval of the new choice" (or something like that) immediately alongside wherever the PB choice is listed (under the image, alongside the actor entry, whatever) so that it's very clear that the option for a change is there.

      posted in Game Development
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      Seraphim73
    • RE: Interest Check: Ancient Greek RP

      I would be interested in Ancient Greek RP, particularly something like a Trojan War scenario. It could actually be interesting (but perhaps a really bad idea) for the Staffers to be the actual Gods, and interact ICly with PCs. Like I said, probably a really bad idea, but it could be interesting to use them as Questgivers. Of course, the player of Zeus would end up TSing half the MU*...

      posted in Mildly Constructive
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      Seraphim73
    • RE: The Churn: an Expanse game

      Totally interested. And I'm happy to help with stats if you'd like it--or, you know, the actual expert could do it (Fara). That's the kind of nerdiness that I love.Then it's time to work on my Martian Marine PC.

      posted in Game Development
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      Seraphim73
    • RE: Wheel of Time mechanics

      @arkandel said in Wheel of Time mechanics:

      Yes, that'd be great. But (and this isn't WoT-specific), what makes it worth it for them? What can they do, in practical terms?
      Crafting is easier in a way - they can make cool swords and staves. Trading requires an economy, and we haven't discussed that at all, but I'd very much like to. Finally... lore.. I don't have anything here. What's going to come in as handy as the stuff we've been discussing already?

      Non-combat and non-magic (combat magic in particular) things are always hard to incentivize (include social combat in there if there's a hard system for it), because what it comes down to is: what are you gaining from the skill? In combat, you gain winning the fight, killing the enemy, and staying alive (plus looking badass). With crafting, unless you're a combat character too and are crafting cool gear for yourself, all you really get is money. Which means that you need an economy, and you need lots of things to draw money out of the economy, or everyone is just going to be rich.

      It's making sure every single choice on the tier is, at least roughly and within thematic reason, equivalent to the other. I'd love social skills to be a real thing since it's such a strong trope in fantasy, but can I provide players with returns for those purchases that can compete with stabbing people really well? I'm not saying I can't, or that it can't be done, but we're missing the other piece of the puzzle - the economic and military resource management.

      I would actually say economic, military, and social resource management systems, actually. Because using social skills on NPCs in scenes (or for investigation requests or whatever) is all well and good, but if you can gain resources (favors from NPCs, information about plot, economic resources, military support from NPCs, etc) with social skills, they'll be valued.

      What if we broke things down into three distinct ... let's call them templates? Then we can see what each can do. And if we can add a forth then let's do it.

      • Channelers.
      • Non-channeling combatants.
      • Military and social prodigies. Let's merge these from a design perspective although they are separate skillsets IC, to keep things simple and not add too many skills - remember, the more selection of useful skills we offer the less power these archetypes will have, since they will need to spread out their spends compared to a physical character who can specialize better.

      I don't know that I would work too strictly on closed archetypes like that... because most people are going to want to be some mixture of them. I know that book characters (especially mains) are all overpowered, but Mat and Gareth Bryne are both commanders and combatants (Bryne is a Blademaster and Mat beat two of them at once), Moiraine is an exceptionally powerful channeler and a social expert, Thom is perhaps the best player of Daes Dae'mar in the world and can still throw a mean dagger (and fight a Fade one-on-one with daggers only).

      I do agree that the three general "buckets" that most skillsets will tend to fall into are Channeler, Fighter, and Expert (commander, socialite, crafter, investigator, etc). I just think that most PCs are going to want to have a primary and a secondary--most book characters have two primaries. And yes, there'll have to be a good balance that allows someone to have a primary and a secondary, but not two primaries, and for someone who just pours -everything- into one bucket to be somewhat better than someone with a primary and a secondary, but not nearly as flexible.

      One obvious way to curtail this - which we'll definitely need to for channelers else we'll have powerhouses on our hands no matter what - is to have XP tiers which can be increased as the game goes by. It's not that radical a notion, and it should work fine.

      I do like the idea of a shifting cap. You could also arrange that with a shifting -bottom- cap: characters created after X date start with Y XP. You could even have a combination of the two.

      Hrm, so you're saying that instead of spending XP the 'interesting choice' we are asking players to make is to pick a flaw and edge? Be stronger in Water but weaker in Fire at the same time?

      I was thinking on a weave level, not a flow level. So you don't have to track what everyone has for their Fireball skill, but if someone is particularly good at it, they can take a weakness (say, Weather Control) and get a boost to their Fireball skill. And then you only have to track that they're strong in one weave and weak in one other, instead of where they're at in every weave in your database. You could even integrate it into every other bucket, so you could take, for instance, a weakness in Fireball (assuming you're a channeler), but a strength in Military Rank and become a Dedicated. That would be exceptionally difficult to balance, but... it would certainly lend itself toward choices.

      posted in Mildly Constructive
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      Seraphim73
    • RE: The Churn: an Expanse game

      @cura said in The Churn: an Expanse game:

      a character that relentlessly mashes the Paragon Interrupt option like Holden does

      I love this description of Holden. It's perfect. And I'm sure there will be people who play White Knights on the game, since there are on every game.

      @testament said in The Churn: an Expanse game:

      I mean it's just more Amos appreciation which I can completely get behind.

      ❤ Amos. Just, <3.

      posted in Game Development
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      Seraphim73
    • RE: Wheel of Time mechanics

      @wildbaboons said in Wheel of Time mechanics:

      How do people feel about turned based more automated combat system (like FS3 and DSS) vs more GMed types? (the various WoD places out there)

      I'm strongly in favor of automated combat systems, with the same caveat that @faraday mentioned: if you're going to have things that work "differently" from weapons, it's going to be a lot harder to implement them in any automated system.

      But man, I've been totally spoiled by automated systems, because while a 4 on 4 fight in WoD or Saga might take 6-8 hours, it takes 2 most of the time in FS3, maybe 3 if one or more players is slow.

      ETA: I think that "automatic vs GMed" is a false dichotomy, however. I think that you can easily have a GM who does creative things with automated systems.

      posted in Mildly Constructive
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      Seraphim73
    • RE: Player buy-in

      @faraday said in Player buy-in:

      Even something as universally recognized as Star Wars can veer sharply in tone between A New Hope and Rogue One.

      Heck, it gets worse than that. You could have the difference between Solo/Rogue One and The Force Unleashed.

      I think that buy-in is critical, especially on original-theme games, but also media-based games. I also think the most important things for attaining and maintaining buy-in for players are:

      1. Being very clear and up-front about Staff's vision. I still like the idea of a mission statement on the front page of a wiki describing Staff's vision of the setting. Having some examples of feel ("the game is set in the Dark Times, but more of a Solo version than a 'The Force Unleashed,'" or "True Grit -- the new one -- not American Outlaws," or "The Walking Dead not Shaun of the Dead") can only help too.

      2. Talking to players who haven't bought in. Depending on their reaction, this can either be a Come-to-Jesus shape-up or ship-out, or it can be a gentle nudge and a query about what would help make the setting clearer.

      posted in Game Development
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      Seraphim73
    • RE: Wheel of Time mechanics

      @ganymede Oh yeah, I've run scenes with 10-12 PCs and 15-20 NPCs (in FS3 2)--they took 5ish hours, but yeah. I just wanted a one-to-one comparison and I don't think anyone would be crazy enough to run 12 PCs and 20 NPCs in Saga/WoD (yes, I'm sure there are those who have done it).

      @lotherio said in Wheel of Time mechanics:

      I should have logged the test runs of airships vs naval ships battles while balancing then for the steampunk place we attempted.

      Ooooh. That does sound like fun. I put together some smaller-than-frigate ship stats for T8S, and ran them at each other and at sea monsters a few times and had a heck of a lot of fun. Vehicle Combat can definitely be fun.

      posted in Mildly Constructive
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      Seraphim73
    • RE: Star Wars Stand Alone - Staff Sought

      I have very little knowledge of the FFG Star Wars system, and no time to actually Staff a game, but I'm absolutely happy to help bounce ideas around. I think that you're going a good place by focusing on a very narrow slice of the universe, although it might be nice to look at a couple of very close systems (like a couple hours in hyperspace tops) rather than just a single planet because smugglers are a major theme in Star Wars, and people are going to want to have their own starships. I would also be very curious on what your thoughts about Force Users and lightsabers are, because that's another hot button issue for Star Wars players. The third hot button issue (as far as I can remember) is factions. Are you planning to have Imps, Rebels, and Indies? Or just focus on one side and Indies who are associated with that side (I like this style and think it saves a lot of headaches, no matter how much I enjoy playing Imps).

      posted in Game Development
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      Seraphim73
    • RE: Heroic Sacrifice

      @kestrel said in Heroic Sacrifice:

      (Side note, is anyone else ultra excited for Season 5 airing tonight?)

      Actually, surprisingly, I am. The ending of Season 3 (and Season 3 in general) kind of lost me, but I watched Season 4... and was pleasantly surprised.

      On another side, I agree with you on the feel of the MUSH--there was certainly interpersonal conflict, and that was all well and good, but in general there was definitely a kumbaya feel. It would have been hard to go full Echo or Murphy, and I salute you for taking Cass as far in that direction as you did.

      @apos said in Heroic Sacrifice:

      Way, way, way more people are okay with their characters dying in a cool way than they are ever okay with being made to look like an idiot, or just being wrong about something. It isn't even close.

      I upvoted already, but I just wanted to reinforce this. Yuuuuuuuuup.

      @coin said in Heroic Sacrifice:

      I would aim for a middle ground. Pick a number of "areas" a character can be skilled at...

      I like it. I was pretty much going for bare-bones story-driven, nearly stat-less (as @faraday spotted when she compared it to story-telling on Storium), but your suggestions would certainly turn it into more of a game system than a simple economy.

      I think I would skip the subgroups though, just stick with 4-6 areas of expertise and the modifiers.

      I like the modifier working for both spending and earning Karma.

      I'm not sure I would put the "tax" on losing a lot, because it's introducing more game mechanics into what was intended to be a very, very simple system, but I do like the cooldown for gaining Karma in a particular way.

      I would say that ties are just that... ties. Both sides lose their Karma. Want to win? Spend more Karma. Want more Karma? Take an intermediate failure (nasty scar, lose a hand, split your pants wide open, whatever) to gain more Karma to spend.

      Perhaps you can spend X time shifting a point from one to another if you would like (probably something like a month or two) as a simpler way to allow for some "character growth."

      @arkandel said in Heroic Sacrifice:

      When your character is lost for any reason there are two things you mainly lose:

      I would say that there are three:

      1. Mechanical Progress.
      2. Identity.
      3. Social position and IC relationships. Your new character does not have the secret to the skeletons in the Duke's closet, nor did they grow up with the Countess. ...and @faraday covered this point by rolling it into Identity, although I would actually say it's a third category entirely, due to what @tat said.

      I know I give @faraday a ton of props for Ares around here, but here's another one: with FS3 and web chargen, creating a new character is really fast and easy (assuming that your Staffers don't nitpick BGs too much, or you don't go too in-depth with the BG for your new character).

      posted in Mildly Constructive
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      Seraphim73
    • RE: Wheel of Time

      I also like the setting that @Three-Eyed-Crow suggested, with an NPC Dragon Reborn and no canon characters. I would, however, change that to keep the rulers the same, so that nations respond to PC actions in ways that players can expect/understand easily enough. So you have Morgase, and you might even have Elayne, but she's going to be off-screen, doing Novice stuff, not out adventuring with PCs. You don't have Mat or Perrin, and if you have Rand, he's off-screen (although an "unknown" NPC Dragon Reborn might be even more fun) doing Dragon Reborn stuff, and once he's all super-powerful, he can be used to course-correct by Staff, but otherwise stays out of PC-doings.

      This is generally my preference for -any- setting that involves canon characters: make them background, use them to make the world react in predictable-ish ways, and use them as quest-givers/course-correctors, but don't every have them just sitting down for a drink with a PC or group of PCs.

      Also, I like during-books or just before-books because it's a more familiar setting to everyone. An interesting twist on this might be during the Aiel War, or during the Dark Purges that followed in the White Tower.

      posted in Game Development
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      Seraphim73
    • RE: Purple Prose Desc Challenges

      On a gathering storm comes a tall handsome man in a dusty black coat. There's a gleam in his eyes that tells you that he'll rekindle all the dreams it took you a lifetime to destroy. Those dark eyes'll reach deep into the hole, heal your shrinking soul, but there won't be a single thing that you can do.

      His handsome features are so striking that you'll see him in your nightmares, you'll see him in your dreams. Moving with a silent step, he'll appear out of nowhere, but you know that he ain't what he seems.

      He's a god, he's a man, he's a ghost, he's a guru. But hidden in his coat is a red right hand.

      posted in Mildly Constructive
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      Seraphim73
    • RE: What Types of Games Would People Like To See?

      Star Wars
      MechWarrior/BattleTech (Dark Ages or War of the Clans)
      BSG
      Crimson Skies
      John Carter of Mars
      Straight Up Fantasy (Ares + the skeleton of Tat's spell system if she'd share it)
      Wheel of Time

      ETA: Oh yeah. All in Ares. Maybe not Wheel of Time. But probably. Ares is life.

      posted in Game Development
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      Seraphim73
    • RE: Horror MUX - Discussion

      I keep being tempted, because I've always been interested in episodic MU*ing, and Aliens rock, but totally no time at all.

      posted in Mildly Constructive
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      Seraphim73
    • RE: What Types of Games Would People Like To See?

      @Lemon-Fox Actually I used the wrong terminology. I think starting with the Battle of Tukayyid and going into the cold war following would be awesome. Or Dark Ages, which yes, that would be after the BattleTech timeline, in the MechWarrior CMG timeline.

      @faraday I would LOVE a Crimson Skies game, either canon, or just the Weird War 2 Dieselpunk aesthetic.

      posted in Game Development
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      Seraphim73
    • RE: Unlikeable, incompetent, and inactive: Can these characters work in an MU?

      I think that a skilled player could create and "successfully" play an unlikable character (maybe they're hypercompetent, so people bring them along just to get the job done and they start making connections despite themselves). A low-activity (lazy?) character is more difficult, but if they're competent and/or likable, they could get dragged into RP (although that sounds like a lot of work for your RP partners), alternatively, if you-the-player work extra hard to force the lazy character into activity, it could be very fun to play the unwilling hero.

      I think that it's when you combine two or more of these things that it becomes difficult. I've seen unlikable, incompetent, high-activity characters, but they're never played that way intentionally, and they usually get avoided. I think that a likable, incompetent, low-activity character can be fun flavor, but is going to be OOC work to keep involved. And an unlikable, competent, low-activity character is likely to just be drawn in to roll dice when things get hard.

      Note, I'm assuming by "low-activity" you mean a character who has little interest in involving themselves in things, rather than a player who has little interest in involving themselves in things.

      posted in Mildly Constructive
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      Seraphim73
    • RE: Wheel of Time MU*

      That wasn't me waiting to be named thrice, I promise. Just running errands and getting breakfast.

      You -could- do a version of Wheel of Time with FS3, but like @krmbm said, FS3 isn't really designed for something like WoT. Any relatively-stock implementation of FS3 for WoT would massively water down channeling. Using some version of @Tat's spell system from Spirit Lake would actually get you a good portion of the way there, but there would still need to be some pretty extensive code additions. Off the top of my head:

      • Allowing multiple elemental flows and overall Power rating to be used as prerequisites to a single spell.
      • Slicing weaves/shielding that allows for a defense (maybe all weaves work like melee attacks where you get Channeling+Reflexes or +Wits as a defense, since that would still give non-channelers the same or similar defense as ranged attacks?).
      • Splitting weaves for multiple attacks without using the explosive type (explosive attacks auto-target a single location, which you wouldn't want for multiple weaves).
      • Exhaustion/overdrawing system for channeling.
      • Broader range of Power ratings than the standard 1-4 Attribute.

      ... um, I'm sure I could come up with more additions with more than 10 minutes of thought, but that's just what I'd have right off the bat.

      And I can't code that. Heck, I couldn't even get my brain in gear to code a simple mana system.

      And none of this is going to solve the problem of "channelers are just flat-out better than anyone but the sneakiest non-channeler."

      posted in Game Development
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      Seraphim73
    • RE: What drew you to MU*?

      Like @Pyrephox and @Three-Eyed-Crow and @Tinuviel and @faraday all mentioned, for me it's the free, persistent, dynamic, multiplayer, real-time, collaborative roleplay, where your character can have an impact on the world around them (and be impacted on it in turn) in an unlimited number of ways. There's also the fact that I write a whole heck of a lot better than I speak, and writing gives me time to edit on the fly, which is very nice. It's also more immersive than tabletop RP for me.

      posted in Mildly Constructive
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      Seraphim73
    • RE: Wheel of Time MU*

      @derp said in Wheel of Time MU*:

      This is pretty much what Dev and I decided to do.

      We get that it isn't the super dooper complicated channeling system from the books but also:

      Considering the length of your 6,000-word Channeling House Rule page, I would say that you've actually got a pretty complicated system at work. Sure, it's not coded, but you've got a 2-3-step Compulsion system, a condition-based exhaustion system, multiple rules about splitting dice pools to split weaves... it's a pretty complicated system.

      The system I was talking about literally just had the three numbers. So you'd share them with the person you were sparring/fighting/whatever, and they'd be like, "Okay, so my CMS (Channling Mastery Strength) is lower than yours, but my CMF (Channeling Mastery Finesse) is higher, so I can't stand up to your strength head on, but I can weave faster and better, so I better be dodgy." For non-channelers it was more like, "Okay, my WM (Weaponmastery) is 10 points higher than yours, so I've got a slight edge, but that's it" or "My WM is 50 points lower than yours, you're definitely going to win this fight, let's see how it happens."

      posted in Game Development
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      Seraphim73
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