It's definitely interesting in a tabletop context, but probably not beyond that (mostly for the safety reasons that @ZombieGenesis mentioned), unless you significantly changed the rules or restricted access to the sex moves. It'd be more or less impossible to implement the starting strings since you'd have to require someone being invited into the game or group apps only. I can't really remember if there's a way to gain other strings (my main PbtA game is Dungeon World which uses Bonds and I've played Monsterhearts all of like twice), but if you removed the strings gained from sex moves you could implement some kind of house rule.
Posts made by somasatori
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RE: What Types of Games Would People Like To See?
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RE: What Types of Games Would People Like To See?
@Coin said in What Types of Games Would People Like To See?:
If you can't buy in to the system you're playing, then why are you playing that game? Because there's nothing else around? Lame.
WoD is often the only game in town if you want a specific experience, so regardless of your views on the system, you more or less have to buy into it in order to play the sort of stories you want (I suppose you could play freeform on Shang or whatever, but that comes with its own problems and you don't have a larger community playing the same genre you are).
PbtA games should probably be small ones, not the hulking behemoths so many people seem to want their games to be.
In hindsight, and also being one of the people who were extremely focused on player-base sizes, I think the sprawling, massive games that people often want their games to be is due to the community's shared idea of what a successful game is. Even at its most bloated and kind of purposeless stage, I still was very proud that The Reach had amassed such a large following because it directly meant that it was successful. Personally, I feel like Darkwater was probably more successful than The Reach ever had been, given the caliber of the game Darkwater was, the attention and detail put into it, and how Cobalt & crew (including me I guess) wanted to get one specific thing right rather than a used car lot full of character types for mass appeal. I can't say that TR ever approached the same level of quality that DW did.
The attribution of "health" to game's size is unique to the online format, and certainly important for ensuring the game is consistently accessible, which is a sign of success - after all, you want your players in Europe and Asia to have people around when they have time to log in, given how frequently the MU* community caters to the Western hemisphere (and global north, but that's a digression from this). That said, there aren't a lot of ways to prevent bloat that feel fair. In the past, at least in the WoD community, slots were used to figure out how many supernatural PCs a character could have; however, a player was often able to have as many Mortal/+ PCs they wanted. If one were to simply shut off chargen entirely for a prolonged period there would be significant acrimony and you'd likely see a dip in interest as players looking to bring friends dropped off, and other people protested "authoritarian" admins.
@Coin and @Arkandel, you've probably thought of this more than me: what do you think is a good way to balance player investment, new player growth, etc. without it getting out of hand?
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RE: What Types of Games Would People Like To See?
It would be a pretty neat thing to do, IMO. Since my last MU* excursion I really got into the indie RPG scene rather than my usual WoD joint.
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RE: RL Sads
@SilentHills Hey not a problem! I know how it can be. There are so many times that the days run rough and it feels like you have absolutely no one who will listen to you vent. Especially these days, what with the plague.
The ACT Deck is pretty cool, I do have to admit that my focus is in forensic psychology with a secondary focus in trauma, so I have relatively little training in handling depression directly. However! One of my professors set up my previous cohort into groups with a few ACT cards that we went over with one another. It's meant to be a tool to help you recontextualize a lot of ideas that you may have issues with - very much like your guided journals. Another thing that's helpful in ACT (and Emotionally Focused Therapy) are the idea of values.
Here's an example: http://www.motivationalinterviewing.org/sites/default/files/valuescardsort_0.pdf
So, the way this works is you select 20 values out of the list, then break those down to 15, then take five more out, then take two more out, then three more until you have five core value statements with which you strongly associate. I think I read in another post that you're a psych minor, so you might go over this in your classes. Anyhow, once you get down to those five values, write one sentence as to why it's important to you. Definitely try to write more if you can, but it's not important if you can't write more than a sentence. The important thing is to critically address why a specific value is important to you.
We're moving, so I've packed up my cards, but we've got to repack, so I shall try to find them.
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RE: What Types of Games Would People Like To See?
True, I think that Monsterhearts would have to exist on its own with the goal of trying to emulate a very specific fictional genre, like you're suggesting. As I was writing out my game idea, I figured that the core AW ruleset would probably be more effective.
That said I would absolutely love to play in a MH game. We could port it to a college campus with limited adjustment to the rules. College student politics work differently than high school politics (you wouldn't have the regular touchstones like prom and whatnot) however there are enough similarities to allow for most of the moves to function as they should. I think the main issue with attempting to port it to where the PCs are universally adults is that MH includes a lot of familial drama regarding your characters' playbooks. A family of werewolves, for example, is going to be angry when their darling hooks up with the local vamp. At a college, it's likely that the werewolf PC won't tell their family about their indiscretions with the vamp they met.
What are your thoughts on that?
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RE: What Types of Games Would People Like To See?
@ZombieGenesis Hell yeah, it would be almost seamless.
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RE: What Types of Games Would People Like To See?
I would like to see a game based on the Powered by the Apocalypse ruleset by Vincent D. Baker (of Dogs in the Vineyard quasi-fame). Monsterhearts would be fairly simple to transition to a MU* environment given the emphasis on romance and interpersonal drama. It would be pretty neat to see something like Uncharted Worlds as well.
Inherently, Apocalypse World itself would be a good analog to a WoD game, given that you could use playbooks like Hardholder or Chopper in the same way that characters with lots of Allies/Contacts/Retainers work in WoD.
Setting-wise, I'd want to do something set around a colony in the Jovian or some far-flung system where the characters would be attempting to survive in an incredibly hostile place and have chargen built based on colonial waves. So, the first open (or beta open) would be the original colonists (engineers, chemists, scientists, etc.) trying to carve out a small holding in the planet/moon. Full open/release would have incentives for the second wave of colonists to be laborers, non-PhD scientists (botanists, ecologists, social workers, etc.), then additional waves of colonization focusing on where the fiction is going. All humans, no complex alien life. I wouldn't be adverse to adding in alien intelligence if the players wanted it, but I think it's important to focus on the human drama. The theme would very much be "where will we go and what will we bring with us" in a political, social, scientific, and spiritual way.
In this sort of setting I would also push for joint ownership of the game itself, where the players have some ability to speak to where the overall plot and story line of the planet/moon winds up going which could be done with voting softcode and tailored events run by volunteer STs. If, for example, people want to go for an automated luxury gay space communist utopia, then there would be stories to further that goal with the colonists pushing back against the governance of whatever entity brought them to the moon/planet and attempting to establish an AI revolution (as an example) that allows people to live within a post-scarcity society. If, on the other hand, the players think it would be more interesting to play characters under tyrannical rule and explore the stories involved in that, there could be stories and scenes played out showing the tightening grip of the home office. Admin-wise, no one would be a head-honcho. It would, for all intents and purposes, be a co-op.
Stories would rotate in a system similar to the Legacy style of games in the PbtA line. We'd run a countdown of, say, 6 months where a story plays out and the PCs work to figure out how to play within it, then the basic structure of story line changes. So, using my example above, you could have your tyrannical rulership and through a series of scenes, the players manage to go through a soft revolution, turning society into a liberal moralist democratic republic that has to deal with outposts of extreme views peppered throughout the planet/moon. The game advances a number of years by consensus and the drama begins anew.
Small map, largely abstract and conceptual rather than a full on grid. Much of the space would be liminal, with rooms like "Wilderness" or "Colony Center," with a command that allows for breaking out into private sessions. I would personally be opposed to private permanent rooms; it would be preferable to have +temproom code with locking capability if people want to bang it out.
You could use Apocalypse World's rules to create playbooks that allow for characters that have more stake in the creation of the world's elements. For more granularity, one could also use the Uncharted Worlds or Impulse Drive playbooks (albeit not the alien ones), which would allow for more specific functions with each character. Since XP in this system is handled by failing rolls, you could have a fairly easily automated system where an individual sets a flag on a room indicating an active scene that requires +rolls to be made, which would auto-provide XP upon a fail.
If you're not familiar with Powered by the Apocalypse, it is based on a 2d6 system where 6 or lower (6-) is an absolute failure, 7-10 is a success with cost (you shot the pirate but they managed to get you in the ribs with a throwing knife), and 11+ means you get exactly what you want. You utilize a series of moves based on four stats (in Apocalypse World they are...
Cool: cool under fire, rational, clear-thinking, calm, calculating, unfazed. (Roll 2d6+cool to perform under fire.)
Hard: hard-hearted, violent, aggressive, strong-willed, mean, physically and emotionally strong. (Roll 2d6+hard to go aggro on someone.)
Hot: fucking hot, attractive, subtle, gracious, sexy, beautiful, inspiring, exciting. (Roll 2d6+hot to seduce someone.)
Sharp: Sharp-witted, clever, alert, smart, perceptive, educated, skilled, trained. (Roll 2d6+sharp to read a person or read a situation.)...And I would probably not include Weird: weirdo, psychic, genius, uncanny, lucky, strange, prophetic, touched. (Roll 2d6+weird to do some kinda supernatural ability)
Everyone selects a suite of stats from their playbook that allows them to spread their stat points around with a variance of -1 to +3. Each playbook also has a suite of Moves that allow them to do things that other character types cannot.
Anyway, if you made it this far, thanks for reading. So, my friends, this is my heartbreaker game. I doubt I will ever make this or work on something like this, but I've been thinking about this question for about 2 years now and wanted to answer.
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RE: Possible Return
Hey @Botulism, good to see you're still kicking around.
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RE: Real World Peeves, Disgruntlement, and Irks.
@Tinuviel said in Real World Peeves, Disgruntlement, and Irks.:
@somasatori said in Real World Peeves, Disgruntlement, and Irks.:
I'm about to start on my PhD in clinical psychology myself
So... if a guy needed some lithium citrate... you could help out with that prescription right?
Ah, I wish! My sister-in-law is a doctor, though.
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RE: RL Sads
Hey there @SilentHills, I'm not sure if we've ever talked to one another before (I'm not really great with screen names), but I wanted to say that your feelings are completely valid and if you do need someone to talk to and don't mind waiting for a small amount of time between responses, you can DM me here. If not, that's also cool - after all, you don't know me, but sometimes it's useful to bounce things off a stranger, even if you just want to yell at someone about some issue in private.
I'd also encourage you to get back into talk therapy, but with the state of the world that can be difficult. My university gave us some resources to give to folks who can't attend in-person sessions or are having issues affording them. I'll post the link below. I think it's fantastic that you're addressing that your feelings will hopefully not be forever. I also deal with some pretty horrendous chronic depression, and keeping a mindful attitude toward the idea that I won't always feel like I've been hit by a train is extremely difficult.
Have you ever heard of Acceptance and Commitment Therapy? I really like it, probably in part due to how it can gamify therapy. The principal function of ACT is that it focuses on providing behavioral adjustments that can address cognitive issues. So, rather than CBT's "just change how you think about a thing" approach, an ACT approach will provide suggestions on how you should address certain behavioral functions on how you think about things. The most effective way I've seen this done is a deck of these very specific cards that suggest different behavioral and cognitive methodologies for addressing problems. I am trying to find a free PDF of them but am coming up short. If you're interested I can take some pictures of my physical copy and throw them your way. One example statement on the ACT deck is "Who is the wisest person you know?" Then, the follow up would be "why do you think this, and how could you emulate that wisdom?"
Anyway, just a thought. I hope you are doing all right today.
Resources from my uni: https://theshrinkspace.com/ - I used this for a therapist and it was pretty great. All telehealth, will work with some insurances, and most have a sliding scale.
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RE: Real World Peeves, Disgruntlement, and Irks.
@Aria Good luck! I'm about to start on my PhD in clinical psychology myself. Hopefully the car alarm stopped enough to give you some peace!
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RE: What series are you reading?
I completely agree with everything you said. Bellis Coldwine is probably one of my favorite characters of his, if not one of my just generally favorite literary characters. I didn't read the series in order -- I went from The Scar, to Perdido Street Station, then Iron Council, which led me to feeling really disappointed with Isaac.
Normal fantasy like elves and whatnot is always so clichéd and annoying, since it's generally just variations on a theme. You take Tolkien, then play on what Tolkien did and adjust your story line a bit (which will be either a mix of coming age with dude being the be-all, end-all savior of the world, or one or the other). The grittiness of Mieville's work is pretty astounding, and sort of throws all that up into the air. You're absolutely right, pretty much every race in his work is utterly absurd or hideous. Like the mosquito people in the Scar, for example, that was a fairly intense scene when they went ashore and realized they totally weren't fucking around about the women in the mosquito-people society (totally can't remember their names right now) were bloodthirsty and vicious. Then there's the Khepri.
I'm also in the same boat with the Dark Tower series. I've read up to the Song of Susannah, but am worried about reading the last book on account of how his stuff usually ends.
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RE: Somasatori's Playlist.
Right on. Well, if you do happen to find yourself on Fallcoast (or the place that @Ganymede mentioned) hit me up. I'm Billy on Fallcoast, and Bukowski on the other whenever it opens.
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RE: Somasatori's Playlist.
@Cadi Hey, it's you! I remember Eris for sure. I was wondering what the hell happened to you and whether you were still kicking around or not.
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RE: Coming soon: Lawless Space MUSH
(I was honestly just riffing myself. I advertised The Reach in late 2006 and it took until October of 2009 for it to open for soft RP. Then @Thenomain and @Glitch were like "what the fuck is this shit that you've got for code?" and we were actually open for real, with systems and everything.)
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RE: ROGUE: It is coming...
It might not be a bad idea to throw a li a.active selector into your CSS class for your links, too. Like...
#swikilinks (or whatever the class is) li a:active {
background: transparent;
color: #72c02c;
}Or something similar. It may not be great to make it that color of green, given that it seems that's what you're using, but it'd be a decent improvement.
Edit to add: It looks pretty sweet, though. Also, I just read the bit about you not using it. I'm sorry to hear that.
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RE: Coming soon: Lawless Space MUSH
The patent office required us to trademark it when we were making The Reach.
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RE: Dystopia MUX
I'm playing Timothy, if you decide to join, who's basically paparazzi (and apparently works in a corporation partially owned by @toreadorfool!). Though, I decided to buy him a trenchcoat and fedora so he can properly narrate his own actions like a pulp investigative reporter. Once I get some more time I plan to make full use of the Media board and write gonzo-style gossip articles! The plight of the people in the Junkyards, as told through the eyes of a drug-hazed investigative journalist!
The code is pretty sweet, and there's a ton of new theme stuff being implemented all the time, it seems like. The relationship stuff on your sheet/the roster also helps you figure out people you'd automatically know. Lots of different ways to spend your time, and XP is done in a really cool way. I'd suggest it, @icanbeyourmuse.