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    Best posts made by SunnyJ

    • RE: Dreamwalk MUSH

      @demiurge said in Dreamwalk MUSH:

      I'm a little disappointed that the whole point of this thread effectively got captured by a conversation about IC/OOC speech codes. Feels bad, man.

      You fell into the MSB vortex, from whence no thread returns.

      @TNP That is exactly what he should get out of this.

      posted in Adver-tis-ments
      SunnyJ
      SunnyJ
    • RE: World of Darkness -- Alternative Settings

      @thatonedude Isn't that all in the perspective of the pack, though? Okay. I invited another player into the game, they app a vampire and join my pack. I don't see the big dynamic change that paragraph proposes. Just small pockets where a single pack ST moves the game for that corner of the world.

      posted in Mildly Constructive
      SunnyJ
      SunnyJ
    • RE: NOLA 2: Back in the Vieux

      @killer-klown Honestly I'm not sure any of that requires staff attention. Players should be able and ready to tell those stories by themselves on a MU, or not app a Promethean.

      posted in Adver-tis-ments
      SunnyJ
      SunnyJ
    • RE: nWorld of Darkness 1E v 2E

      @jennkryst All I hear about this TS Harmony stuff. Wanna know a quick fix for it? HR that it isn't a thing, or that staff isn't interested in it. Because staff shouldn't need to be brutalized by bad TS.

      This is such a non-issue.

      HR: Don't send us fucking-related Harmony rolls. Just don't.

      posted in Mildly Constructive
      SunnyJ
      SunnyJ
    • RE: NOLA 2: Back in the Vieux

      @tragedyjones @Ganymede Players should be expected to craft MOST of their fun on these games, sans-staff. Anything else is just begging for trouble, either favoritism, shody STing, overburdened staff, vanishing STs, etc. If you cannot find a way to do so, then you will have a poor WoD experience, and the more we are honest about this, maybe we can skip the 'b-b-b-but no dedicated Storytellers' talk, and have more meaning conversations like 'How does one make their own fun, and how can a game be designed to make that a thing?'.

      The MU playerbase has grown up. They have jobs, families or are burnt out and frustrated with years of RP. Expectations of dedicated STs are out of touch, IMO.

      Just my opinion.

      posted in Adver-tis-ments
      SunnyJ
      SunnyJ
    • RE: New Project?

      @thatonedude said in New Project?:

      Hurt Locker
      Mage: The Awakening Second Edition
      Promethean: The Created Second Edition
      Vampire: The Requiem Second Edition
      Half-Damned
      Secrets of the Covenants
      Thousand Years of Night
      The Pack
      Werewolf: The Forsaken Second Edition

      So if I take out "Forthcoming" books (which do not exist), the gamelines that do not interest me (Demon and Beast), the repeated re-editions of the same book (you listed the basic CofD book basically three times), Hunter (which is an update for an already outdated book, since 2e is coming out) and Dark Eras (which interests me exactly 0%, given I can't use OPP shallow settings for anything) I am left with this.

      In my view, this is some contentless shit, and some of these editions are actually downgrades. Secrets of the Covenants is a fucking mess I can barely read fluff-wise and powercreeps the whole gameline, for example, and The Pack has some... new rules for Lodges, I guess. At least that is more I can say about 2e Vampire (which has no rules for Bloodlines) and 2e Mage (which has the stupidest rules for Legacies).

      The Vampire remake is great, the Promethean remake is... an acquired taste. I despise Wolf 2e, and I am really ambivalent towards Mage 2e. Hurt Locker had a BUNCH of good stuff if you like combat in WoD (which I don't), TYoN is decent, and I haven't read half-damned. I hope it is good!

      So yeah, to me 2e is barren. If you don't like Dark Eras, Demon or Beast the whole 2e seems to get nuked by 60%. If you like it, awesome. I don't.

      @Rucket There is too little that is out, and what is out doesn't really interest me. So yeah, you are not all wrong.

      posted in Mildly Constructive
      SunnyJ
      SunnyJ
    • RE: I will design you a MUX

      Requiem for Rome is best Requiem.

      Would love! I do think, though, that you would have to accept a certain 'enhanced reality', like a Ridley Scott movie or how Breaking Bad does things (yes, it is real, but... 'cinematic'), so to avoid people who REALLY love historic acuity from butting heads with anyone who is relaxed about it.

      posted in Adver-tis-ments
      SunnyJ
      SunnyJ
    • RE: New Project?

      @ixokai @WildBaboons I will try to explain myself, but I am going to preface this by saying that 1e isn't perfect by any means!

      My main gripe with 2e comes from everything being too "neat", which was OPP's intention and I think it was a fucking horrible decision to do. Everything has a very narrow purpose, a shape you can only fit into one thing. The game doesn't let you figure things out by yourself. I will give examples:

      Each form has a strict purpose, and I do not know why they did that shit. Instead of letting players figure out their own playstyles the book states that the Dalu is for 'clearing the room' and figuring out where the prey is, the Urshul is for rounding it up, and the Gauru is to finish it off. So they buff the Gauru out its mind, and the result is that in a 2e everyone who is not a Gauru is missing out. On 1e, you could figure things out by yourself. Do you think you have the right combination of Gifts and Fighting Styles to go Dalu? Are you one of those people who likes to shotfun their way through WoD? Or do you prefer the more reliable Urshul instead of the Gauru? Do you have Gifts that tinker with the Gauru and make it a more interesting gamble? All of that is gone on 2e. You start the fight in Gauru or Urhan, and then fight in Gauru. The book tells you that is how things happen, and the mechanics enforce that. I dislike it immensely. It homogenizes the gameplay AND makes characters samey in a scene.

      Gifts in 2e not only are too powerful, but they also further shove you into roles in uninteresting ways. Now, I am not saying the Rahu shouldn't have an advantage in combat, but I am saying that they shouldn't be gods at it by sheer virtue of having picked an auspice at CG. On 1e you had plenty of options that could make the Ithaeur and Cahalith, if not competitive, fun to RP in combat. On 2e you might as well excuse yourself from the table while the Irraka and Rahu throw dice at the STs face (not a fan of powers that are basically +dice + successes + rote, etc. WoD doesn't need MORE dice). You could make an Ithaeur based around fighting with Crashing the Weave, Two-World Eyes and Wisdom of Patience + Fetishes, or a Cahalith based around frenzying and resistance in combat, a Ithaeur that debuffed people, etc. On 2e if you are not a Rahu/Irraka with Hit and Run you are basically out of combat.

      Still on gifts, they are so unimaginative and lame, but SO powerful, they also make the Pure, the best antagonist of werewolf imo, complete chumps in a fight. Before a Rahu with Full Moon Gifts 5 wasn't guaranteed to win against a better trained, more aggressive Predator King ith more attributes and skills and spirit buddies. Now? Yeah. Forget it. Especially in a MU environment where people are guaranteed to have at least one Renown at 5.

      So to sum up, gifts are less varied, less interesting and disgustingly powerful, because dice > flavor, I guess. One I have a special gripe with is the FIRST Ithaeur gift, which insta-exposes a spirit's ban. That used to be the source of Ithaeur scenes and quests. Now you just roll dice and that is supposed to make you feel useful? But it just ruins the whole fun of hunting a powerful spirit, imo.

      Totems now can only offer extra dice, which is shit. WoD breaks with too many dice, stop giving me dice. Before you could at least buy Gifts, which was pretty cool, so a pack serving the Thunderbird could have Weather 5 Call Lightining and summon lightning from the sky. Now they get +1 Strength or whatever the fuck. Not a fan.

      I could go on, but I flat out don't like how they tried to make everything fit into place and thus removed all the chaos and exploration from Werewolf. I know a LOT of people gripe on the unihar and werewolf sex, or how costly and useless Renown is, or how bad Primal Urge was, but despite its many flaws, I think Forsaken 1e tried for more, and ended up achieving more as a result. It didn't have this vibe of OPP trying to be the 'Apple of RPGs' and turning all their gamelines in 'beautiful, sleek designs'. They feel so pretentious.

      tired
      Pictured: Me crying over Werewolf 2e.

      posted in Mildly Constructive
      SunnyJ
      SunnyJ
    • RE: I will design you a MUX

      @secretfire said in I will design you a MUX:

      Yeah, post apoc Rome game is an awesome idea. You make everyone happy. Post apoc fans, historical "but not ocd" people...I'd play there.

      For as long as there are Poochinksi elements, I am in.

      posted in Adver-tis-ments
      SunnyJ
      SunnyJ
    • RE: New Project?

      @thatonedude said in New Project?:

      Forms, you aren't locked into anything in terms of using them outside of their /strict purpose/. You can kill something in hishu or any other form. You can track and do anything you want in any form.

      Yes, you can kill something in Hishu. I never said otherwise? That is not the point at all.

      As for Gifts, surprise... anyone can buy any gift to include auspice/moon gifts. So you are a sneaky rahu using Full Moon and New Moon.

      No, you can't buy Moon Gifts associated with ot her Auspices. From the book: "A new werewolf gains a single Moon Gift associated with her auspice." and then "You may discover other Moon Gifts that are associated with your auspice at a cost of 5 Experiences." Even if they could, that wouldn't have addressed the fact I find these gifts boring.

      As for being Over Powered I'd look at them vs 2e Disciplines and tell you again you are wrong.

      Did I ever say they are less or more powerful than vampires?

      Thank you for not taking it further.
      I don't know where to start other than to say you are wrong on many levels much like what I've read from you on most of the posts in this thread.

      To quote a genius lyricist, You better check yo self before you wreck yo self. Didn't you say you do not have the patience/time to argue in the internet?

      posted in Mildly Constructive
      SunnyJ
      SunnyJ
    • RE: Fallen World MUX!

      @Scissors That is, indeed, the best fuel to any staff group, I am sure! Thank you a lot for it, Scissors! ❤

      posted in Adver-tis-ments
      SunnyJ
      SunnyJ
    • RE: New Project?

      @rdc Good luck! Sounds fancy!

      posted in Mildly Constructive
      SunnyJ
      SunnyJ
    • RE: Welcome to Fallen World MUX!

      @Thenomain The hero we need!

      posted in Adver-tis-ments
      SunnyJ
      SunnyJ
    • RE: Requiem 2e Bloodlines

      I have a few of my own you can do whatever with, RDC.

      posted in Mildly Constructive
      SunnyJ
      SunnyJ
    • RE: Fear and Loathing

      @Botulism said in Fear and Loathing:

      Geist is awesome, but incredibly overwpowered on a multi-sphere game, so we aren't taking it. Sorry.

      What about Werewolf? Similar reason?

      posted in Adver-tis-ments
      SunnyJ
      SunnyJ
    • RE: Spirit Lake - Discussion

      @faraday This game is WoD, but 'none of that weird theme' . Where are the WoD games? Where are the modern supernatural horror games? Nowhere. This game just found a starving player base after the fall of WoD. How hard is this to understand?

      posted in Mildly Constructive
      SunnyJ
      SunnyJ
    • RE: Game Concept: Paying for rare things

      I agree.

      The Rarity System from MET does an amazing job in controlling the snowflakeness in a game, and the game I first came in contact with that used it experienced a lot of success with it.

      posted in Mildly Constructive
      SunnyJ
      SunnyJ
    • RE: Game Concept: Paying for rare things

      @Ganymede I am not sure this is what Bobotron meant, Ganymede. The Rarity System from the vampire game I played was used to allow the hyper rare Bloodlines to remain rare, and to give players incentives to play 'the norm'. It wasn't meant to ridicule or say 'your concept is bad and you should feel bad' but more like... how do you make something rare in a world, and STILL let it be available to all players? Everyone can earn XP, but apparently 'dat starting XP' kept a lot of people from choosing the rare stuff, and the rare stuff remained rare.

      This is coming from someone who super played a snowflake with less XP when allwoed! X)

      posted in Mildly Constructive
      SunnyJ
      SunnyJ
    • RE: Plots and Spoilers

      @krmbm I really like this approach! Thank you!

      posted in Mildly Constructive
      SunnyJ
      SunnyJ
    • RE: Social Combat: Reusing Physical Combat System?

      One of the trickiest aspects of Social Combat is that people don't want to be rolling tons of dice when they go to some bar RP, waiting for others to figure out polls, read rules, argue over results, etc. It detracts the attention from actual RP and transforms roleplay into pure mechanics.

      The only way to do social combat, in my opinion, is keep it simple so you don't disregard Social Stats but you don't make it complex enough that I will not risk wasting 6 hours of my day by going to a random bar scene only to get ambushed by someone who has the sickest combos bro.

      You expect dice to be a thing in plots, but when they take over casual RP stuff gets annoying. I would like social dice to be used more often, but for it to be not NEARLY as complex as physical combat (which I feel is needlessly deep anyways).

      posted in Mildly Constructive
      SunnyJ
      SunnyJ
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