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    2. SunnyJ
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    Posts made by SunnyJ

    • RE: POLL: Super Hero MU Gut Check

      To be honest, I am 100% sure that, between everyone posting on this thread right now, we can find bad experiences on both sides of any fence when it comes to MUing. I have been blessed with a MU life with no bad experiences on consent games, but I am not under any illusion people haven't abused, and still abuse, it over the years. The way I deal with it is that I just rather trust staff, whom I need to trust anyways, to balance things out.

      That being said, I am afraid we are MSBing this thread and letting this paralyzing love for theorycrafting getting in the way of getting things done. There is really no right answer on this matter of consent or no consent, I think, and both sides have merits. As do many things on MUing. A version of this talk has been had countless times, and I hope @Ghost doesn't get stuck on any particular subject for too long!

      We do have the bad habit of... going on and on and on and on and on about basically everything around here! Do your thing, dude!

      posted in Mildly Constructive
      SunnyJ
      SunnyJ
    • RE: POLL: Super Hero MU Gut Check

      @Ghost I don't know, Ghost. Maybe! I feel you also lose a lot of the razzle dazzle when you reveal a game beforehand, and instead of the 'WOW LOOK AT THAT' factor, you get a 'Hey! That game finally launched, cool!'

      Also, I too often see ideas that never go further than that. I am betting there is a segment of people who don't really get hyped for a game -at all- unless the game is actually close to launching, or has any indication that it will for sure be launched.

      Lots of pragmatic/cynic peoples 'round these parts!

      posted in Mildly Constructive
      SunnyJ
      SunnyJ
    • RE: Vampire 5E Playtest

      No Sabbat? Anarchs front and center? Not the Vampire for me!

      posted in Mildly Constructive
      SunnyJ
      SunnyJ
    • RE: Rusalka's Bad Idea: Single(ish) Sphere oWoD

      Also, whatever you do, please get rid of scaled XP costs. That oWoD throwback is really, really bad design and makes CG a slog that forces you to game the system!

      posted in MU Questions & Requests
      SunnyJ
      SunnyJ
    • RE: Rusalka's Bad Idea: Single(ish) Sphere oWoD

      @HorrorHound Also, the Lancea et Sanctum is just the Path of the Night! The Sabbat has no equal! #shovelhead4life

      posted in MU Questions & Requests
      SunnyJ
      SunnyJ
    • RE: Rusalka's Bad Idea: Single(ish) Sphere oWoD

      For a meatier response:

      My experiences with the Sabbat on MUs have been less than ideal. People usually use the rabble of the Sabbat as a template for all characters in it, and usually the structure of the Sabbat itself isn't enforced by the game enough for the themes of the Sect to really shine. When all people do in the Sabbat is RP Black Spiral Dancers But Vampires, I think it undermines the potential of it.

      However, one of the best themes of the Sabbat, in my opinion, are the paranoia/conspiracies and its hypocrisy. Paranoia because you shouldn't ever be able to say for SURE you are not playing the games of the Antediluvians/Elders, and hypocrisy because, while the rabble is composed of drooling edgelords who like to Potence hard, the elite of the Sabbat is said to be just as callous and cunning as the Camarilla, making the movers and shakers of the Sect as dominant and manipulative as the elders they deem to hate for that very reason.

      When I envision a Sabbat game, I envision a game where staff enforces the roles of the 'Sabbat Elite' through NPCs, information and plots (and of course allowing players among them), while keeping the rabble following their design. You want to play a mindless monster Pander of no direction but 'who am i killing now'? Sure, but that person isn't going to make Inquisitor, or the head of one of the Clans/Bloodlines, or even make it high in the Black Hand.

      On the Sabbat vs Demon front, all I have to add is that the Sabbat works as a group, and stories can be about a Bloodline, Clan, the Sect as a whole, or even the Sect against itself (with Infernalism, etc). Players are all moving together in the story, which helps a community grow. Demon is a game about personal stories, and monumental shifts in the world that are supposed to be driven by characters. I find it weird to turn that into a cohesive game, and I would find it hard to find a reason to meet too many Demons if I played there.

      One thing is certain: I think a Sabbat game could be immense fun, but it needs a strong theme and it will have to fight against prejudice from new and old players, as well as need to enforce its theme so everyone is either on board with it, or re-educated in what you expect of them in YOUR game.

      posted in MU Questions & Requests
      SunnyJ
      SunnyJ
    • RE: Rusalka's Bad Idea: Single(ish) Sphere oWoD

      @Ganymede I am merely a vessel of the Eldest. ❤

      posted in MU Questions & Requests
      SunnyJ
      SunnyJ
    • RE: Rusalka's Bad Idea: Single(ish) Sphere oWoD

      The right answer is always the Sabbat.

      posted in MU Questions & Requests
      SunnyJ
      SunnyJ
    • RE: Fallen World 2.0

      Report Status!

      Game is picking up, and starting tomorrow and until July 19th we have 8 scheduled events, between player-ran plots and caucuses and protectorate set up scenes. If you want to app something and jump right into the plot, that is the best time to do it! For those interested, here's the lineup:

      July 1st - Werewolf PrP
      July 2nd - Guardians of the Veil caucus meeting
      July 3rd - Adamantine Arrow caucus meeting
      July 5th - Mysterium caucus meeting
      July 6th - Mage PrP
      July 9th - Silver Ladder caucus meeting
      July 16th - Free Council assembly meeting
      July 19th - Werewolf Protectorate moot

      posted in Adver-tis-ments
      SunnyJ
      SunnyJ
    • RE: Rolplay-centric games

      @Thenomain

      alt text

      posted in MU Questions & Requests
      SunnyJ
      SunnyJ
    • RE: Fallen World 2.0

      @Derp The War of Manhattan is over, and the Pentacle managed to finally get a foothold on Manhattan.

      The premise of this second arc is that, with the absence of the demigods of the Pyramid (the Ministry heads that were responsible for the butchery of the Great Betrayal) all sort of things are crawling out of the woodwork in Manhattan, to fill the power gap. Including the Forsaken. This was meant to offer a backdrop for plot and a skelleton I can build the story around, but without being a 'YOU MUST PARTICIPATE OR YOU ARE TERRIBLE'.

      All the caucus of the Pentacle have events schedule so they can organize, and each will get their own little things to do as the game progresses. The events kick off with the Guardians of the Veil, this Sunday! It is a good time to get involved in an order, and have stuff to do. The first Werewolf event is also already up.

      The Seers of the Throne are available as a Story Point template, and their first event is scheduled for the end of next month.

      posted in Adver-tis-ments
      SunnyJ
      SunnyJ
    • RE: Poll: Changing Breeds Game System

      oWoD. nWoD changing breeds are too aimless, it feels like it would be difficult to run plots for 'I stand around being a tiger person, all day' sort of characters!

      posted in Mildly Constructive
      SunnyJ
      SunnyJ
    • Fallen World 2.0

      Hello, everyone!

      Earlier in the year we concluded the ‘Season One’ of the game’s plot with the Pentacle gaining a permanent foothold in Manhattan. Now the power vacuum left by the absence of the more powerful magi of the Iron Pyramid has allowed the Consilium to become a stable institution in the island, while also making the five Orders directly responsible for keeping the encroaching darkness the Seers of the Throne controlled at bay.

      As the shadows creep from the corners of the world, and the streets and Shadow teem with entities that threaten the balance of things, the Forsaken of the Clear Skies protectorate make their appearance in the concrete jungle of Manhattan, untouched by the Sacred Hunt for far too long. Behind the world Herd pretends to be true, werewolves return to remember their ancient enemies why the whole Shadow feared Father Wolf.

      Fallen World is an action/horror Mage: The Awakening and Werewolf: The Forsaken 2nd Edition game set in Manhattan, an island that Sleeps when Mother Moon rises and night falls. In the dead of the night Herd cowers in their homes, praying whatever makes the strange noises outside doesn’t come in. Players take the role of the Awakened, Forsaken, and some other stranger creatures that belong in the dark.

      After the end of Season One we paused the game for a while and worked quite a bit on player feedback given to make sure to improve Fallen World. If you want to try out the gameline formerly known as World of Darkness for the first time, or if you want a place that does things just a bit crazier, this might be the place for you!

      Check us out at fallenworldmux.com // 1984

      In the following weeks we will be processing apps and asking for player feedback on some stuff to kickstart Season Two! Come on over, meet some cool people, ask questions if you have them! We ould love to have you!

      alt text

      posted in Adver-tis-ments
      SunnyJ
      SunnyJ
    • RE: Sin City Chronicles

      @Coin Really like the Sangiovanni write-up and the Necromanzia stuff! This is pretty great! My only critique would be tying the Necromanzia to the Strix, which at the same time makes it too much like Crúac and makes both seem less special. Maybe tie to something else, more unique? If there is some other sort of entity capable of using Death to control vampires, and it is using the Sangiovanni to do so, that might give it the 'forbidden sorcery' vibe you want without feeling samey?

      In the end, it is all great regardless!

      posted in Adver-tis-ments
      SunnyJ
      SunnyJ
    • RE: Straw Poll: XP Spending in nWoD/CoD

      I think what you have is pretty neat, and is probably the best way to do it! If you WANT a suggestion, maybe something like...

      xp/spend Prime=4, 8/8

      Where the first 8 is for Normal, and the second is for Flavor XP?

      posted in Mildly Constructive
      SunnyJ
      SunnyJ
    • RE: How Do I Headwiz?
      1. Opening the game is only 10% of the work, tops, and that is if you put a LOT of work in your game to begin with.

      2. No matter what you do, people will say you are this or that, that you are doing it wrong, and that you are worst than Hitler (tm). If you can't take that, do not open a game.

      3. That people you thought were friends are going to go haywire on you for decisions you make you hope will benefit the whole game. If you can't take that, don't open a game.

      4. Advice: Experimenting is more than fine. Don't be afraid to test stuff out just because other MUs don't.

      5. You must stay on the ball at ALL times. One week drama coincides with you being under the weather can be the perfect shitstorm.

      6. Making a good game doesn't equal having lots of logins. Having a lot of logins doesn't equal to having made a good game.

      7. "Good Game" is the white whale of MUdom. Make a game you are proud of. That is all you can really do.

      8. People get SUPER invested in games they play. Be ready to meet people halfway, and knowing when to push forward based purely on gut feeling. Be ready for 2) either way.

      9. Advice: Don't do a game for anyone other than yourself, and hope others will like it.

      10. DOING JOBS SUUUUUUUUUUUUUUUUUUUUUUUCKS.

      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
    • RE: RL things I love

      @Arkandel I want this gaaaaame!

      posted in Tastes Less Game'y
      SunnyJ
      SunnyJ
    • RE: Random links

      Sony? =( Oh no...

      posted in Tastes Less Game'y
      SunnyJ
      SunnyJ
    • RE: Random links

      @Arkandel Ohgod please let it be good!

      posted in Tastes Less Game'y
      SunnyJ
      SunnyJ
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