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    Posts made by Tat

    • RE: Meshing Groups

      @thesuntsar said in Meshing Groups:

      This is probably something I fail at. I get very caught up in going "Okay I started at 8 but I really need to be wrapping up what I'm doing by 11 or else I'll be too wound up to sleep!!!" and then I tend to push stuff along at my speed rather than a more natural pacing. It might help to just say "We're going for three hours and then pausing" than trying to hit a plot point in those three hours.

      Or just be okay with less interaction IN the scene, and build in time for those characters to connect around what happened later. Honestly, in action scenes, I often feel like I'm doing good to track what's going on at all. But if the GM gives a few places where character actions affect each other - someone saves someone, or nearly hits them, or heals them or rallies them, or even they all see the same crazy thing - and there's a beat AFTER the action, then I can do all kinds of bonding.

      Plots that build in social scenes for the aftermath are nice because then I don't have to personally go begging for it, or other people's timelines won't pass mine. If we all know 'we're RPing the aftermath tomorrow at X time', we can hold mental space and RL time for that and get that meaty goodness in.

      posted in Mildly Constructive
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    • RE: MU Things I Love

      Games full of people that give you so much joy, creativity, and imagination that it's heartbreaking to bring things to an end.

      Sometimes this hobby gives us a whole lot of awesome. It's a strange joy to close wishing there was more. Keep being amazing, guys.

      posted in Mildly Constructive
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    • RE: Cat Character Drawings

      @thesuntsar said in Cat Character Drawings:

      erikmanny-min.jpg

      MOAR CATS. @Crawfish did this one for a pair of Spirit Lake characters! And it is ❤ ❤ ❤

      This is one of my favorite things ever.

      posted in Tastes Less Game'y
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    • RE: Weird or unrealistic gaming... stuff

      @arkandel said in Weird or unrealistic gaming... stuff:

      @tat Also keep in mind balancing for a MUSH is much easier than doing so for a table-top RPG because you can always patch things retroactively, especially if it's automated.

      If your 'real' metrics, unlike theorycrafting, show that +3 initiative is better than +3 defense you can adjust it on the fly. Maybe you'll refund some XP spends for those who invested based on the old system.

      Once you print then ship rulebooks out it's a pain in the ass to create and distribute errata.

      I play Magic: the Gathering which makes all of this even worse. You opened packs or traded for a mythic card that got banned? Well, sucks to be you!

      I'm not entirely sure that's true. We're 3 years into this system now - at what point do we make giant changes and say that people who've invested in this system and RPed a lot of 'canon' stuff around it just suck up the changes?

      We have made SOME changes - including actually some fairly big ones about how things roll, etc. But there are also changes that would be so fundamentally theme-changing or discount a lot of established RP that they'll absolutely wait on a sequel, if one happens. I'm not changing those things mid-stream, because the story and the characters are ultimately more important than the balanced numbers.

      I mean, no, there's no cost associated - but something like Magic is also (presumably) doing a lot of their playtesting BEFORE they print materials. We had a pretty meaty Alpha period where we did the same, but we're a handful of people over here - there's only so much playtesting we can do before we go live.

      I think the challenges (and solutions) are probably just different. And I imagine that if I end up doing a Magic System 2.0, it'll still have things I'd adjust if I were Doing It All Over Again.

      posted in Mildly Constructive
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    • RE: Weird or unrealistic gaming... stuff

      @betternow said in Weird or unrealistic gaming... stuff:

      I was just kind of confused. I mean if they said Ethel or Eustice or Jehosephat, it would have landed the way they intended. I was just surprised they would think Bianca is an "old-fashioned" name.

      THESE kinds of names actually very common now - among the preschool set. There seems to be a cycle of folks naming kids after their grandparents/looking backward for classic names. My kids' classes (preK and 1st) are full of kids with either the 'new spelling or variation' type name (think Jaxton, etc) or old-fashioned names that make me think of grandparents (their great-grandparents). Think: Eleanor, Maude, etc. Incidentally, I've noticed that boys names tend to stay more classic - Joseph, Benjamin - than girls names.

      @faraday

      Dice mechanics are HARD. You have to have something that is:

      Intuitive enough for people to understand (FS3v1's custom dice curves did NOT go over well)
      Have enough variation that the dice feel meaningful, but... not TOO much, because it's frustrating when your character's performance is wildly unpredictable (I'm looking at you D20).
      Have enough ability for modifiers that you can account for difficulty/wounds/etc., but not SO much that a +2 mod changes you from a complete noob to a professional (I'm looking at you FUDGE).

      Sometimes it feels like an impossible balancing act and at some point you just have to say "screw it, roll some dice and have some fun"

      Oh my GOD I cannot even put into words how hard balancing a system is. I had an inkling before we started building ~400 custom-made spells to slide into FS3, but I had no true idea.

      All the things Faraday says here, but also add things like

      • Is a +3 initiative as useful as a +3 defense?
      • How does being able to turn into a mouse balance against being able to turn into a bear?
      • Is a stun that lasts 3 rounds for one person equal to a stun that lasts 1 round for 3 people (given that both have the possibility for being resisted)?
      • Are 3 level 1 spells equal to 1 level 3 spell?

      And on and on.

      I think it IS an impossible balancing act. At the end of the day you just kind of do the best you can and go and hope your players show you grace and manage to have fun despite the fact that you sometimes got it wrong.

      posted in Mildly Constructive
      Tat
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    • RE: What's So Hard About Ruby?

      @faraday said in What's So Hard About Ruby?:

      @cobalt That gets to what I was saying about how to learn the entire package, not just the language. Getting an attribute out of a room has very little to do with ruby itself, because the core language knows nothing about MUSH rooms or Database attributes. You'd have a similar challenge with coding in any modern full-stack application, regardless of language.

      I'm someone who started from a base knowledge of 'can tweak some formatting stuff in PennMUSH and coded a couple of basic commands in MOO a few decades ago' who has now coded a fair number of Ares plug-ins, including a really, really large one that integrates magic with Ares' FS3 system.

      From my perspective, what Faraday says here is true - but when I started, I didn't get enough about how modern code languages worked to even recognize the difference between 'the language' and the Ares framework (for lack of a better word). All I knew was that I didn't really understand where things were stored, how to get to them, how everything fit together, and how to make stuff GO.

      It's actually really easy to find great documentation on almost everything in Ruby. Want to manipulate a string? Play around with an array? Do some math? Tons of examples!

      Ares is well-documented, too, but the entire CONCEPT that I needed to learn Ares and not just Ruby was one that it took me awhile to wrap my head around. I think sometimes that's where some of the hurdle comes for folks (like me) who have very little coding experience. They GET how all the pieces of a MUSH fit together - but Ares fits them together somewhat differently, and you have to learn that structure, too.

      One of my very first questions to Faraday was 'how do I make a command execute other commands?' (something I'd done in MUSH) and she told me 'that's generally a bad idea, use the helper functions instead'.

      I don't know that I ever admitted that I had no idea what helper functions WERE, let alone how to use them. Now that I do, I understand why they're a better choice, but that mental leap took me awhile - as did figuring out where those functions lived and how to access them (pro tip: getting a real code editing program and learning a few shortcuts makes this much, much, MUCH easier).

      I do think the Ares tutorials are very good (and getting better all the time, as I know Faraday makes adjustments as people find things that confuse them), but there's a bit of a mental shift that I think can be difficult if you're expecting Ares (I'd guess Evennia too, but I've never tried it, so I can't be sure) to function like a MUSH-but-with-different-syntax under the hood. It is-- but it also isn't.

      Overall, I found Ares-and-ruby MUCH easier to pick up then PennMUSH. In particular, I find it much easier to learn how to do Big Stuff than I ever did in Penn. I doubt I'd ever have managed this sprawling, integrated, complicated magic system on Penn, because it's clunky and hard to read and there's no version control for when I really screw up and no easy-to-read config files. The leap from 'I can change the formatting on WHO' to 'I can code a new system' was much, much easier.

      Also I can't say enough for the Ares discord community at large, who've helped me more than once on problems small and large and been really, really patient with questions of all sorts.

      posted in Game Development
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    • RE: Criticism: X-Men Divergence

      @lotherio said in Criticism: X-Men Divergence:

      The only thing I could reason for requiring a guest bit to apply for a roster is to save DB clutter, but this isn't 1990 when total available/virtual space was MBs in some shell on someone's home box, which included space for web/graphics.

      There's not a smooth way in Ares to require an application for a roster character without the email step. It's not this game trying to be obstructionist or anything - they're probably just using the tools they have. If you want to require an application for a roster (and you don't want to/don't know how to code a different solution), asking for an email for a response is the best you've got.

      posted in Mildly Constructive
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    • RE: How to launch a MU*

      @reason

      Your game should, IMO, be largely done before launch. This means that, as @bear_necessities says, your theme files are in place and fleshed out, your policies are clear, your chargen guides are ready, your grid is built and desced, and you know what sort of RP you expect players to engage in on day one.

      It also means that if you have extra systems - like, say, magic - that said system is LARGELY functional. I opened a game in Beta (technically it still is), and we did sometimes make some changes to the system over time, but the core of it had already been tested, the code worked (...mostly), and the policies surrounding it were things I was fairly certain about.

      Personally I would not do that early 'is this even feasible, does combat break all the time' testing on an open game. That's the sort of thing I do with a small, trusted group of friends. Systems that don't matter to gameplay are fine to add later, but if it's important to your theme, I think you should have it at open.

      All of these things will change - I update documentation constantly, I adjust policies as things come up, we expand the grid as we see what's missing. The magic system has grown as players have chased different things ICly. Growth is good. That's different from opening an unfinished game, though.

      Is there a critical mass of initial staffers? - Yes, but the number depends on your game. Some can run with one person. Some really need a team. You should have an idea of what work you have to do and how much time it will take, and have a team to fit that. If you DON'T have an idea of that work, then you need to figure it out. Understanding the work you're getting yourself into is an important part of running a game.

      Critical mass of initial players? - I personally would never work on a game I didn't know at least 6-10 people wanted to play - but I'm sure people HAVE and have gotten traction. Most games that look to be crafted with care and thought these days seem to get a pretty good crowd, so if you feel confident in your ability to design an interesting game to completion, I'd just go for it. But a few early sign ups can def ease the nerves.

      An existing metaplot ready for day 1? Metaplot, no. An idea of what characters will be doing and fast ways for them to get hooked into it? Yes. Sometimes this IS metaplot, sometimes it's just flash in the pan stuff, sometimes it's parties. What you don't want is characters wandering the grid going 'what am I supposed to do?' for a week.

      I think the process of building a game is in many ways preparation for running one. If you don't have the patience to get all your ducks in a row before opening, I suspect you'll struggle to have the patience to actually do all the minutiae that comes with game running. This doesn't have to be an arduous process - I've helped run games we took from idea to open in 6 weeks. I've also worked on games for 2 years before open. Your ambition, the game's complexity, your available time, your enthusiasm - these all vary. Understanding how they fit together is a really important part of the process, I think.

      posted in Mildly Constructive
      Tat
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    • RE: MU Things I Love

      When you watch a scene's rolls for days, desperately waiting for the amazing thing you know will be the log to appear.

      And then it does, and it is even BETTER than you expected, and every single pose is a thing of pure 'yes, and' beauty and joy and you spend the whole time laughing.

      God. Sometimes RP is just chef's kiss.

      posted in Mildly Constructive
      Tat
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    • RE: 'The Magicians' again -- time period?

      @faraday said in 'The Magicians' again -- time period?:

      @Tat said in 'The Magicians' again -- time period?:

      It's not just 'earning' the pool, but limiting what happens when you don't have enough points in your pool (ie, what triggers that nosebleed).

      As a generic "point tracker" system that's all done with manual effects, it could certainly be done as a separate plugin.

      pools - Show your pools.
      pool/award - Staff command to award pool points.
      pool/spend - Player command to spend pool points.
      

      That really has nothing whatsoever to do with FS3 though. A GM would have to manually apply modifiers or limit what abilities you could roll or whatever.

      FS3 itself has no concept of point pools by design (apart from luck points) and as @Tat mentions, it would be impossible to build that in without some heavy custom modifications to the core code.

      Good point - the complexity/plugin ability is really more about how much you want to be automated in things like combat and skill rolls vs having that extra step/thing for GMs to track.

      posted in Game Development
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    • RE: 'The Magicians' again -- time period?

      @il-volpe said in 'The Magicians' again -- time period?:

      @SixRegrets Just manually spent.

      Luck is linked to cookies, so you'd add a bit to the cookie code so you also refresh your magic-pool by RPing. This seems appropriate enough and might be kinda great.

      Luck isn't linked to cookies in Ares FS3 anymore - cookies don't actually exist as part of core code, it's an optional plug-in. You get luck by being in scenes. Staff can also award luck.

      You say that the way luck works is just fine, but the plug-in you describe is a LOT more complicated. It's not just 'earning' the pool, but limiting what happens when you don't have enough points in your pool (ie, what triggers that nosebleed).

      Not to discourage you - it's totally doable. But it's probably not a small tweak and will involve touching a lot of core FS3. It's almost certainly impossible to do as a plugin proper without fiddling with the guts of FS3. Just a head's up!

      posted in Game Development
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    • RE: Is this hobby on it's last legs?

      Spirit Lake has had a fair amount of MUDConnector traffic (like, way more than I would have guessed), and I don't think we're very MUD-like.

      Other games I've run have had less. I couldn't tell you why one and not the other, but there are definitely people using it and looking at MUSHes there. I've done it myself, when looking for a game.

      There are also lots of games out there between 'Arx-sized' and '10 players'. A fair number of the Ares games look like they're living between 20-30 players each, which is my personal preferred game-size.

      posted in Mildly Constructive
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    • RE: Hello!Project's Mysterious Game Project Thread

      @HelloProject If you do want to talk specifics on the Ares discord or what not, people are also usually pretty good at telling you whether what you want to do works with or against Ares' pre-built castle. Some things are easier to slide in than others.

      posted in Game Development
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    • RE: Evennia (Arx) webclient feedback

      @Groth said in Evennia (Arx) webclient feedback:

      It could probably be a useability boost even for non-mobile clients.A command like 'replay' that resends the last X outputs would be pretty awesome for people changing computer for instance.

      This is, IMO, the really life-changing thing about Ares. It unchains you from your telnet connection - you can change computers (or devices, really - phones and tablets just as easy), stop and come back, lose your internet and hop back in when it returns, etc. It's so incredibly freeing that I couldn't imagine its impact on how I play before it happened. There is no longer a need to be actively THERE - not just watching your screen, but being connected at all - in order to not miss things. That's a lot of what makes Ares so flexible for changing and busy lives, I think.

      posted in Mildly Constructive
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    • RE: MU Things I Love

      Putting up a post asking for people to run some one-shot stuff and having 4 events in the making without blinking.

      Having players who dive into running things is AWESOME. Having players who are invested in getting new players into things is ALSO AWESOME. You guys are awesome players. AWESOME. And we are lucky to have you.

      posted in Mildly Constructive
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    • RE: Spirit Lake - Discussion

      @A-B said in Spirit Lake - Discussion:

      Hi, I'm trying to get in touch with a Spirit Lake staff member - I can't contact them through the MUSH system itself, for reasons connected with why I'm trying to contact them in the first place, and I haven't been able to locate any other contact details for them anywhere on the website. Can somebody contact me by chat? (I sent a chat message to Tat a couple of days ago but haven't had any reply - maybe e didn't see it.)

      Hi, I'm going to be brief here, since a few people have brought this to my attention (I am an occasional, but not regular, visitor to MSB).

      I wasn't active online when you were banned as a guest, but it was pretty clear why. There's no need to re-hash it here; I'll simply say that there are plenty of games out there, and we wish you well in finding one that is a good fit for what you want.

      But please don't track me or any other staff member down across other platforms. It's creepy and just not nice. If your behavior on game wasn't enough to enforce the ban (it was), then doing this would be.

      posted in Mildly Constructive
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    • RE: A bit of trouble on Firefly

      This player had also picked up a roster on Spirit Lake. Thanks to folks who shared info about him - after getting the new Ares security upgrades in, he's been banned from us as well.

      His behavior on our game never crossed a line (that we knew of), but given what we've seen from him from people I know and trust, we're not willing to give him that chance.

      posted in Mildly Constructive
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    • RE: MU Things I Love

      @silverfox said in MU Things I Love:

      @Tat

      It is less my time zone and more the fact that I am clearly an old lady who can't function without a solid night's sleep.

      I feel bad asking for accommodation when I am making the CHOICE to leave early.

      I mean, same thing really, practically. I'd feel the same way about a player working shifts that adjust their sleep schedule. Or players that have kids they schedule around. I can't hit everyone every time, but I also want to do my best to involve people who want to be involved when I can.

      posted in Mildly Constructive
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    • RE: MU Things I Love

      @silverfox I don't know your timezone, but I just wanted to put out there for other folks who are in less common timezones: personally I never mind - and in fact appreciate - getting the occasional nudged reminder that X plot hasn't had any action when my GMT folks can make it.

      I try to remember, honest, it's just that there are a lot of moving pieces, and it's real easy for me to lose track of what's been run when. I usually think of it for the big all-hands stuff, but lose track of it in the smaller day to day things.

      A polite request that some mayhem be scheduled earlier if at all possible is a totally thing welcome, for me.

      I can't ALWAYS accommodate, but more often than not, it's an oversight that someone on the ST team can fix.

      posted in Mildly Constructive
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    • RE: MU Things I Love

      When a scene you've spent a lot of time working on comes together and runs so smoothly and so awesome and players are so invested in what's going on, and also laid back and rolling with the chaos of something large, and it's just amazing.

      Watching tiny character moments come out to shine during a huge combat is so rewarding. It can be so hard to track what's going on, so seeing people really focus on what their character would be doing - who they care about, who they protect, who they help - instead of just on winning and taking down the big bad , is so, so, SO cool.

      I feel like I'm still running off the high of this scene, because there's nothing more rewarding than writing stuff for players who take it and run with it and build on it and turn it into their own. Cooperative writing like that is why I'm in this hobby after 20+ years man.

      posted in Mildly Constructive
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