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    Posts made by Tat

    • RE: Online character sheets?

      If you have someone with some CSS know-how, you might like google fusion tables. It's a pseduo-database, which you may not need, but it allows you to input things via a form and then display them prettily. You could make virtual sheets pretty easily this way, and even embed them elsewhere.

      For example, here is a spell card I've made for embedding on a wiki. Here's a card on a Mass Effect planet from years ago when I was building a stupid database of such for RP.

      They can look basically any way you want, if you can code it.

      posted in Tastes Less Game'y
      Tat
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    • RE: Potential Buffy Game

      @zombiegenesis said in Potential Buffy Game:

      I'm now debating between a fictional city and a real one to set the game in.

      I strongly suggest a real city. Not only is it easier, but you will find inspiration in weird places. I chose a tiny town rather randomly from a map because of its location, and the amount of lore that has sprung up because of things that I've found while googling or looking at maps for the grid is just insane. It would have taken me a lot of world building to get even half as much content - and there's more to draw on when my players decide to GM.

      posted in Game Development
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    • RE: Inspiration material for your current game

      @arkandel Ha. It is. It's a game involving magic, small towns, mysteries, and exploration. I'll save further details for when we're ready to beta test.

      posted in Mildly Constructive
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    • RE: Inspiration material for your current game

      I literally made a list like this for the theme file of the game I'm currently building. It is:

      • The Magicians
      • Twin Peaks
      • Stranger Things
      • Buffy

      I'd also add mythology of any sort, from ancient Egypt to American folk tales.

      posted in Mildly Constructive
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    • RE: Character 'types'

      I have a few threads that tend to run through my most successful characters. It took me probably... I don't know. Seven or eight years in this hobby to recognize them, and once I did, my success at creating new characters who were successful right off the bat instead of painful for me to get into skyrocketed.

      So I sort of consider having a 'type' to be a benefit rather than a detriment. I've learned to recognize my limitations and my strengths and it's made playing both more fun and easier for me. I freely admit that I recycle certain character traits and certain personalities, and I often get into a new character by thinking 'she's like X, but with Y's flirtatious attitude and Z's ambition thrown in'. It helps me get into the head of new characters quickly - which is a plus, because I'm someone who has always struggled with character building.

      My types tend to be smart, capable, confident women (it is so very rare for me to play a guy), either snarky or flirtatious-as-a-means-of-hiding-something. They usually have a pretty good logical/tactical mind (though they may hide it) and some sort of driving passion, which is either something they are trying to accomplish/revenge/uncover/discover or something they are trying to hide/recover from/run from. Or both. Learning to build the passion in to a character has definitely helped me hit the ground running in terms of having a story to pursue from the get-go.

      I play out of type very occasionally, but usually for a specific purpose and a limited time, because it's harder. And I'm lazy.

      posted in Mildly Constructive
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    • RE: How did you discover your last three MU* ?

      Pretty much always it's word of mouth or 'I built it'. It's been a long, long time since I picked up a game based on an ad. These days if I'm going to a game, I'm probably going because I have friends there I want to play with.

      posted in Mildly Constructive
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    • RE: Heroic Sacrifice

      @faraday I think there's something to be said about the OOC shift of names too, though. It's one thing I really like about Ares - the handle system.

      There is a group of players I've played with for a long, long time, and we've all sort of adopted handles for each other. This can be super alienating to new players who don't know that 'Tat' is just my OOC name and everyone else just happens to know what characters that refers to.

      I think there is something real and tangible about losing your OOC identity when your IC identity dies, to an extent, and I think handles is a great way to help cope with that.

      PS: SORRY @Roz I ACKNOWLEDGE THAT YOU TOTALLY CUT OFF YOUR OWN ARM AND IT WAS BADASS.

      posted in Mildly Constructive
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    • RE: Heroic Sacrifice

      @faraday said in Heroic Sacrifice:

      @arkandel said in Heroic Sacrifice:

      Because if you fail your character doesn't typically end up in jail (fatal or truly bad endings don't happen very frequently) but there's a worse hell than that for PCs to end up in; irrelevance.

      And there's an even worse hell than irrelevance: embarrassment. Because @Apos is 100% correct that the overwhelming majority of players would rather be banned for a meltdown than see their character suffer a humiliating setback. Which is ironic since many of the heroes they're emulating did just that in the stories (Luke in Empire Strikes Back, much?)

      I think part of the key here is that I think the issue is OOC embarrassment - that is, as @Apos says, something that is not a part of the story YOU want to tell.

      I've seen people take on IC embarrassment because it fits their version of the story they want to tell. Usually they do this because, as in your example, they know that the setback is not the end of the story, but merely a beat on the way to some larger win or growth. They trust that they are going to be able to get to the point beyond that poor decision. I've mostly seen this on games where I think players feel like they aren't going to get the rug pulled out from under them, RP and story wise if they choose to do this. It's a hard balance sometimes - consequences vs keeping things playable and fun.

      posted in Mildly Constructive
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    • RE: Heroic Sacrifice

      @faraday said in Heroic Sacrifice:

      Well, with FS3 the dice literally are largely in your favor. The stats are slated heavily towards PCs and it's a very consent-ish system, where death occurs by choice and there's no built-in mechanic for maiming or lasting injury.

      Yeah, that's what I mean - there are systems out there where that is NOT the assumption with dice, but with FS3, you get that balance of randomized while still leaning toward PC success.

      In my use, at least, this balance tended to encourage people toward things like terrible injuries because they knew that they weren't ALSO going to bleed out and die and PROBABLY the team as a whole was going to win.

      Done right, it might even mean that there's a lot of RP around other players trying to save your butt on the battlefield and freaking out about you being down or too injured to fight well, which again - attention, man. It's intoxicating.

      posted in Mildly Constructive
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    • RE: Heroic Sacrifice

      @kestrel said in Heroic Sacrifice:

      Any game can state its ethos from the outset, and you can proudly trumpet ICC = ICA until you're blue in the face, but ultimately it's the game designer's responsibility to cultivate the player culture they want. If the way the design doesn't support the ethos it's trying to achieve, no amount of asking people nicely is going to change that. @arkandel is quite right in that if you're telling people that it doesn't matter if you win or lose, but you're only rewarding winning, you aren't going to get the results you want.

      I think this is 100% spot on and a great point. I've played a number of games where I was baffled at some design choices that seemed to contradict what they said they wanted. I think especially there is a fear among M*s of turning away people who want the faction or character option or power you aren't offering. There is a fear of being small.

      And to some extent I get it. There is a critical number of people needed to keep a M* going. But I also think that certain sacrifices to game design in the name of attracting more players cause more trouble than they solve, and that being smallish is sometimes a bonus, not a flaw.

      posted in Mildly Constructive
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    • RE: Heroic Sacrifice

      So many good thoughts in this thread.

      I've played a few games where people were generally pretty okay with 'losing' in some sense (losing an arm, having serious injuries, occasionally a death), and also games where people really weren't. I've never played a game where EVERYONE was okay with the losing, or even where most people were okay with ALL SORTS of losing, so I think one thing to recognize is that there's a sliding scale here.

      Not all losses are created equal. I'm one of those players who generally does NOT want my characters to die, unless I'm just done with that character. CG is hard for me and I tend toward slow burn on character arcs and hate when they get cut short. But I'm pretty okay with big injuries and setbacks.

      The games where people were more okay with losses tended to have certain things in common.

      • Culture. Most of them were started with groups of friends who lean heavy on the story side of things instead of the game side of things. Having a solid core of players who are willing to fuck up sets a tone that makes it easier for new players to also be willing to fuck up. This is a hard thing to accomplish if you don't just happen to have a fuck-up-okay core playerbase sitting around, but I do think that it's worth thinking about how one sets the culture and tone of a game on opening.

      • Smallish. I think that in many ways, several of these games had a similar feel to the tabletop stuff @faraday is talking about. We're talking probably 25 or fewer players, 35 or fewer active characters, and a ton of GMing work. The sort that is not really scalable to bigger games.

      • PvE, single faction. No PvP in sight, beyond personal disagreements. Everyone working toward the same goal. Factions WITH a goal to work toward. This means that the group could have a success even while an individual had a failure (Incidentally, the bigger pushback on these games tended to be when the group had a failure). The single goal also means that there was a group sort of trajectory toward winning, even if this specific event was a set back or a loss.

      • Largely consent. Some had no system at all, one had FS3, where the results of combat were in the hands of the dice, but death and permanent maiming were consent-only and generally you assume that the dice are going to be /largely/ in your favor. Being able to choose when and where and to some extent, what, makes it easier, I think. This is how you get players going 'YES CUT OFF MY ARM PLEASE!'

      • Failures and losses get attention, and sometimes badass compensation. None of these games had coded rewards for these things outside of attention - but man did you get LOTS and LOTS of attention. Kill off a character? Watch people RP about you for weeks! Cut off an arm? NEW METAL ARM + lots of meaningful RP around topics like identity and loss. I'm someone who, as mentioned, HATES killing characters, but I killed two of them in this way, because both times it felt like it MEANT something. It did not pass unnoticed into the night, it generated a lot of RP. Technically it was a loss, but for me it FELT like a win.

      I'm painting a bit of a rosy picture here, and I'm sure there were losses on these games that did not feel meaningful to people and did not result in the attention they may have craved, and that there were people who hated having them and who preferred to win all the time (in fact, I know there were, because sometimes they complained), but I still think that overall, there was a trend toward feeling comfortable doing stuff that was fun story and not just winning.

      I'll also note that I think generally it's easier to take a loss that isn't your character's fault than one that is. To have your arm blown off or to lose in combat because that's how the dice roll than to not save your friends because you made a bad decision. Those sorts of failures do show up, but not nearly as often as the others. It's way less fun to RP for months about your bad tactical decision that got all the NPC kids killed than about how sad it is that you have terrible scars on your face now.

      posted in Mildly Constructive
      Tat
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    • RE: Hello MSBites! Grade your administrators.

      @auspice I'm on a nodebb forum that has it done, so it's possible! Don't ask me how, but I've seen it.

      posted in Announcements
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    • RE: Choosing a MU Server

      Yeah, Ares has a custom_css file that you can throw stuff in to muck about to your heart's content, and it'll overwrite any of the default CSS. It also has a simpler color customization system for people who don't know CSS and just want to change basic colors, and I think the side the sidebar appears on.

      There are a few places that you have to dig a little harder if you want to customize things, but I've actually been noting those for @faraday and she's been great about adding in classes and such where needed so that the skinning will just get easier and easier in subsequent versions.

      There are a few wiki things it doesn't do (yet), but WOW does the stuff it does make up for it. For example, the game I'm working on has just decided to use web CG entirely instead of doing it in game, because it's so slick.

      posted in Game Development
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    • RE: Hello MSBites! Grade your administrators.

      I feel like one of the problems with trying to contain things to the Hog Pit is, as others have mentioned, that folks often do not even notice they're not in the Hog Pit. It's really easy to just adopt one voice on the forum because you have to go out of your way to track the area you're in.

      Have you guys considered styling the Hog Pit threads in such a way that just LOOKS different from other areas? Maybe I'm being super optimistic, but I feel that it might help those who do want to be good citizens and self-police to do so more effectively.

      posted in Announcements
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    • RE: AresMUSH Updates

      @rnmissionrun

      https://aresmush.com/tutorials/code/

      It's under the 'tutorials' menu at the top. I haven't had a chance to go through them yet, but I did flip through to see what was there the other day and I was happy to see them, since just going through Ruby tutorials was useful for getting a grip on conventions and basics, but not as useful for Ares structure.

      So far I've been finding the Ares documentation to be pretty good.

      posted in MU Code
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    • RE: FS3

      @faraday said in FS3:

      In the mean time, the best I can suggest is to make a sort of log file script of the commands to set up squad A-9 and then use your client's "upload" feature to send it to the game. If you want multiple people to be able to do that, you can share the script on the wiki.

      This is a cool idea, thanks.

      I did use the saved NPCs fairly often, but the ability to just 'goon' and 'henchman' NPCs in Ares might serve the purpose they mostly did. I suspect that for recurring big bads, I'll create a character object to use.

      posted in Mildly Constructive
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    • RE: MU* Activity Survey 2018 - DRAFT

      @lisse24 said in MU* Activity Survey 2018 - DRAFT:

      I'll certainly use this feedback, but my fear with adding a N/A option is that, say, you'll get someone from a game that uses XP, and they'll scoff at both options and choose N/A. When you're trying to identify trends, you really want to force a choice, even if that choice isn't perfect. However, I think that I can probably word a third choice to avoid that. I'll work on it.

      There are a lot of your questions that flat out do not apply to most of the games I've run or helped run - which is 4 or 5 depending on how you want to count. So while I get your fear, you should ALSO have the fear of 'how accurate is my data if people are choosing things that straight up don't apply to their game because they don't have a correct option?'

      I highlighted most, but not all, of the questions that seemed to have that particular issue, but I'm just speaking from my viewpoint, and I imagine that other games exist for which different questions might also feel wildly inaccurate.

      For what it's worth, I think an 'NA' option is probably less likely to be abused than an 'other' option, but also I think most people are lazy and will choose a ticky box over filling out 'other' where it seems feasible to do so.

      posted in Mildly Constructive
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    • RE: MU* Activity Survey 2018 - DRAFT

      A few thoughts:

      • One question seems to assume that 'in public places on the grid' means available for RP, but keep in mind when crunching numbers that there are games for which this is not the culture, and where people are pretty much never out in public unless RPing.
      • Your 'low XP or high XP' question ignores games with no XP or no system at all.
      • Your 'PvE or PvP' question ignores games with neither (I might add 'social' as an option).
      • How is a non-WoD game meant to answer the single sphere vs multi-sphere question? Are you really asking about factions?
      • What is the different between a political game and a plot driven game? What if the plots are political?
      • Really every question should have a 'NA' or 'other' option. I've run several games with no '+request' system, and one with a system that no one ever used really. Your questions about how information is disseminated are also likely to turn up some other weird options.
      • Consider adding additional terminology for 'temp rooms', especially with the advent of Faraday's scene system.
      posted in Mildly Constructive
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    • RE: AresMUSH Updates

      @faraday said in AresMUSH Updates:

      Just an update... Ares is one step closer to a stable release. The web portal overhaul is complete and you can see it in action on BSGU. I'm churning through some bugfixes and installation script updates related to the separation of the portal and the game engine, and working on some more tutorials.

      Here's a breakdown of the web portal features.

      I cannot TELL YOU how excited I am about this. The scene searching by character addition makes me super super happy.

      The chat stuff also looks very cool.

      Can't wait to get my hands on it!

      posted in MU Code
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    • RE: farfalla's playlist

      HI YOU! ❤ ❤

      posted in A Shout in the Dark
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