@silverfox said in Chromebook MU* Clients?:
Straight up necro here:
Anyone know how to highlight your named in poses using DuckClient's trigger options?
@silverfox said in Chromebook MU* Clients?:
Straight up necro here:
Anyone know how to highlight your named in poses using DuckClient's trigger options?
@Cobaltasaurus in response to this thread I get hit in the way seen below. I get put in awkward position and make a joke to break the ice and boom, I’m weirdo...
If MSB taught me anything its that I don't want to RP with anyone anymore because no matter what you do, its some peeve to someone... I joke, kinda.
There was some time maybe a year ago where I was going through what you are now @egg and I found its better to just be cool. Chill out, relax, reach out for RP and if nothing is going on kick open NetFlix or fire up the PS4 and burn some energy on something else.
Other players could be semi-afk where they want to believe they will have time to RP even though they probably won't. Then there is people like me where I know we'll play then I'll find myself asking why I'm doing this instead of the 5billion other things I should be doing and end up running off.
As people have explained most players now are older with more to do. But I'm sure you can find a game and a nitch if you just look. Discord may help too with all the servers that have the same players. Could help you build up a little ooc connection to figure out where to fit in on some game somewhere.
The problem in Mu*'s is larger than Mage.
Most PCs in other spheres don't worry about how/why they regain their power (mana, blood, essence). So handwaving it off its no big deal to blow through blood and essence and everything else then regain all and move on.
When you play it by the rules it changes the game and adds a new aspect that (to me) is more fun. Mage just shows this aspect... of the game with Paradox/Mana rules when they aren't followed/used.
As @Derp said the whole other side of it is that cold war aspect.
Couldn't you just add an html page that is a list that gets updated?
What about using the mocker/docker solution like this guy/gal brought up in the past?
https://www.musoapbox.net/topic/2078/mocker-complete-tinymux-setup-with-docker
I changed mine to see if the same thing happens. In this process I learned that you can't use an animated GIF and I'm a little-bit saddened.
There is a pathfinder Mu* as well, not sure if that would be something easier/more familiar for Mu*'ers
I’m on my phone so I’ll make this shorter and without screenshots but I faced a lot of the same frustrations when I messed with the code like expressed by @Thenomain and @Cobaltasaurus.
I found installing boards from GIT was pretty straight forward. For me I was frustrated when I tried to go right out the gate and into something big. Instead I found following the steps to create a sheet and the like super helpful to get into the mindset of what goes where.
Also I looked at how @Volund built his WoD and Exaulted code to get a better idea of how to do things.
I noticed my AV / FW hates this site due to it not using an encrypted connection when sending data. Not sure if anyone else ran into this but as things become more and more sure we're secure it could become a larger issue.
I started running into the same and found that highlighting my pc name and other pc names of importance helped a lot. Also I changed the color of text in between quotes.
I think there should be some background even if its not that deep of a background story.
From there a basic framework of the state of things.
This allows players a bit of freedom while allowing them to build story and history together.
From there staff could run fairly low key events/stories/etc to help push things along.
Well if he did take it he didn't do himself any favors with installing the modules and code we all love.
I mean in cg/do spending you can't run a command to see how much a spend will cost. There's no easy access to channels until approved and then there is no good way to look for rp other than talking on pub and or looking like a stalker in the ooc room / using +where.
@faraday said in Do we need staff?:
@bored said in Do we need staff?:
I don't buy that at all. Where are the magical positive, happy games where no one is a dick? Which genres are those? What systems attract that unicorn of a playerbase, rather than the eeeevil terrible one WoD draws in?
I've never played on WoD games, but I have to say that the degree of toxicity attributed to them, described on these boards on a regular basis, simply has not existed on the range of games I've played on (not just my own, but any I've played).
Does that mean that the other games have been magical bastions of unicorn players singing kumbaya? Of course not. People are jerks sometimes, no matter the game. But I do think that "light Hollywoodized historical fiction" or "PvE combat vs evil robots" attracts a different playstyle than "PvP dark supernatural horror". It just does. That doesn't mean the players are inherently better or worse - it just means that type of environment comes with a different set of issues.
@ganymede said in Do we need staff?:
I am of the opinion that every game needs not a PHB but a Hammer: the person that will come down and without hesitation intervene when a player comes off the rails. Too often, there's no such staff member; everyone believes that if we all just play nice, everyone will play nice.
Sometimes you need a Hammer, but in my experience what's even more important is for staff to play Mediator.
The number of times where someone's being a rampant, unrepentant a-hole are rare. Far more common are the times when players disagree, feelings get hurt, tempers flare, or misunderstandings are had. In those situations, a cool-headed authority figure can often (but not always) help sort out the mess.
From reading this board and the SF one I am now thinking it's less about WoD players as a whole vs the same players holding grudges and/or falling into the same behavior patterns.
SF bans Spider in an attempt to keep her crazy from spiraling out into the game. Then we see "staffer rants", the type that make most people uncomfortable as players. This is followed by banning situations where people come on here and claim innocence and it was their past bad behavior that made them banned.
All in all you have this /feel/ of just /meh/. I never knew it until reading these boards here on musoapbox.
The question is how do we get over it? As for pvp I've not seen a real pvp wod game in a while. Idk maybe SF is different or one of the other games.
I just want to play a fucking game where I can wreck shit and potential die doing it. I don't want it to be real life, I've lived one of those and I want to play at being supernatural. We don't have to fuck but if you're down and we like each other then I guess it could work. But it's not a requirement of the game. If staff can assist in this then it's great.
Minimal /staff/ with automated solutions would allow for a game that runs even when real life kicks the staff in the ass.
Allowing PCs to spend XP, gain XP, and to automate tasks that don't REALLY need someone to manually process means players don't have to wait for manual review/setting by a person and means staff doesn't have to do /busy work/.
That means staff can then play, or manage the game/plot and focus on problem resolution and code updates. Just like in business you want to minimize handoffs, burn out, and bad actors.
In RP games if we could add in a system that allows for an ST to view sheets, run bots/npcs, set rooms/whatever, etc and /sessions/ with players that give consent or something like that to join a session we have less need for staff bits being required for large plots.
For me I think an ideal game would be set up to let staff focus on keeping the game running (code, adding new features, etc.), focus on plot/story/meta for the game and running as law but only where needed.
Players have more control/input/whatever.
@testament For triggers the order of operation can sometimes be an issue. Or it least it seemed that way for me and the multiple triggers I have set to highlight names, change text when in quotes, etc.
I didn't see it here, but automated/self-service xp spending is good stuff.
@skew said in Shadows of Paradise: help wanted!:
@thatonedude Assuming that's an honest question...
Me and @SunnyJ found Mage was extremely difficult to ST for. Plot required a lot of thinking and a lot of adapting and it was really tiring. Add in that most mage plots ended up taking a very long time, due to the nature of mage (I have 30 different spells I could cast, let me think through each one, I take 15 minutes to do my turn in initiative).
I'll add that single sphere games are difficult to sustain. Few players means fewer people RPing means fewer people coming around means few players... you get the idea.
All that said, I believe 100% that Mage can be done in a multi-splat MU in a way that's fun and exciting, but requires a lot of house rules and modifications and, at it's core, nerfing mage either through mechanics or "IC Consequences".
I think we should split this off into a thread. I was reading on the Onyx path forums a thread about how to allow mage to play with other game lines. There was some good stuff that came out of that discussion:
http://forum.theonyxpath.com/forum/main-category/main-forum/the-new-world-of-darkness/mage-the-awakening/1236317-crossover-issues-doubt
<I like this response>
The splats are made to be internally consistent, balancing them against each other would take a lot of homebrewing, experimenting, frustration and even then it might make certain players feel the powers they imagined fall short. A game like D&D is designed from the ground up to not only be there to tell stories, but also to be a war game, running the numbers, optimizing and seeing the ensuing absurdity is part of what builds the experience. CofD is designed to be more focused on telling great stories. So I propose a paradigm shift: seek perfect imbalance. Here are some thoughts about how to do it:
1- Have each player fill a niche. A werewolf Ithaeur and a Thrysus can both fill the spirit shaman role, yet the Thrysus will have a harder time because, even with an honorary spirit rank, because he is an outsider, so he needs to play a dangerous game of bribes, coercion and intimidation that the werewolf are much more equipped to deal with, but as he reaches Mastery this could invert. That would make it so one of them will always feel like a dead weight at some point. But if they each have a different focus, that changes entirely. The Eleventh Question can be the detective, the Daeva can be the face of the party, the Rahu can be the combat specialist, and so on, there are many ways to go about it, the splats are flexible enough to accommodate all types of builds. Now when their powers peak, each player will feel satisfied and you will have a balanced party, ready too tackle any complex problems you send their way.
2- One of the coolest things about the Chronicles of Darkness is that there is always a bigger fish. If the players go too overt with the power displays, then they have to deal with the consequences. Maybe you called the attention of an Stryx, or disturbed a Seer operation, or that artifact you stole belonged to a mummy's cult, maybe that street gang's operation was unknowing infrastructure to the God Machine or maybe an archmage saw some interesting new pawns. Let them be free to make their choices, but be bound by the consequences.
3- Remember that each splat comes with drawbacks. Mages are crazy flexible, but they are also very squishy if caught off guard. A werewolf can heal quickly or become a death machine, a vampire has a tough undead body, a Geist just comes back from death and a Promethean is a juggernaut that can heal with electricity. Sure you can kill werewolves at high Arcanum, but do you have the mana to keep doing it if things escalate ? What happens if the attacker is a vampire who sent armed Sleeper thugs or an Obrimos who also warded them with Prime ? Are you sure you should be Reaching that much ? The Paradox just keeps building. By the same token, the method a werewolf used to keep Harmony in balance might go against the Oath of The Moon, or it might be fine with it but be a horrendous act by human standards, certainly illegal. Having to deal with those helps flesh out a character.
4- What is good enough for the players is good enough for the antagonists. So they braved the Shadow version of the villain's hideout to get the McGuffin ? Hopefully they covered their tracks. Otherwise ghosts will slowly scout the city for it, and when they find it, the Geist behind it will slowly have them posses the neighboring people and, when the time is right, spring an attack on the player's base. While they are dealing with it, they sneak by Twilight and take the items back. Hold on, where is the Beast ? Your player's phone rings, its from their house, its going to be one of those night.