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    2. The Sands
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    Posts made by The Sands

    • RE: Potential M&M 3E OC Game

      @pyrephox Additionally, the game can take advantage of the fact that it is being run on a computer. Yes, it is headach-y sitting down with a calculator and crunching up all the numbers.

      Sitting down and telling the system you want to buy a 10d6 Blast Armor Piercing Blast with 16 charges on an OAF and having it immediately charge you 31 points is an entirely different thing.

      posted in Game Development
      The Sands
      The Sands
    • RE: Magicy Shenanigans - high fantasy or more modern

      @chibichibi That, sadly, I can't do as much about.

      posted in Game Development
      The Sands
      The Sands
    • RE: Magicy Shenanigans - high fantasy or more modern

      @chibichibi Not really any more clunky than D&D or GURPS, once the spell list has been created. At that point all people really need to know is that Flame Bolt costs X points and Summon Raccoon costs Y. They only need to know how to calculate those costs if they are going to propose a new spell.

      posted in Game Development
      The Sands
      The Sands
    • RE: Magicy Shenanigans - high fantasy or more modern

      @chibichibi Maybe look at the Hero Games System. Yes, it is a bit number heavy as well, but at the end of the day it isn't really any more than MtA 2E (and in many ways it can be less because once a 'spell' is created all other players need to do is spend a preset number of points to learn it)

      That comes with a few caveats that are actually relatively small. The biggest is that you don't just throw it wide open and let people do whatever they want. There is a super common misconception that that's how the system is suppose to be played. There is absolutely nothing wrong with running a game and saying 'any spells must take the Limitations of Gestures, Incantations, and Requires Skill Rolls' or 'I'm going to veto your spell that creates killer robots as unthematic'.

      The second biggest caveat is that creating a 'spell list' could take some time. There's possibly some ways around lightening that load by allowing players to help but there's still going to need to be a decent number of manhours invested by people before players will have a large enough list that they can purchase spells from.

      posted in Game Development
      The Sands
      The Sands
    • RE: Gauging Interest

      @Botulism Just to throw something into the mix (I apologize since it looks like you're already starting to roll), maybe look at the setting for 'The Strange'. Don't cling too closely to it since I've heard that Monty Cook can be rather tightfisted with his IPs but just the general idea (characters are special individuals who can move between worlds created out of the collective consciousness of humanity and so many worlds are based on fictions, myths, and history).

      It really gives a lot of room for the 'world' to move. You can easily justify 'summer camp horror world', 'space quest world', 'cyberpunk world', 'steampunk world', etc. depending on what people want to do at the moment.

      posted in Mildly Constructive
      The Sands
      The Sands
    • RE: Good TV

      @Lotherio Stargirl is being broadcast on CW as well.

      posted in Tastes Less Game'y
      The Sands
      The Sands
    • RE: C.O.D.E.S.: Looking for testers

      CG menus have now been upgraded. They will now longer block the majority of commands (though they do block the inventory command, and replace help and quit with their own versions).

      The new CG menus are also bi-directional now (meaning you can back up if you want to). Be aware that at various stages this will require erasing progress in order to prevent things such as a character setting their stats to qualify for a merit and then lowering the stat while keeping the merit.

      Finally, the menus now support the ability to quit part way through and will allow you to resume where you left off when you type +cg again.

      posted in Adver-tis-ments
      The Sands
      The Sands
    • RE: Real World Peeves, Disgruntlement, and Irks.

      @TNP I mentioned Trump purely because @Admiral said his idiot of a boss was a supporter. There's a lot of overlap between the non-mask people and Trump supporters but I don't assume that anyone in one camp is automatically in the other.

      With that said, Trump's whole attitude of 'I'm not going to wear a mask' machoism really grates on me because he's so protected by everyone around him wearing masks and having constant tests. It's like a general who proves what a tough-guy he is because he refuses to wear body armor even though he's stationed at the Pentagon.

      posted in Tastes Less Game'y
      The Sands
      The Sands
    • RE: Real World Peeves, Disgruntlement, and Irks.

      @Admiral said in Real World Peeves, Disgruntlement, and Irks.:

      It was my new boss. The one who goes on about how the government is evil and oppressing citizens, except that lovely Trump guy who is fixing America.

      You mean the guy who is surrounded by staffers wearing masks (anyone not at their desk other than Mike Pence and Donald Trump are required to wear masks) despite the fact that said staffers are tested once per day?

      I mean, if this was all a hoax that would mean his hero and idol was either being fooled as well or else didn't have the balls to exert his presidential authority and say 'we're not putting up with this nonsense'.

      So which is it? Is your hero stupid, gutless, or are you (your boss) wrong? Doesn't seem like there's a whole lot of other options.

      posted in Tastes Less Game'y
      The Sands
      The Sands
    • RE: C.O.D.E.S.: Looking for testers

      Mage support for C.O.D.E.S. has now been added.

      Additionally I was able to resolve the issue with @Rucket being 'locked in' while in CG (default for EvMenus is to do this, but it can be overridden).

      At present I am probably going to take a short break on 'adding splats' since Prometheans is the only published 2.0 material remaining to be added and I want to go through and give the character generation and xp menus a bit of an overhaul (making cg bi-directional and able to resume where you leave off as well as better help explanations on the nodes). I also want to work on a couple of 'support' functions such as paging, implementing a bulletin board system, and creating a +request system (which should be helpful with bug tracking).

      posted in Adver-tis-ments
      The Sands
      The Sands
    • RE: C.O.D.E.S.: Looking for testers

      @Griatch I'll have to look into it and see if I can figure out what was going on the Rucket was 'locked in' and unable to page. It could have been that they were just at a stage where they had to type something rather than a simple menu selection. I didn't set up anything in particular in the menu system to lock out access to other commands.

      posted in Adver-tis-ments
      The Sands
      The Sands
    • RE: C.O.D.E.S.: Looking for testers

      @Rucket It saves things in a certain way, but probably not in the 'best way' that it should. As an example, if you go to the point where you set your race as vampire, chose your clan, and set you clan stat bonus, then quit, when you restart CG it will remember what all your stats are set to but it will have forgotten your priorities. If you reset to the exact same priorities you will still need to adjust your stats since you've now got a +1 somewhere and you'll be at a section of the CG that doesn't 'support' that.

      However, all your attributes, skills, and specialties are all set and while you can change them if you want you can also get through most of those sections pretty quickly.

      I admit it is not the most elegant setup and as things proceed I will certainly go back and make changes so that the system works more smoothly, but a present I'm trying to catch the 'larger' issues (such as the fact that you didn't realize you could quit if you wanted to page me).

      A big part of the reason I want to get people in testing code is so I can find those areas where people are doing things without knowing what I know or trying to do things differently than I would (and finding errors I wouldn't see).

      posted in Adver-tis-ments
      The Sands
      The Sands
    • RE: C.O.D.E.S.: Looking for testers

      @Rucket All right. I will take a look at that. I will say that at any time in CG you can type 'quit' and it will take you out of CG, but I'll probably need to come up with something a little more graceful so you can restart it more easily (restarting CG isn't too terrible since many things are remembered, but it could definitely be better).

      (I'll also need to make it obvious to people that you can quit out of the menu at any time).

      posted in Adver-tis-ments
      The Sands
      The Sands
    • RE: Covid-19 Gallows Humor

      MHNP.jpg

      posted in Tastes Less Game'y
      The Sands
      The Sands
    • RE: C.O.D.E.S.: Looking for testers

      @Griatch I'm giving some consideration to providing EvMenu support for commands like that. The issue with Chronicles of Darkness, however, is that there are quite literally hundreds of possible stats (discounting the 'open-ended' possibilities provided by specialties).

      What I may do is try to create an EvMenu setup to 'build', store, and execute specific roll combinations to help out new players, but in the long run most will probably learn the syntax by hand because there's just too many possibilities.

      This is a pretty standard format that most WoD players would be familiar with anyway and it has worked well. I'm trying to make a lot of the structure as similar to existing MU* setups as possible to ease the transition (at the end of the day the players probably don't care at all what's 'under the hood' as long as it works).

      posted in Adver-tis-ments
      The Sands
      The Sands
    • RE: Good TV

      @mietze said in Good TV:

      I am enjoying Travelers. It is a little different from most time travel stuff I've watched in that you do not have the characters skipping back and forth on screen (I do not think my stress flatlined brain could handle something similar to Dark right now for example).

      Travellers handles time travel a lot better than most other stories and part of the reason for that is because they don't go skipping around through time.

      posted in Tastes Less Game'y
      The Sands
      The Sands
    • RE: C.O.D.E.S.: Looking for testers

      @Derppool said in C.O.D.E.S.: Looking for testers:

      @The-Sands This sounds cool. I could see the Action and Investigation systems being useful for down time rolls, too. Just need to find a way to make it do extended action rolls.

      At present I'm largely working on 'just stat handling' and filling out from there. As a result I have not yet added an extended option to rolling (since that can just be handled by making multiple rolls). That's pretty easy, however, and I'll see if I can't add that option in tonight.

      At present there is a roll system that is designed to be as user friendly as possible with a basic format of:

      +roll/rote Strength + Crafts + Crafts: Blacksmithing + 3

      To try and make things easier for players most commands that use stats (such as +roll) can be matched just by part of the stat's name (Streetw will match Streetwise, Obf will match Obfuscate, etc.). Since there's always the possibility of a naming collision you can specify the statclass if necessary (Str/Skill will match Streetwise and not Strength, Street Fighting, or anything else).

      I do plan on handling things other than just character stats in the long run (changing forms is high on my list). I am just focused on stats at the moment since they are pretty much core to any game (you can manage without commands to change forms but you can't really manage without commands to record your base stats).

      As I said, feel free to stop in and check things out. I really need to have people let me know about things that are unclear or about commands that don't work properly.

      I'm currently working on mages and will probably have them added by the end of the week.

      posted in Adver-tis-ments
      The Sands
      The Sands
    • C.O.D.E.S.: Looking for testers

      So something I've been working on for the past four or so weeks is a project that I've named Chronicles of Darkness - Evennia Support. There's a couple of reasons for this. For one, Thenomain's nWoDCG, while excellent, doesn't support CoD and would require a pretty decent piece of work to update it. For another, even when it does get updated it is not exactly the easiest thing in the world for the addition of information as new expansion books come out. Finally, after diving into Evennia a bit I think it's got a lot of promise since nearly all the commands accessed by players are overwriteable which means even 'core' commands such as 'look' and 'say' can be overhauled to support things such as obfuscate, the hedge, changeling masks, etc.

      I've current got a sort of proof of concept copy up and running on AWS and what I could really use are people familiar with Chronicles of Darkness to log in and sort of kick the tires so I can see what falls off (as well as letting me verify that people doing things isn't going to suddenly raise CPU access or memory requirements to crazy amounts).

      At present I'm only concentrating on the 'character' aspects. My hope is to make the project available to anyone who wants to use it rather than creating a game myself so I'm not overly focused on things such as Inventory as there are other existing contributions for that. Likewise I don't have any actual commands for changing forms, obfuscating, entering the hedge, etc.

      What I do have up and running is character generation for mortals, changelings, vampires, and werewolves along with what I feel are the critical player commands (+sheet, +prove, +pool, +roll, etc.). There is also a system for spending XP (completed characters are issued 75 XP so that the +xp system can be tested as well.

      Any help testing the systems would be greatly appreciated, both to let me know where any code may be breaking as well as making sure I haven't messed up aspects of the system that I'm not quite as knowledgeable about (things such as the Ordo Dracul scales and if I've got the ability for werewolves to purchase gifts completely set up correctly).

      Access can be reached at 13.52.78.93 port 9999 or through the webclient at http://13.52.78.93/

      posted in Adver-tis-ments
      The Sands
      The Sands
    • RE: Covid-19 Gallows Humor

      Viking Virus.jpg

      posted in Tastes Less Game'y
      The Sands
      The Sands
    • RE: Covid-19 Gallows Humor

      https://www.theonion.com/report-probably-best-not-to-even-think-about-crazy-vir-1842899756

      posted in Tastes Less Game'y
      The Sands
      The Sands
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