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    Topics created by The Sands

    • The Sands

      C.O.D.E.S.: Looking for testers
      Adver-tis-ments • evennia cod nwod 2e c.o.d.e.s testing • • The Sands

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      The Sands

      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.

    • The Sands

      C.O.D.E.S.
      MU Code • • The Sands

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    • The Sands

      Skills and Fluff in WoD
      Mildly Constructive • • The Sands

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      @faraday
      My first example of GM Fiat came from before what I knew what the word fiat meant. It was in I think 4th grade we had just picked up the Basic Set of Dungeons and Dragons. (Old red Box set) In the first session one of the characters wanted to punch an NPC, no where in those rules is there any word about hand to hand combat so the GM at the time had to make something up.

    • The Sands

      Singularity: an Eclipse Phase Game
      Mildly Constructive • eclipse phase mocker docker • • The Sands

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      Also, if you need occasional help with random bits of code, I'm always around and am highly motivated by two things: Eclipse Phase and Shadowrun.

    • The Sands

      Mocker - Complete TinyMUX setup with Docker
      MU Code • mocker docker tinymux • • The Sands

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      The Sands

      @faraday It turns out not to be too terribly difficult, at least at the level I'm working at right now. There's certainly more advanced Docker stuff that will probably result in images that are more secure and which do things 'properly' but for now what I'm doing seems to work.

      What I did was I created a Docker instance for Ubuntu (I actually tried some more minimal setups at first but went back to Ubuntu because of some of the tools I wanted). Once you spin that up you can log into it using a command similar to docker exec -i -t mocker_game_1 /bin/bash (mocker_game_1 is the name of the Docker instance I'm running and /bin/bash gives me a shell inside of it).

      From there I basically figured out all the steps that I would have to run to setup a new tinyMux server (downloading build tools, configuring, compiling, etc.). You then create a Dockerfile (not to be confused with docker-compose.yml) that repeats those instructions. You run a new command along the lines of docker build -ttinymux:2.10-U ~/Docker/mocker/release/ which tells Docker to build a new image called tinymux:2.10-U using the Dockerfile found in ~/Docker/mocker/release/.

      That's sort of the 'elevator pitch' version of it, anyway. It does get a little tricky since the commands in the file can't pause for input and you need to work in stuff so that when you run things for the very first time data gets moved around so it is accessible from outside docker (for persistence and so you can back it up) but if you're already capable of compiling a game on a new machine you can probably handle those extra issues.

      Like I said, I will provide more complete details about everything I was doing so that you can build your own Arcker (or whatever you'd like to call it) image. I just want to wait a day or two in case someone says 'oh, Holy Hell, the way you've done this will lead to the eventual extinction of life on Earth. Don't do it that way' or something similar before I write out the more detailed account. This is just to show you that it is probably not hard at all (having never spun up a copy of Ares I don't want to absolutely promise it will be easy since there might be some gotcha I don't know about) for you to build your own image.

    • The Sands

      Successes Needed for Extended Rolls
      Mildly Constructive • design • • The Sands

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      The Sands

      @ThatGuyThere Actually, the average number of successes for someone rolling 9 dice 4 times is around 15 because of exploding contributing more than you think (http://anydice.com/program/bd0a. Thanks to Misadventure for pointing me to the site).

      And while things like 9-again may not contribute too much to a roll by the time all is said and done they contribute a great deal more than you might think. After all, someone with 6 points in combined skill and attribute will roll 54 dice (assuming a +3 equipment bonus) so at the end of the day an extra 10% here and an extra 5% there adds up to a lot of successes.

      But the real point of this thread wasn't to quibble about how much ability A helps or how many extra successes ability B will generate. It's just to figure out what the theoretical pools (and any roll modifiers) should be.

      At present I think I'm more or less in line with your estimates. I'm actually ranging from 4-8 dice with the 4 dice being the skill level of your average entry level professional. These are the guys on the construction crew that do the real simple jobs. You have them handle the framing and drywall when the job is easy but in the spots where those tasks get tricky you have someone who's been doing the job for a couple of years now come in and handle it. 6 dice are your true 'average professionals' who are fully trained. They've been doing the job and 95% of the time if you want the job done you call these guys in. 8 dice are the true experts. Not necessarily world-leaders in their field but they are they guys who get called in to do jobs that even your normal professional would consider to be difficult.

      Then what I did was I figured out the average number of successes for 1 to 6 rolls as an extended action using a rote action for 7 dice, 9 dice, and 11 dice. I assume that the vast number of extended roll activities your average professional does are rote actions. Sure, the tailor needs to modify the pattern for the custom fit jacket they are making and everyone's body if a slightly different shape but they've done so many jacket alterations, plus they have the time to sit down and work out any tricky areas that might exist, that it is still a rote action for them.

      Then I figured out how many rolls you would expect someone normally doing that job to take. If your 'average professional' would take 1-2 rolls I used the average number of successes for 7 dice because the average person doing that job is a bit less skilled. If it was 3-4 rolls I used the average successes for 9 dice and if it was 5-6 rolls I used the average number of successes for 11 dice.

      This seemed to work really well because the guys with the 4 die pool could nearly always accomplish the '2 roll' task (99.96% of the time). It might take them twice as long to get it done (because they had to make four rolls) but they would nearly always be able to, much like you would expect in real life. Meanwhile the odds of that person pulling off a '3 roll' tasks is about 50/50 (meaning that they were around 75% likely to succeed if they took 3 times as long as the 'fully trained' professional. Meanwhile the 'fully trained' pro with their 9 die pool would nearly always accomplish a '4 roll' task (99.21% of the time) but dropped to around 50% odds of succeeded at a '5 roll' task.

    • The Sands

      Mocker (TinyMux Docker image)
      MU Code • • The Sands

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      @Lotherio
      Battletech MUX is a hardcode fork. You can get it from https://sourceforge.net/projects/btech/

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