Darkmetal implemented a player-maintained Renown system for (oWoD) Werewolf.
It was horribly abused and people would stir up a storm whenever they were down-voted, so rank ended up meaning nothing.
Darkmetal implemented a player-maintained Renown system for (oWoD) Werewolf.
It was horribly abused and people would stir up a storm whenever they were down-voted, so rank ended up meaning nothing.
I've never bought into the idea that if you work harder for a game you deserve payment, or that if you're new then you should be allowed to be at the level of the people who aren't. This discussion started many years ago in response to The Dino Problem, wherein people have so many Magic Hoojum Points that they drag down the game for others around them. In the discussion of XP, this is most likely the problem of one character solving game-related issues without needing to engage anyone else.
Past that, the idea of XP seems to be based upon the culture of that particular game.
I'd like to see simpler RPG systems.
This makes it even more "outside the box". The idea of basing a Mu* on an existing RPG property was extremely new when we made the first WoD game. I don't think anyone else had attempted to do it to that level. This is how I know it's doable, and fun.
The game I think was the most fun to play on that was not WoD was AetherMUX, which had a very simple system designed for it, and it was a blast as long as people didn't mind that the RPG system was not meant to be precise. Once people started pushing for precision, the game-runners stopped being interested in that and the game died.
If I'm going to think outside the box, I'm going to stop going for popularity based on known facts and go there based on trying other ideas and engage in other interests, otherwise it's going to be WoD games all the way down.
Firan was a Mush derivative, since they had their own not-quite-but-often-considered-forked code. A lot of the concepts were folded in, but many of the hard-coded things that Firan needed were not and you must still compile them that way.
This cannot possibly be considered 'out of context' when it is a straight-forward assertion concerning the development of Haven:
@crayon said:
[Haven's] design takes a lot of prototypically "MUSH" approaches
What is a "prototypically Mush approach"?
Note I never asked people to give a definitive answer.
I'm very happy with the plurality that a Mush can be only a code-base, but also that a Musher is not interested in MMO-style gaming unless that Musher is also a Firanite.
Someone in some other thread made the very simple statement that to a Musher, role-play is the only thing. This is 100% true, even though it's very obviously not.
@Apu
Implies that XP is gratification. I can't tell you how many times I've ended up with more XP than I cared to spend and it was far out of sync with my own character progress. Most of them, for sure.
@il-volpe said:
Is it actually anyone's preference to be awarded tonnes of XP but find that somehow rules have been set up that prevent them from spending it?
This is how things were set up on Haunted Memories. Maybe not on purpose, but toward the end this is essentially how it went. I had over 200 unspent xp, so we are reaching an upper limit of calling this "essentially infinite short- and medium-term potential"
HM had a cooldown time that was far more meaningful than its XP system, as it was not effected by the number of XP you had. It was a system set up to prevent me from spending the XP, even though it was loose enough that it was a limiter per stat, and not en toto.
I enjoyed it. I enjoyed it quite a bit. So, hyperbole and ultimates aside, yes, some of us do. I've been upvoting the crap out of Gany and Glitch to signal so.
Fate Core has a mental health track which is used in social combat.
Just sayin'.
How many people (besides me) think that people who treat all RPGs as a PvP situation, or a potential PvP situation, are people who need to be asked to leave. It strikes me as the kind of person who logs into a D&D game and wants to be Drizz't and refuses to play anything else.
I think that kind of misses the context, @surreality. I don't want to get into the whole horrid discussion of being RP Police, but it is, I think, a dangerous thing to let people constantly game the game, breaking the flow, instead of playing inside it.
@Derp said:
Except that any MU user can create their own softcode to do specific things they want it to do that might not be important enough to implement game-wide, and they can do so without having to worry about server access, etc. Anything that could super easily break things is largely denied due to permissions. The same cannot be said of Evennia. It might not be something that a great many users ever pursue, but it's something that I find important enough to dissuade me from looking into Evennia.
I was thinking about the question posed to me earlier, concerning what I would've coded for @Chime's theoretical Mush replacement, and I decided that a permissions/roles system would be at the very top of that list.
For Eldritch, I created a very extensive "approval" system code, that checks for the status of: Guest, Staff, Chargen (brand new), Approved, Unapproved (de-approved), Frozen, NPC, and Storyteller. I wished like all getout that I could lock the @name, @alias, and @moniker commands to !Guest, !Frozen, !NPC, !Storyteller.
Then I was thinking that the Builder flag that Mux has isn't terribly useful, because I can't allow or disallow certain important commands that happen to be Wizard-only.
Without even looking, I bet I could set up Roles in Evennia. But until I do, I agree with you, @Derp.
@Volund said:
Not sure how you guys are quoting one another and gotta figure that out now.
Select the text you want to quote and hit Reply.
Welcome to my world, Volund. +1 for exposing your code repository. Thanks.
@HelloProject said:
You're one of the most likable coders around
And therefore I must crush you.
I had this discussion with someone who doesn't understand this thread, trying to explain it to a Musher. It goes a bit like this:
[10/12/15, 3:16:45 PM] Thenomain: There are some softcode (“script”) interactions, but not in the way where you can take, say, a base Evennia game, log in, and do the rest.
[10/12/15, 3:17:02 PM] Thenomain: There is no “log in and add things”. It’s all “get the game owner to add things”.
[10/12/15, 3:17:46 PM] Thenomain: Advantage: Make complex changes like “a stat system” super easy.
[10/12/15, 3:17:48 PM] Coin: Right.
[10/12/15, 3:18:04 PM] Thenomain: Disadvantage: Make simple things like “a dog that barks when someone walks into the room” super hard.
[10/12/15, 3:18:10 PM] Coin: Disadvantage: Make any change--yeah.
[10/12/15, 3:18:35 PM] Thenomain: The complex systems should be system-level anyhow. Those are globals. Globals should always go through a vetting process anyhow.
[10/12/15, 3:21:05 PM] Thenomain: Even if that vetting process is Cobalt saying, “Hey, can I do x?” and me saying, “Yes.”
The disconnect I'm seeing (and why I'm praising Glitch) is one between Developer and Casual User. Asking the Casual User to become a Developer is, if I can be a bit brash and hyperbolic, "Not the Musher Way".
MOO allows people to code from within the system, to make their own little game systems and toys, their own limited games with real code. MUSH just went the PHP/Whatever Works system. But for what it does, it does work.
I hope this clarifies for the server-coder minded "MUDlike" people.
@ThatGuyThere said:
Also on MUSHes the billboards, mail system, and channels for the most part are soft-coded as well.
Mail is hard-coded these days. Only on Penn (and for their own reason, Haunted Memories) do I know the channel system softcoded. The bboards should be hard-coded. As well as the cron system. As well as the stat system. As well as the dice system. As well as ...
If you see what I mean.
For DarkMetal, a cyberpunk WoD game, I wrote the Void Engineers out by saying they left to go live on the moon where they could do their work without the constant involvement of the Technocracy screwing them over.
The end goal is the VEs would then go a peculiar shade of insane because you know, Lunes are insanity inducing. They would be watching the Earth...waiting...planning. Then BAM, Space Nazis From the Moon.
My point is that I can't imagine it ever being a good idea to put a Werewolf on the moon. Funny in a Quentin Teratino way, maybe. Would watch with popcorn.