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    Best posts made by Thenomain

    • RE: How does a Mu* become successful?

      @faraday said in How does a Mu* become successful?:

      Sure you can say "screw the dinosaurs" and build something completely new and different, like Storium. But then it's not really a MUSH any more. And you're potentially losing out on your most enthusiastic and experienced players. It's a big gamble.

      Starting any new game is a big gamble. My advice is always: Be excited about it, and have others who are excited about it.

      I mean, I don't use Evennia, yet I'm excited about it, in part to hope to get people using it.

      Sorry that this isn't Ares, but I don't know enough about it to be excited about it. I mean, I think we all just want to tell stories, and the lower the barrier the more likely we are to jump into it. I've worked with your code for long enough to know that you get what it is that people want and like, and can code both directions (Penn and Mux) at once.

      And really, the Penn channel system isn't so bad that it would stop me from playing somewhere, but I didn't hold back on the initial Mux mail system before it was re-created either. And people complained at me when I kept asking the same questions over and over about it on channel.

      It's about creating momentum.

      (edit to note: This is why I'm trying to get my code together so that people can just go, bloop, new game. Maybe. Some. Year.)

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Dealing with Staff

      @Arkandel

      I would like to claim some credit with Soapbox and Wora, et al., as well, but the pattern I'm seeing is that this kind of staffer has never been to Soapbox. Your typical Wora dino has stopped playing and moved on, perhaps for the best. I think we're seeing a newer generation meshed with a generation of older players who are returning out of idle interest.

      I see Soapbox showing some but not all of this, mostly in how it's no longer All World/Chronicles of Darkness Talk All The Time, which I also see as thank god. We now have a bit of L&L, a hint of Star Wars, occasional mention of Pern, and a healthy dose of Evennia and resurgence of Rhost as apparently Ashen has become utterly insane and entirely off his meds.

      But in a good way.

      ... Honest.

      posted in How-Tos
      Thenomain
      Thenomain
    • RE: How does a Mu* become successful?

      @faraday

      Yeah, but FS3 also isn't plug and play. Some assembly required to fit the game it's installed for, unless that game is Space Pew Pew Cadets. (I honestly don't know what other implementations have been coded besides BSG.)

      I'd say more your Faraday Code is what I'd compare what I'd want to do. Or the sandbox pre-loaded database that Mux has, and Ambryl's Mush counterpart, which is awesome by the way.

      And then, a one stop add-on for WoDness. Slight coder required. I and @Cobaltasaurus and occasionally @Sammi invlooving ourselves in game setup. You got no small praise helping out another server, recently. That's what we can do for now. So ... Go us.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Cultural differences between MUDs and MUSHes

      @ThatGuyThere

      And this is why I disagree with @Groth: There is absolutely such a thing as an arbitrary system.

      My point, tho, was that having a system that doesn't work is hardly better than having no system at all, and that you must accept the conditions of a game that you play or know your limit when attempting to change it.

      Also, flies, honey, vinegar.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Core Memories Instead of BG?

      @SkinnyThicket said in Core Memories Instead of BG?:

      So if I had to refine it, if that did prove to be the case, I'd only reward Defining Moments with chargen points after certain chunks of time.
      So player A who knows their character intimately writes all their DMs, then receives chargen points periodically. But player B who didn't write any is notified periodically that they can receive chargen points by writing a DM.

      So some kind of point-tally system based on the character's experiences.

      I nominate the name of this kind of tally system "Experience Points".

      Perhaps you could give some of these "Experience Points" if they act in accordance to their Defining Moments.

      And now, the sly eyeshift.

      >.>

      <.<

      (All in good fun.)

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Pretendy Fun Time Games

      @mietze

      I will, have, and do hit the range from bring it up to complaining to martyring if I'm no having fun, because I know I'm not the only one. Bad staff, incomplete information, communication problems, if there's an issue I believe that it's socially responsible to make it known and, if possible, get it fixed.

      Does it work? Sometimes, yes. Does it cause problems? Frequently. But you know what, I'm aware of what I'm doing and the reasons I'm doing it. I do not like to berate staff, or players, or games, but I more don't like these things to be antagonistic against the very things they are meant to include.

      I may the exception that proves the rule, I don't know, but I can dissect a problem on a game and create stress on staff to fix it while still enjoying myself and respecting other players. I think this is the right thing to do, tho sometimes the wrong way to do it, so yeah.

      I generally only leave a game when I'm bored.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Telnet is Poop

      @faraday:

      @Thenomain said in New Player Onboarding:

      Getting people quickly into a client and onto the game is good

      So yeah, I agree.

      But this predicates that the culprit is "telnet". It's not. The culprit is the interface. When you're hitting this level of getting people to use your product, this is a critical distinction.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: New Player Onboarding

      The best newbie integration is, as @Ganyemede says, getting people involved in helping new people, but in my case it's other players. On both Aether and Haunted Memories (Changeling), the number of people tripping over each other to help new people was astounding. Genuinely helping. No auto-greet scripts there. People can sense auto-greet scripts.

      In the latter case, there was a chilling effect when staff locked players out of maintaining the sphere wiki, so I am going to mention that: Don't take an avenue that cuts players off from helping on every level.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: The Shame Game

      @Pandora

      Inappropriate use of a meme on the defense. Five yard penalty. Second down.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Attributes or No?

      Yes.


      Oh, wait, I meant no.


      Welcome, casual reader, to Game Design 480: Character Stat Foundations, an advanced course about what statistics to include in your game. Should you have stats derived by adding and dividing other stats together? Should you have core stats with a list that enhances or affects them? Skills? Attributes?

      Firstly, what do we mean by Attributes? We mean the pinnacle stat, usually used to describe the character's raw capabilities. Strength, Dexterity, Stamina, Charisma, Intelligence, Wisdom. They are almost never, ever skills, which tend to be specialty items that are learned or trained. Okay, yes, you can train up your strength but as a person you tend to have limits. Attributes are before what you can learn to do; they're what you are.

      I'm going to skip D&D because we should generally all get the gist of it. Skills came to D&D very late (about four versions in with 3e, tho they existed as an option in 2e). Skills are a secondary consideration as the original D&D the Attributes were never rolled, ever. They were the basis of table-lookup derived skills like "Bend Bars/Lift Gates" and "Saving Throw: Poison". Even now, I think D&D and Pathfinder half-ass it, but they half-ass it in a very comfortable and predictable way, so it's a good half-an-ass.

      Paranoia 2nd Edition, Toon, and Teenagers from Outer Space all had a system where there were skills under a broad category, those categories not always but often considered to be attributes. "Chutzpah" from Paranoia being my favorite. You would add the head stat ("Chutzpah") with a subordinate stat ("Spurious Logic") to see how well you could do, but it was always "Chutzpah"; you could not link "Spurious Logic" to any other attribute.

      Again, similar to D&D, tho many other games did it this way first. Everything Chaosium, for example. In this way, you had a pinnacle stat, skill or otherwise, and all its subordinate skills and abilities.

      The Storyteller System (the original World of Darkness books) said, "Hey, you know, what do we roll if someone wants to recognize a gun by sound in the distance? Wouldn't they link their Firearms to something else in this case? A perception attribute we might call 'Wits'?" I'm sure other games asked the same question beforehand, but please forgive me as I'm not sure who. Possibly Shadowrun. Anyhow.

      Around this time, and a little before it, a game system known as F.U.D.G.E. took the opposite notion: Let's just focus on the important stuff, the things you know and the things you can do. Okay, in FUDGE they had Attribute + Skill systems, and it took Fred Hicks to say to whomever he was driving home from a convention with at a time, "Seriously, why Attributes?" And so FATE was born.

      FATE as a system goes entirely into the idea that what you can do is all that needs recorded. It doesn't matter if you're super-melee-god because you're strong, or quick, or both. You decide why it is; all that's important is that anyone getting in your way is likely to end up with a bloody nose.

      Even further abstracted, this kind of "ability instead of attribute" game can be played this way: Invent your own abilities, give them numbers, and play. "Fire Magic: 3", "Pew Pew Pew!: 2d6", so forth. God help me that I can't remember the game that @WTFE loves so much in this venue.


      Which leads me to answering the question in this thread. All methods have benefits and drawbacks, so much so that there's no one that's better than the other.

      I'll play all of these, complain about all of these, and try to encourage everyone to play to the spirit of the rules depending on whichever one is used.

      I prefer the abilities-instead-of-attributes-and-or-skills of the FATE/Fate Core method. I want to be the one who decides if my ability to bitchslap comes from being wiry or brutish or skillful. Maybe I have rapport with spirits because I'm a good bullshitter, or because I'm bat-shit crazy. Unfortunately Fate Core is such a high-adventure game that I want to see a low-power version for other kinds of play.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Arendelle Mu*

      The Greatest Game: Disney Edition. Color me there.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Interest/Volunteer Check: Major Multisphere Chronicles of Darkness

      Still need to work out goddamn Arcane Beats.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Interest/Volunteer Check: Major Multisphere Chronicles of Darkness

      @tragedyjones

      Foul. Ad hominem. Five yard penalty. Still second down.


      I did that to be fair. If you two have a grief, and we all know you do, we have boards for it. Please take the mud-slinging there.

      I mean it. Please do.

      I have my popcorn ready.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: There's Nothing to Do Here

      @Lotherio

      I will be less deeply analytical than almost everyone else here, because we come back to this and nitpick the details and blah blah blah. That's a good way to parade our theories but focus on the basics.

      1. @Sunny is right, because
      2. Staff sets the tone.

      If staff don't love playing and running the game, the game will never have a chance. Staff can play the game through NPCs or through events or the love of building interesting things, I don't care, but staff have to participate.

      Then it's up to players to step up and join in the fun.

      We remember that's what this is for, right? Social fun? Yeah? Cool.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: 5-Second Movie Reviews

      @Coin said

      Specter was a classic Bond flick, still too attached to Bond's history to really be fun for me. I didn't like Skyfall, though. If you liked Skyfall and Quantum of Solace, you will probably like Specter.

      Review violates the Five Second rule.

      posted in TV & Movies
      Thenomain
      Thenomain
    • RE: Alternative Formats to MU

      @faraday said in Alternative Formats to MU:

      Everyone has different things they want out of RP. What sucks for one person is literally the only way someone else would get any RP at all. All the posts here are just kinda illustrating my point about "the majority of MUSHers vehemently don't want something like this".

      We are an infamously bad polling source; three people out of...how many people on Soapbox?...say that they wouldn't like it. The vocal minority has only one thing on their side: they're vocal.

      Make your system. See where it sticks. Reiterate. Sometimes you have to try something illogical before seeing where the limits of too-much and too-little are. I don't even think that the concept is bad, but it's not for some people.

      I bet if I went over to GitHub or SourceForge and looked for unused ideas, even if I weeded out the impressive and good ones I would be swamped with them.

      What's hard to attain is popularity, the critical mass to get an idea into the mainstream. This is why I only code for myself these days. I have coded so many things that have not caught on that I would be frustrated as hell if I let myself. I guess people don't want a well-designed and complete approval system. Well screw 'em. I'm going to install it where I am, because I think it's fantastic. And if people don't use it? Well, I don't do this hobby expecting praise.

      Well, not much praise.

      Just a little.

      posted in Suggestions & Questions
      Thenomain
      Thenomain
    • RE: Zero to Mux (with wiki)

      @Ashen-Shugar

      The problem is with... well, my brain. A lot of my code issues are my not being detailed enough. I was missing '--with-mysql-include' in the original directions.

      I seem to have it working with:

      ./configure --enable-stubslave --with-mysql-include=/usr/bin/mysql 
      --with-mysql-libs=/usr/include/mysql --with-mysql-include=/usr/include/mysql 
      --enable-inlinesql --enable-realitylvls
      
      posted in How-Tos
      Thenomain
      Thenomain
    • RE: Which canon property/setting would be good for a MU* ?

      @DarkDeleria

      7th Sea.

      Also, 7th Sea.

      Did I mention 7th Sea?

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: WoD MUSH Comparison?

      Reminder to self: Lock down SQL commands further, because as much as it pains me to say so, What HR Said.

      Outside the code perspective, @Derp, you're asking staff to take on more administrative duties. This generally (generally, mind you) doesn't work partially because nobody has the time for that and partially because there is nobody with the authority to enforce whatever rules you might come up with except for, ultimately, the person who knows how to pull the banhammer, and that's mainly the person with the password to the #1 God Bit. Game culture starts at the top.

      I know what it's like to see a purple-skied world full of sweetness and perfection, but as a constructive note, I don't think you know what you're talking about.

      posted in MU Questions & Requests
      Thenomain
      Thenomain
    • RE: Alternative Formats to MU

      As a side-note: Everyone is disheartened by negative feedback. I just realized that after talking to @surreality about making it even easier for people to set up new clients with wikis and almost everything already installed on a Digital Ocean slice, and I've thought about doing this before, but I can only think: Why bother. The games are shrinking and there's a push away from this form of gameplay, so why do all this work if it's just a way for me to count down the minutes until my inevitable demise and the heat-death of the Universe? Isn't there anything better I could be doing with my time? Why do we continue to do this to ourselves?

      Well, it's fun enough for now. Back to coding.

      posted in Suggestions & Questions
      Thenomain
      Thenomain
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