Subtle humor is subtle.
Whether or not it was super-effective depends on if you were leaning more towards "subtle" or "humor".
Subtle humor is subtle.
Whether or not it was super-effective depends on if you were leaning more towards "subtle" or "humor".
The Netflix Castlevania series was epic, but WAAAAY too short. I almost wouldn't call it an anime, just an american cartoon with anime stylings.
So it didnāt take 10 episodes before getting to the plot?
Pinging @Ashen-Shugar in case this is an Rhost thing. Iāve seen it too, but not in Tiny.
One of my favorite definitions of science fiction is that it is real and largely recognizable, but has a world-level difference that is shocking, a change (usually technological, but not always) that causes a mental, social, or emotional discomfort, and how the world adapted to this.
This is why Iām having troubles with my project of re-creating Shadowrun; the cyberpunk future is not that shocking anymore. We are practically living it now, save the medical advances.
While I think āvs.ā is good, I think āshockā is better.
Ymmv.
@Derp said in Incredibly Stupid Question Re: Object Limits:
@Thenomain said in Incredibly Stupid Question Re: Object Limits:
Once someone used actual Mush objects to try and replicate a file system, with folder objects and data objects inside other folder objects.
Nevermind this is not how actual file systems work.
At least he was happy about it, I guess.
For those of us that have to go and poke at other people's random code, an actual sensible file system would be priceless.
I feel the same way about some programming objects!
@Misadventure said in Reno needs a hand. (Stop applauding, smartass. :P):
Pull all attributes, assign temporary new names, map to new functions after?
The data needs reformed, not the attributes. The functions are easy; I have a whole GitHub repository full of functions. Data translation is always unexciting.
@Cobaltasaurus knows what she is doing too. What Iām afraid of is that @mvattr destroys what it replaces, and the old system and newer system are so similar that it is not trivial to make a unique new set of attributes for the new system (for those of you wondering why I didnāt recommend @cpattr). This means that any mistakes made in updating between systems are permanent.
Iām willing to make the copy and come up with a way to refresh it in the inevitable disasters that will happen while working out the translation scripts. Itād be fun to work with Cobalt again, and with Skew prodding at things too this shouldnāt take more than three, four weeks. Ish. Vaguely.
@skew said in Reno needs a hand. (Stop applauding, smartass. :P):
@Cobaltasaurus Migrating to the new code when the game was off and there was no active sheets would have been ok... but how would you do it now? I thought the way attributes on characters was stored was different.
The basic storage is the same. The more advanced storage, such as how Gifts are done, may be quite, quite different.
@mvattr
would be key, here. For once, I would strongly suggest not testing in production; make a copy of the game so that you can get it wrong over and over.
I'm willing to look at the way things are formatted and give some help, but I don't have the brainpower to work it all out.
Once someone used actual Mush objects to try and replicate a file system, with folder objects and data objects inside other folder objects.
Nevermind this is not how actual file systems work.
At least he was happy about it, I guess.
@Gingerlily said in Raising Baby Gamers:
Looking down on parents because of the screen time they allow their kids is both racist and classist.
This caught me off guard because I was allowed a ton of screen time as a kid, and I'm middle-class white from a nice safe neighborhood. This was back when TV Was Ruining Our Society.
Did someone look down on my mother for it? Probably. Did I hear about it? Never. I grew up in a suburban neighborhood that was under development. The worst we were worried about was getting home by dusk and getting beat up by the older kids.
Nowadays? Even in the same area I wouldn't give my kids that freedom. My 11-year-old-nephew has a phone just for the ability to track him, and they live in a fantastic neighborhood with lots of open space. He's also white (mostly, 1/4th Korean).
If the parents are treating this as a class issue then they're dense (edit: though I can see how class and income gives you more leeway for limiting screentime). If they're treating this as a race issue, this baffles my everloving mind. I mean, do white project-kids get less crap for screen time than black project-kids? And if so, where to I pick up my 2x4 and get in line to talk to these people that these things are not related.
Thanks.
I played on a game where I was happy playing in about 5 locations.
I played on a game with 5 places where I felt entirely too cramped and is one of the main reasons I stopped playing there.
Haunted Memories probably had probably over 50 public grid rooms, if not more. It also had roughly four individual games running on it at the same time.
So, say, 15 + 10 per additional game running on the grid simultaneously.
This is not easy for me to say without my usual extended story-time, so here it is.
Consider my favorite game line: Changeling the Lost. You have normal (unenchanted) rooms, you have more secret and political places, and you have completely enchanted areas. What is average for that kind of grid is going to be different than, for instance, Mage, which has only the first two kinds, and D&D which may have an extensive wilderness or even city depending on the game's focus, and Star Wars which enjoys its one-biome planets, and Star Trek which likes its space grids, and so forth.
Just to fill in some history: Reno 2 is running on the Reno 1 code, which was a re-skinning of @Cobaltasaurus' Darkwater. The code had serious limitations, so while the people who took over DW did their own thing with it, that 'own thing' became, as happens when multiple coders work on the same project, a patchwork of my baseline and their additions.
History lessons.
most of my RP happens on the ship.
Of course a lot of RP happens on the ship, but how do people get there? In my experience it's only the first poor soul who has to walk there, and then everyone else just meetme hops over. Did that first person really gain anything by having to walk the grid vs. just picking "Rec Room" from a scene location dropdown menu? Sometimes maybe. But for each of those times, there's also a time where SoAndSo breezes through a room that they aren't really in ICly just to get from point A to point B.
But they have the option to walk, they have the option to engage with the grid, with the setting, at their pace. If you donāt have a grid, you remove that potential engagement for everyone.
I remember RPing on IRC. Different channels were different locations, though if you came in after everyone left you didn't have a chance to know where they went. Otherwise, you got to see which channel they moved to and follow along.
Man, some of those channels were angry.
@Misadventure said in Coming Soon: Arx, After the Reckoning:
@Thenomain said in Coming Soon: Arx, After the Reckoning:
@Misadventure said in Coming Soon: Arx, After the Reckoning:
Start a mercantile exploration company!
Now that sounds thrilling.
Let me rephrase.
That sounds thrilling! I mean it. I love exploration, delving into and through the unknown, not to get to the core of the matter but to see what's there.
And if the "not economically viable" statement was intended as a response to you, Mis, I would love to know that at the start, knowing that there would be failure up front, to focus on the parts that are not failure. You know, the "role-playing" part.
And after the failure, what would the characters do next to regain their lives? I am zero percent sarcastic when I say: That. Sounds. Thrilling. That's not just a story, that's an epic.
Just sayin'.
I disagree. The grid may be a framework, but that framework helps support setting and theme.
Nowadays we may have a closer to 50/50 between grid and RP rooms, but I wouldnāt play on a game thatās gridless.
@Misadventure said in Coming Soon: Arx, After the Reckoning:
Start a mercantile exploration company!
Now that sounds thrilling.
@VulgarKitten said in Road to Amber staff?:
There is this link: http://rdonoghue.blogspot.ca/2009/10/10-lessons-learned-from-road-to-amber_05.html
Says they helped create it, maybe could help you.
Rob is a writer and good friend of and business/RPG Creation collaborator with Fred Hicks, who was a long-time Musher (well, MOOer?) back in the day and friends of Lydia Leong, original creator of PennMUSH and one of the designers of Road to Amber.
It would be interesting to see what would happen if someone out the blue mailed him asking him where the game coders are, tho.
Hello, I'm looking for someone with staff privs on Road to Amber. I've had a few people ask me about how they've done the code there, and would like to see some of it myself. However, everyone I know who has played RtA don't know how to get ahold of the coders there.
So I'm asking here. Currently I'm most curious at seeing how they implement their 'places' code, specifically the ad-hoc grouping that can happen without needing a pre-defined place. I'm interested in adapting this for my own places code and so would also appreciate the official okay for it.
Thanks.
I'm a huge fan of @SunnyJ's light touch on her strong setting and theme. Fallen World. Mage and Werewolf CoD. Joe-Bob says check it out.