That's going to last you, what, a month? I hope you have a subscription.

Posts made by Thenomain
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RE: Random links
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RE: Good TV
Um...
Yes?
I don't think I'd be happy with most explanations of what's happened in the intervening time, and I don't think the show could survive a reboot, so I'd be happier if the minds and souls behind Firefly did something new, even if in the Verse.
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RE: What would a superhero game need to be/do to bring in a new player base?
One: This is the Construcive part of the board, so cut it out.
Two: Show your work. You may not agree with @Lithium (or apparently even respect her), but she explained her view and made a case.
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RE: Star Wars: Rogue It's Coming....and hiring!
First world problems with this ad:
- Had to type in web site address myself.
- No information on the web site about hiring.
- No feedback from game staff in the other existing ad.
Web design was art-with-overlay-text, but I'll give kudos to the current design. Very slick.
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RE: ROGUE: It is coming...
It still raises the question if it's a mud with coded etc.
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RE: What would a superhero game need to be/do to bring in a new player base?
I wish it was that easy too, tho it does make me think. What did they say they wanted? What brought them there?
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RE: What would a superhero game need to be/do to bring in a new player base?
What would a superhero game need to do to bring in more people or a bigger base, a second answer:
Give the players something to do.
That's about it.
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RE: Good TV
@Admiral said in Good TV:
I think Coin might be one of those 4chan trolls we've been seeing pop up lately.
Ascribing emotions to people based on textual interaction is just about as old-school trolly as you can get.
Kay, bruv. You carry on with your curmudgeonly ways.
It's nice to see someone dethrone me as most serious about themselves. Thank you for the assist, Coin. (Creative criticism for Admiral: Don't tell people to assume you're being funny. Instead, be funny.)
Good TV: Archer. What, I'm only six years late on this bandwagon, but it's good.
As far as Galavant, I am surprised any musical tv show lasts longer than one season. Glee because it was a teen high school drama. Cop Rock because it was good. Fame because it was amazing.
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RE: Alternate CoD/WoD Character Growth / XP Systems
@Coin points out that theme and system need to match or confusion ensues. Ten points HR Puffenstuff.
It would also be nice if Mu*s used more of the skills, or challenged characters with them more. Like, you know, Drive. Ever.
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RE: Alternate CoD/WoD Character Growth / XP Systems
It is if you want it to be. What I said has a direct impact on how the conversation is framed. If you want it to be about more tangible effects, then talk about it. That's up to you, not us.
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RE: Alternate CoD/WoD Character Growth / XP Systems
@Lithium said in Alternate CoD/WoD Character Growth / XP Systems:
Your story is talking about how your character was 'individualized' which is not the same thing as 'develop' a character. You're also talking about a game system which didn't have the variety of skill and variation of abilities that exists even in modern D&D 5e what with different character paths, feats, skills, etc. not even including abilities.
We used the expanded skill options, so yeah, we did. (That's how my Fighter knew she was rather minor nobility, also when we rescued her and her friend from a deadly swamp how we knew it wasn't likely a trap.)
If you want to say my argument is bunk because I used a different term than you'd use, then go you. I'm not feeling like having a discussion where I have to defend every single word I use. I'm out.
edit: Sorry, that was harsh, but who cares if it's called "story advancement" or "mechanical advancement"? What difference does it make? Not everyone cares for one, or the other, or even either. My point is that (story) advancement is a real thing that doesn't have to do with XP. I say this to tell people they need to get their ducks in a row.
Whether the game has feats or not seems to matter not one whit. My story would work with 5e as well as 2e.
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RE: Alternate CoD/WoD Character Growth / XP Systems
@Lithium said in Alternate CoD/WoD Character Growth / XP Systems:
If someone put in the time and the dedication they should have more opportunities to advance and be a more developed character than a brand new character fresh off the boat. That makes sense, because otherwise the Dinosaur would have no character development/growth at least in a system that /has/ such.
Yeah, well, here's the problem: Development is not Advancement. Someone a few posts above called it "mechanical advancement" and that is the single best descriptor of XP I have ever heard.
@Faraday kind of touched on it when invoking the Bartle Archetypes. (Tho the Bartle Archetypes have a lot of issues, they're an excellent place to start.) What do you want out of your game-play?
One of the things that WoW did was make sure that players of similar levels were with other players and challenges of similar levels.
One of the things that City of Heroes did was find a way to scale level without cheating mechanical advancement.
What both of them did was give level-independent systems of socialization and control over their world. We call these: Guilds. (Base Raiding in CoX looked like the beginnings of something awesome, but I never participated.)
Let me tell this as a story in a different game system, again back to D&D. Even as far back as 2nd Ed, people complained that because all Fighters got the same abilities at the same levels they were boring. I never once ever had this problem. My Fighter was a young and rather ignorant lad from a rich merchant family who was excited at becoming an Adventurer(tm), who really wanted to be a Ranger but the nearby elves kind of wanted to avoid the kid because, nnnyeaaaahhh, too much. This is what I did between rolling dice, and informed all my character decisions. As he grew in level, he also grew in fame and therefore brought his family name to more parts of the nearby world, and so he was a boon to his merchant family. He was pretty much trapped to marrying a young woman around his age from a minor merchant family but a little nobility, and tho he thought True Love was a thing he learned that they both respected one another, which is a kind of love, and he was okay with that.
None of this could be represented by stats in D&D, and certainly not in WoD. It had to be played out. Not one single point of XP would allow for this character development.
I tell this because it's a story I enjoy and wish some day to re-create somewhere, but mostly to focus everyone's attention on what Faraday said:
What are you trying to model with XP? Who are you trying to motivate and why?
XP is an OOC conceit to allow for bigger and badassier challenges. How you decide to model that depends on what she said right here.
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RE: What would a superhero game need to be/do to bring in a new player base?
The very first TinyMUSH I coded for was an ElfQuest game, where about a third of the characters were feature (we called them "book") characters. I got tired of it because there is no consistency when you have player turnover.
I understand the desire to play your favorite character, Tumpty-Tum Doodles, but as a player of the game the inconsistency is not something I would go for.
If FCs won't be taken off the table, all is good and ignore the comment.
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RE: Alternate CoD/WoD Character Growth / XP Systems
Ah, the "Dino" problem.
I ... don't have anything to say about it, unfortunately. Just, ah, here we are again. Back in the car. (See: The funniest scene in Jurrasic Park.)
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RE: Web-Based Ticketing Software
@faraday said in Web-Based Ticketing Software:
Thenon
I'm a part of France? An IBM Change Management software?
@Auspice said in Web-Based Ticketing Software:
Something I've not seen described here is what sort of web interface are you looking for? What do you need/want it to do?
Be a somewhat basic support ticketing software. I'm in the research phase, so without knowing what's out there that can meet the basic goals, I can't really express it more than "Anomaly Jobs but web-based also not painful to use." I expect something account-based is necessary as well, and I could tie that to Mux as well. Probably. Well, we'll see.
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RE: Web-Based Ticketing Software
Cool, glad that you found it easy to install. Now I just need a front-end to their ticketing system and someone to teach me the level of Python needed that I could likewise teach others.
Sometimes, one part of three isn't enough to overcome objections to a proposed solution. Sorry.
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RE: Cobalt Streams A Thing
@Insomnia said in Cobalt Streams A Thing:
That doesn't work on me anymore, since you told me that you only tease me to get a rise out of me anyway.
Grr.
Sexy sexy sexy.
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RE: What would a superhero game need to be/do to bring in a new player base?
What kind of superhero comic are you going for? State it, stick with it, and explain it. What's the difference between New 52 and The Maxx? They're both superhero comics. The original Superman or Iron Man are very, very different than they are today.
So are you trying to get new players to the Superhero genre, or existing Superhero fans new to the game?
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RE: Web-Based Ticketing Software
@ThatOneDude said in Web-Based Ticketing Software:
@Thenomain Why don't you just switch to Evennia and be done with it already?
It does so much of what you all want already, or I should say it has the ability to do so much of what you guys want easily.
@WTFE has part of it. The other part is that I know Mux, forwards and backwards. I know the SQL standard well enough. What I don't know is a web-side scripting language other than PHP, and not using PHP is one of my prereqs.
I've been thinking about asking @Volund to stand in as a mentor figure, but I don't yet have the time or brainpower for delving in that deeply.
There is one other thing that WTFE hit upon, and it's pretty important to me: Evennia isn't a Mushlike. It's a Mudlike. It's a backend-coded system that doesn't invite casual coders. It cannot be easily taught in the same way that it can't be easily learned. It would be far preferable to me to get started in that direction and help the WoD games I seem to be coding for head off in that direction, but without that step I'm unwilling to throw all my eggs in that basket.
@faraday, you're right, but I can still easier scrape to Mux than I can to, say Anything on Rails. There are many better coders out there, but if I'm going to be the man on the spot then it has to go the way that I can manage. There's also the consideration of hosting clients, lowest common denominators, and so forth, tho I'll be the first to admit that this isn't the first reason for the backwards way I'm trying to make this work. No, the first reason is, sadly, what I can do.
TinyMUCK has these elements built-in, and even MOO is easier to code in-game, but here I am looking for the solution I can manage.