@Coin said:
We've actually got a pretty rich set of news files you should peruse.
I'd probably flip if I had to read all those files.
... Goddamnit.
@Coin said:
We've actually got a pretty rich set of news files you should peruse.
I'd probably flip if I had to read all those files.
... Goddamnit.
If you're broken, then you can be rebuilt. Tougher. Faster. Stronger.
Buffy for me strikes the same chords as Smallville did. Smallville wasn't a superhero show, it was a teen drama focusing on a superhero setting. Buffy isn't a about the horrors of vampires, it's about the horrors of being human using the vampire theme to start us off.
Speaking of being human, have you seen Being Human, the BBC one?
Apocalypse World (the game that MonsterHearts is based upon) as three general rules. The first one is: Barf Forth Apocalyptica. Meaning: Whatever you do, do it to the hilt. Name everything. Make it personal. Not because that's cool role-play, but because that makes the mood of "everything is going to shit" all that much more tangible.
And here I swing myself around from disagreeing with @Arkandel to saying essentially the same thing that he does: If it's not tangible, it's not horror. (I disagree with his approach, but so it goes.)
Tangibility also is key for Sci-Fi, Noir, and many other genres. If Fantasy can call itself just because setting, then why not Horror? It doesn't meet everyone's approval, but I find Saw and Hostel to be gore-porn and beneath notice tho it fits the Horror genre.
I didn't mean to get this preachy, but these academic discussions bring it out in me. Do what you want, call it what you want, have fun with it, and play it to the hilt.
@Arkandel said:
I think when I attributed part of the blame for not being able to inflict horror on mechanics I misspoke; that would imply the system was ever meant to convey or generate it. But that's not the case, not even for those which advertise themselves as "games of personal horror" - they are not.
And so I give you: MonsterHearts. Perfect is also pretty horrific in its mechanics. I've run into quite a few over time, but all of these games have one thing in common that makes it different from Storyteller et al.: They don't try to cover everything. The systems limit you in what you can do.
Horror is about goals and themes. D&D is about a setting. It's "standard fantasy", which goes far as to how generic it can be. WoD is, dare I say it (yes, I dare), "generic horror". Buffy is as well. Horror has been taken from a mood and put into the setting. The whole vampire-slaying is the same as going to school; just another part of life, and as that part of life there's nothing typically horrific about it just as there's nothing really fantastical about "humans with pointy ears". They're just part of the setting the story happens in, and give us a general starting point from which to build those stories.
Current bug:
==== Basic Commands ==== has turned into:
Basic Commands3020
Formatting is correct, but "3020" is the namespace of our help files. Interesting. Will update when fixed.
Let me put this another way. If elf = fantasy, then zombie = horror. Let's slay some vamps into dust and head on down to the coffee shop already.
I believe horror is hard to pull off period. What little I've read of Stephen King, meant to be his more terrifying segments, read to me as pretentious purple prose. I think that you and I, @Arkandel, are expecting more of it. I feel that I have a lukewarm reaction to fantasy because it isn't "fantastic" enough, though it may be serviceable and otherwise enjoyable.
It's easy to knock anything down because it's not enough of whatever it's meant to be. I'll call you Plato and try to get over my own ideals and enjoying the shadow-puppet theatre on the walls of the cave.
("Pro" status not guaranteed.)
Finally! @Chime started it, because she is the most tits-up awesome coder Mu*ing's had since Myrddin. She didn't let me break it, but she did say, "If you want to work on it, eh, whatever," which I took as extreme excitement that someone is going to package her hard work.
And so here it is.
This is designed for a straight-up copy into Muxify then drop the results onto your game.
However, your game probably doesn't have In-line SQL enabled. It might not even have Myrd's Mushcron. If it doesn't have these things it will install, but trying to use it will fail.
This does not have a tutorial on how to get these things going, but if you post here someone may be able to solve your dilemma. I will try to help.
If you have these two things, though, you're still not done. You want to read the Setup Help at the end and make sure that's done, as well. It involves access to your wiki's files directly, which you probably have if you have a wiki.
Questions or comments welcome and expected.
I see your hippo and raise you two monkeys riding a wild boar.
Only if I can call it "World of Glam" and force everyone to listen to a Top-40 80s Spotify channel as a prerequisite to playing . Given the age of most of you, this would be a hay-day to your glory years.
@HelloRaptor said:
To keep it topical, because I can't recall if this got linked yet: Dark Eras Kickstarter
For some reason I thought they were all going to be different books, not all chapters in a single book.
Considering how lame short Mage Noir was, I'm kind of glad. Likewise, the Glam 80s Vampire setting didn't need to be even as long as it was. So instead I suspect one giant book rather than half a dozen little ones.
Life is Strange is the Telltale Games version of what Remember Me should have been. Good stuff.
@Coin said:
There's a lot left to do but we are nearing the zone where we reach "playability", so to speak. It's very exciting.
(slit wrists)
For you!!!!
Many thanks to TJ for making this thread for, basically, me and my sometimes uncontrollable pedantic nature.
Because I derped. 'placedesc.none' in the code should be 'u( placedesc.none )'. That is:
@desc here=udefault( placedesc.[places( whichplace, %!, %# )], u( placedesc.none ))
I apologize for the lapse of brainpower.
This is what I get for not knowing to reload while something's being fixed. Other things are fixed as well, working with @Glitch. I thus decree that this system doth Kick Mightily Ass.
Multi-line comments containing ====== and, I presume, () also aren't getting processed. I haven't checked ------- or :, either; after noticing the first two I felt that I could or should leave it up to that for now. I tend to header new sections via:
== This is a new section =============================================
-- this is a single chunk of code ------------------------------------
followed by some comments about what is going on
0: input
r: register
This is why I wanted /* multi-line block comments */
. No guarantee that I won't put swaths of code in there.
Returns for me:
/* block comments added just for @Thenomain
*/
&c.sheet fate sheet=$+sheet*: ulocal( %!/f.parse, %#, %0 )
I'm already starting to change my commenting style for this.
Request:
/* this is a comment block
that blocks comments
all the way
down.
*/
Please support comment blocks! Thanks!
@Bobotron said:
@Pondscum
Do you know if this will work with the general SGP Places code (which is the only post-year 2000 version I can find out there)?
@surreality mentioned how to do it with the older places code. I may fold this trick into the base code that @Glitch mentioned.