@cobaltasaurus said in Freelance NPC Offer:
@coin YOU NEVER ANSWER DISCORD SIR
He's a WhatsApp junkie. I mean, when you live in a country that is eating Capitalism with a chaser of the blood of the working class, I don't really blame him.
@cobaltasaurus said in Freelance NPC Offer:
@coin YOU NEVER ANSWER DISCORD SIR
He's a WhatsApp junkie. I mean, when you live in a country that is eating Capitalism with a chaser of the blood of the working class, I don't really blame him.
The best defense against a troll is to be completely oblivious.
Er, I mean, yes, it's because I totally meant that.
@tragedyjones said in Descent Reboot:
@Thenomain What games have you added Promethean to? Asking for a friend.
None. I am gritting my teeth at Reno's Hunter right now, and have 100% completely forgotten what games need what work.
A short list:
Decent, on the other hand, is a clean game and allows me the luxury to tweak issues caused by incomplete system. Like Hurt Locker's horribly ill-conceived combat tags and generally laughable application of same. It's fortunate that both Decent and Reno need some of the same work.
Anyone who turns down a chance to RP with @EmmahSue or @Coin are fools.
Or staff with them, to be honest.
To embarrass them with heavy praise, these are the people we need in the hobby.
@arkandel said in Armageddon MUD:
@bronn said in Armageddon MUD:
I don't really care about how many people you managed to rope into signing up for a forum account to jump in and defend Arm's honor. Once someone immerses themselves in Armageddon for a while it becomes blatantly obvious that players - especially the veterans - have formed an exclusive club.
Please review the forum rules.
If you wish to criticize the game or those who run it then you - or anyone else - are free to create a new thread in the Constructive or Hog Pit section and please do so there.
I'm taking this brief opportunity to reiterate the chilling effect of the forum rules as standâthrough disrupting conversation threadsâthough will concede that as staff doesn't enforce them strictly then it's not as chilling as it could be.
I don't know why I don't have Three Panel Soul on constant repeat.
@taika said in Descent Reboot:
Adding in Bloodlines (though, I'm not sure that's much of a code thing, other than editing a list, maybe)
How in the world are both you and Reno needing the exact same things at the exact same time?
I still have my notes to add Bloodlines. I'll be free Tuesday.
And then I'll work on Hurt Locker's re-tooling of the Fighting Merits.
So, so painful. The first line of the code file for Hurt Locker Fighting Merits is "the hell that is my life", but I'll get it done.
I will need a coat of kittens to help me through this.
edit: Or a hat.
FFG's system urges you to RP your outcome, Pathfinder's is extremely rules-resolution.
Take your pick.
@botulism said in Diceless/Stats Optional:
@thenomain Because most people before you had issues.
People have issues with games they play on a daily basis. People will tell you what's wrong with something, but won't tell you why they like it anyway unless you ask them.
I just want the game to have the best chance it can.
Then let me give you the best advice I can think of: Be excited about what you're doing, and let that excitement be infectious.
Even if it doesn't become a national phenomenon, you will still have fun doing it.
@botulism said in Diceless/Stats Optional:
@thenomain Oh I agree completely, and am fine with a diceless stat system, but MU*ers tend to prefer dice with their stats
I did just mention one amazingly popular game that didn't have dice at all. I suppose I could come up with more, but someone already mentioned Superhero games.
If I have stats, people will want advancement. If I allow advancement, it'll invariably favor certain kinds of players over others.
Then don't have stats. Or don't have advancement. Keep in mind you're asking a crowd of majority WoDers what they want. This WoDer said that your core idea is fine, and you're telling me it's not. I'm not sure, then, why you asked for feedback.
Over on AetherMUX, which was based on some modern-world fantasy game, you had the traditional Attribute + Skill combo that made the most sense for the situation, then you got to know the percentage difference between you and the target (or other character's combo), then you decided to interpret what that means. It worked embarrassingly well, and it had the bonus of not exposing the Attribute or the Skill's true value. (Okay, you could math it out, but people were scolded when they did that.)
In the Fallout series of computer games, you were told the skill and the value you needed to pass a test, and you either passed it or you didn't. Not very granular, but it does go to show that people were more than happy to play computer games that cut down on the randomness in the right situations.
Many tabletop RPGs can do this without changing the character sheet.
I so want to spoil this show with all the Derek quotes I can remember, but I don't want to spoil this show.
73% Explorer
67% Socialiser
40% Achiever
20% Killer
By definition, I guess coding is exploring?
Why is this a problem? I think it's a downright tautology by now: When we talk about reality, "it depends" is always a valid comment.
Also, do not mistake "all griefers are Killers" to mean "all Killers are griefers".
Also also also, here is Extra Credit's episode on Bartle's Taxonomy, a good summary of what we're talking about for people who don't know.
This is also a good run-up to its follow-up episode on how the player types interact where the meat of the discussion and our hobby really starts hitting this model.
Also, by their interpretation, or by the oldest definition, Killers are griefers. It seems like those who "act on the world" is being defined as Explorers, but hey, terminology drift is a thing.
The interaction between the Player Types is quite interesting, but keep in mind that griefing is a Killer trait. Extensive studies show that to have a stable population of Killers, there needs to be a substantial non-majority of non-Killers and if I recall correctly, the only Player Type to happily co-exist with Killers are Explorers, all of this because of the griefing trait.
Extra Credits covers this topic quite a few times. Itâs worth checking out.
I personally donât think someone is a single player type, but they shift around between several depending on what they want at that moment, but it works for study purposes to look at the four types as if they are discreet people.
I wouldnât mind if someone started watching a show without me.
As long as they are okay with watching it again with me.
Sometimes I love to turn the tables on staff who think that some bit of code is going to be fairly straightforward.
Staffer: "Hey, Coder, do this!"
Me: "Okay, I need input on these 170 items."
Staffer: "I...what?"
I almost feel bad for them, but I also know that I will never have a staffer ask me what's taking so long.
I've always kind of hated the jump-cut back to the start of an animated GIF. It throws off the message.
Yes, I think of things like this. I also am enjoying my cookie.
@roz said in Fear and Loathing (Official Thread):
@thenomain There's a thread in the Hog Pit already where people are conversing.
Well...good! Fine! That's...good and fine! Good! I'm going to get myself a cookie now!