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    Topics created by Thenomain

    • Thenomain

      Hugo 2018
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      Thenomain

      @cobaltasaurus said in Hugo 2018:

      @thenomain Nuku V / Valentine, not Cirno.

      Fixed, thanks.

    • Thenomain

      Diana Jones Award, 2018
      Tastes Less Game'y • • Thenomain

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      Thenomain

      @sparks said in Diana Jones Award, 2018:

      @thenomain said in Diana Jones Award, 2018:

      I listen to an actual play podcast based on one of my favorite sci fi stories, run by the creator for many of his actors.

      Out of curiosity, which one is that?

      Liberty. Each season (or two) is one story, punctuated with a Twilight Zone series set as if produced in their own universe called "Tales from the Tower". And the Actual Play of their D&D 5E setting: Liberty A.F.T.E.R. (Oh look, there's Ashley Burch right on the cover. Mrowr.)

      --

      The other Sci-Fi Podcast I am loving the everloving crap out of is Edict Zero: FIS, a police procedural on another planet cut off from humanity. It starts strange and gets amazing, as all the little bits are tied together as often as new things are introduced. It's entirely possible to work out what's happening before the characters do, but to the writers' credits, they don't insult your intelligence. Sound production needs some work but the story is epic.

    • Thenomain

      Changeling the Lost: 2nd Edition
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      Thenomain

      @ominous

      Well do note that the core character template is "victim and abuse survivor". I try sincerely not to play that way, but reacting to the threat of being re-captured is the driving motivating force for characters in the game.

      Compare this to Mage, where the driving motivating force is to understand mysteries that have no pattern to one another.

    • Thenomain

      Over the Edge 2nd Edition?
      Tastes Less Game'y • • Thenomain

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      @thenomain
      I gave it a look after posting the first time. The setting looks to not have changed much but does have some new wrinkles mentioned.
      Given what they showed of the systems i noticed a few things things, fist the introduction of character level, though it does not look like levels in the D+D sense but more of a scale systems with level one being competent and level six being god like, and that scale determines the positive modifier dude to being skilled in an area. (Skills in the old game were free form which I hope they keep, you would create a character by giving them a core competency (usually a career like thing) and a hand full of other narrowly defined things they were good at and pick one thing they were bad at. No mention of that changing or being retained.)
      It also looks like all things are determined with the roll of two dice with a bonus constant added based on skill, in the past being skilled would give you more dice. For example old way average unskilled person would have two dice to do thing, but if thing was under their core idea like driving for a race car driver they would get 4, new way if looks like two would be rolled for everything but the race car driver would get a set bonus based on level/scale.
      The final change I noticed is a minor one that I love, in the past if you rolled a 1 on a die that meant something negative happened, you could succeed but would still get a drawback, a 6 worked in the opposite manner you might still fail but some good would come out of the attempt. This editions changes that to 3 and 4, so if you role a three there is a drawback and on a 4 a bit of a boost. I like this mainly because the idea of extreme rolls getting a boost penalty is done a lot but I like the middle results getting a little creative love.

    • Thenomain

      Using an SSD as cache (Windows 10)
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      Lithium

      @ashen-shugar Fortunately SSD drives have gotten better at this recently, most SSD drives will last many many years of near constant writing. Unless it was like, non-stop ram level flush and fill maybe... but I am no expert.

    • Thenomain

      Game Restarts
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      Bobotron

      @arkandel
      It's highly dependent. For a couple of the games I was involved with the restart of, it was either 1. due to unfixable issues or 2. the game ended without good resolution, and players were interested in picking up immediately from where they left off.

    • Thenomain

      Repurposing a Tabletop RPG for MU* Play
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      Ganymede

      @bored said in Repurposing a Tabletop RPG for MU* Play:

      To be clear, I'm not saying it's a doomed endeavor or anything. I just think we need to dig deep and realize we've basically built new games on the mangled corpses of their original incarnations. Repeating basic WoD-isms in every 'new' system is probably the quickest way to assure we have all the same problems, right?

      And people wonder why I pushed the schedule out almost a year for what looks like a Chronicles of Darkness game. I whole-heartedly concur with this. And I think if people actually read the Chronicles of Darkness core book closely, it becomes clear that it is meant to give you a structure for your game rather than fill in every little nook and cranny.

      Some games are easily to mold into something new. WoD 2E is pretty easy; FUDGE/FATE is even easier. Harder games may have systems as simple as the Storyteller System, like L5R, but there are massive hurdles to do so, including, but not limited to, the need for constant GM judgment calls, the waffle-nature of the Honor and Glory systems, and so on. For D&D 5E, WH40K, and Battletech, there's the map.

      So, the title is really good: you need to re-purpose your RPG if you are going to turn it into a MUSH. Innovators like Faraday and Apos (and crew) basically made their own systems, and good on them to do so.

    • Thenomain

      Charging for MU* Code?
      Mildly Constructive • • Thenomain

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      Selerik

      Frankly I wish more coders were properly compensated. I've seen a bounty system used by some MUD developers, that is pretty neat. I wonder what it might look like with mainstream development support and people making a paycheck on the hobby in, say, three or five years.

    • Thenomain

      Changeling the Lost 2e: The Huntsman Chronicles
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      Ganymede

      @admiral said in Changeling the Lost 2e: The Huntsman Chronicles:

      Win the lottery? Lose your job? Clarity loss. Getting married? Getting commended for ten years on the job? Gain clarity.

      The system doesn't look or sound any different than any other 2E Integrity system.

    • Thenomain

      Um...What?
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      Auspice

      @Tinuviel

      05a717cd-9e58-449b-b4af-e8fcdf93e624-image.png

    • Thenomain

      Muxify Bug
      MU Code • • Thenomain

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      Arkandel

      @thenomain said in Muxify Bug:

      @skew said in Muxify Bug:

      Remember that time over a year ago when I pointed this out, and @Thenomain replied with "works fine in mac"? 😄 😄 😄

      http://musoapbox.net/topic/143/muxify-mu-code-editor/20

      Still works fine on a Mac. I don't know what you guys like about not spending tons of money and being able to play video games on a computer for.

      Some of us spend no money and aren't able to play video games on a computer! But at least we have tintin++, right?

    • Thenomain

      Magic, The Earth Way
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      L

      @ixokai Oh, well, in that case, I suppose the unique thing about Earth right now is Life. If this is in a universe with many planets, maybe life on Earth is especially rampant and aggressive, taking the form of Wild Magic that aggressively latches on and refuses to let go.

    • Thenomain

      Character Information: Wiki or Mu*?
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      Thenomain

      @lithium said in Character Information: Wiki or Mu*?:

      @thenomain On some MUD's I played on (Namely one WoT Diku derivative) they had an object that you could take say that Excalibur you looted off King Arthur (It wasn't fully converted at the time to WoT and had some base Diku zones still) and rename it, redesc it, etc, using ansi color and everything. Was pretty neat.

      Yeah, it'd be nice to let people @create their own objects and rooms again, but as I'm not a fan of the giant purple penis brigade I'd have to create a more casual kind of game for it.

      Maybe something involving three sci-fi universes colliding with our own.

      Possibly using the Cypher System.

    • Thenomain

      The Board Game Thread
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      Griatch

      @Cobaltasaurus

      Ok thanks, interesting to hear.
      .
      Griatch

    • Thenomain

      Indicating Discomfort in a Scene (online)
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      surreality

      @Gingerlily If I ever pull up the droplet I had stuff set up on it would be easier to see than explain, really.

      I had everything set up so the MUX could pull data from the wiki.

      All the stuff on the wiki could be filled out with forms.

      One of the forms was to let people fill out a series of preferences, under a list of pre-defined topics. This had some of the basics like 'political' or 'combat' and some sensitive subjects people tend to have strong feelings about.

      This info would show up on the player's page on a tab, or in a collapsible section, with all of the information they typed out about what they liked, or didn't like, about anything they saw fit to make notes about. Bear in mind, this also had some really general things like 'times available' and 'pose style' and such as basics, also 'things I like to GM' for people who like to run scenes, if they had special sorts of things they liked to run or not run for others on request. This information could also be pulled up on the game.

      Each subject also had a wiki page that would list the preference entry of all the active players who had filled it out.

      Essentially, people could look at an individual player to see where they may have common interests (or indications that they would not mesh at all), or look at a page for the subject, and see the interest or lack thereof in that subject for all of the currently active players on the game.

      So if you had a category like 'crime', on the subject page, you could get a listing of what characters currently active on the game were interested in criminal RP, and what kinds -- as victims, as people who wanted to avoid it, as a specific sort of criminal, etc. If you were a GM interested in running a crime plot, you'd be able to get a general idea of who was interested in what -- and could potentially contact those players asking if they wanted to do something, or at least know that 'we have 20 people who like pickpocketing, but nobody likes assassinations, so if I'm going to run a crime plot, I'm going to get more interest and participation if it's about pickpocketing rather than assassination', etc. If absolutely no one wanted anything to do with that, you'd see that, too -- which means no time is wasted constructing a plot around it and then wondering why there weren't any nibbles.

      There was nothing percentage-based like +kinks code, or ratings like Cobalt's +prefs code; it was just a box where people could write something describing their interest in -- or strong aversion to -- a particular subject, to whatever level of detail they liked. For instance, there was a category for 'addiction'; some people find this to be great story fodder and are into it, others may be fine with alcoholism but are sensitive to drug use, others are recovering addicts RL and want nothing at all to do with this subject in their pretendy fun time.

      In allowing people to just write, it spares a lot of false positives or negatives, especially in areas like the subject above, where some things are absolutely fine, but other things under the same umbrella might be really difficult for the player to encounter. It requires the work of reading and writing, but those are requirements in this hobby already and I don't have tons of sympathy for people unwilling to do a reasonable measure of either.

      (And, obviously, people could just skip anything that there wasn't any strong feeling about in any way.)

      I liked it. It's different than what's out there now -- but I think it would have been a good communication tool. Not advocating anyone else do it, but as it is different from the other pref systems already in use, it may help ease the confusion some.

    • Thenomain

      Road to Amber staff?
      A Shout in the Dark • • Thenomain

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      Thenomain

      @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. 😉

    • Thenomain

      Straw Poll: XP Spending in nWoD/CoD
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      Thenomain

      @Maira

      It's possible to have escapes, and that's how I'd do it, but I still feel funny about locking people into a system where they can be interacted with but not interact.

    • Thenomain

      A Constructive Thread About People We Might Not Like
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      WTFE

      @Tinuviel said in A Constructive Thread About People We Might Not Like:

      For the record, I call United Statesians 'Lower Canadians'.

      I call them "Canada's Rejects". Well, the Cajuns anyway, at least.

    • Thenomain

      What RPG SYSTEM do you want to play on a Mu*?
      Mildly Constructive • • Thenomain

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      Kumakun

      @kumakun said in What RPG SYSTEM do you want to play on a Mu*?:

      Reviving this thread again! Mwa!
      For my JS powered codebase, I think I'm pretty decided that I want to use FATE as my first 'example' plug and play system. I'm curious what about FATE works well on a MU* and what causes hangups. I've heard that FATE tends to be very staff heavy. What makes it that way?

      I can see the FP economy in a scene suffering some without someone being assigned to dole out compels, etc - or having to come up with a system to allow characters to offer each other a compelling from the scene pool.

      Finding another small thread for FATE, I see that the Fate Point economy is a hangup in a persistent world setting - and some of the suggestions were to either lessen their impact or customize the refresh rules. I could see a time-based refresh, but the ability to trade back and forth with compels during scenes, which could lead to interesting RP.

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