Posts made by Valkyrie
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RE: New Games and Feature Characters...
@ganymede I agree. I would also, as an admin, rather not handle 5 sets of jobs for a single player when I could be handling 1. It also leads to fractured focus, and split interest at the best of times.
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RE: Horror MUX - Discussion
@botulism If you can get it to run, SceneSyS is great for logging/observing.
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RE: Short-Term MU*s
@botulism Sounds awesome! Hope you knock it out of the park.
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RE: Plot session duration
When I run big scenes (6-20 players, biggest I've done in the past year was 27 people), I tend to take a few minutes at the start of the scene to lay down some ground rules that help keep things flowing along:
For example, a simple 3 or 2 pose rule if there is no action can help keep things moving.
If you are in initiative order, you let people know that they will have a few minutes to declare their actions before they are passed and have to act in a later initiative order when they return.
The above also applies to for example, if you need to AFK. Just let everyone know you have to AFK, even without a timeframe so you can be skipped.
If someone has to go mid-scene, I will usually ask them if they want to do/accomplish anything and let them prepare a final pose, or action and if not work out something with them quickly; even if it is just them fading out amidst the din of the battlefield chaos.
I also usually tend to call breaks or set a time limit for the scene, and what the overall goal is. So if the group is trying to stop the charge of an advancing army by flanking them, I tend to like to run around 3 hours or so at the most. So I will plan the scene, and the action around this accordingly.
P.S. One bit of advice that most people will overlook, and not apply is the fact that a PrP/Scene/Event/Plot does not need to begin in the setup phases. You can start players right in the action and skip 1-3 hours of 'setup' RP where everyone is getting to the scene, or preparing etc.
Edit: I find if a plot is going to take more than the 2-3 hour mark, you need to allow an intermission, not just for players, but for you as a GM. I.E. 15-30 minutes if it's running for 6 hours as an intermission to eat, stretch, drink, etc. vs the smaller breaks that can be taken between poses or actions etc.
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RE: Short-Term MU*s
From experience running a few short term side-campaigns (alternate grids & settings) on my games in the past 2ish years; you will get lots of initial interest but the lack of long-term drive for people means for short term settings that it's hard to maintain long term interest.
You might be better off considering forming a small tabletop group instead where you can get a half dozen people who are interested in continuing every Friday or something.
RE:R had Xenophobia for example, which was an Aliens themed mini-MUSH but it quickly burned out as people lost interest in their temporary characters.
Thanks for reading and good luck!
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Fallout MUSH
When atomic fire consumed the earth, those who survived did so in great, underground vaults. When they opened, their inhabitants set out across ruins of the old world to build new societies, establish new villages, form new tribes.
As decades passed, some semblance of civilization began to return to the wastelands of America. New governments formed to replace the old, fighting each other for territory and control of the resources they possess.
War. War never changes.
Fallout MUSH does however.
Fallout MUSH is a campaign-based Fallout RPG with both a metaplot and player-driven storylines that persist between each Season of the game.
The first two seasons of Fallout MUSH saw our players based in the city of El Dorado, New Mexico where they formed the El Dorado Federation and pushed out into the surrounding wasteland, exploring parts of Mexico, Texas, and Arizona as well as establishing close-ties with the City of New Vegas, and the enigmatic Mr. House.
In the three years that have passed in game, the good 'Samaritans' of El Dorado have fought tooth and nail against the Enclave that has reformed on the West Coast in an attempt to establish dominance, under the leadership of the rogue A.I. ZAX-52.
A daring attack by the Brotherhood of Steel has stopped the Enclave from claiming Vault 30, and crippled their Sky Fortress that allowed them to claim dominance over the West Coast. As the smoke settles, the people begin to rebuild with a wary eye towards the horizon for the time the Enclave attacks again.
Rumors persist of a Master Control Unit for the entire ZAX series that was located in New York City which until recently was battered constantly by severe radiation storms that have only begun to dissipate within the ruins of this once proud city.
Unknown to the inhabitants of Vault 99, their life was about to change for better or for worse as they prepared to explore the world above them. The world of Fallout.
Season 3 of Fallout MUSH has begun and our primary setting has become Vault 99, and the Ruins of New York City.
Fallout MUSH offers a variety of systems including a custom version of the SPECIAL system derived from K.A.T. RPG, full equipment systems, quests, investigations, scavenging, settlements, crafting, and much more. Our focus is on providing an encouraging and active atmosphere for players to role-play in, and to provide a storyline they can guide, and directly effect with their actions while pursuing their own goals.
We’ve done our best to revise, and fix any problems in the year since opening, and we will continue to improve in any way we can; and also do whatever we can to provide an exceptional player experience. Even if you’ve had a poor experience in the past, we urge you to come back and give things a chance with no questions asked about the past.
www.falloutmush.com
falloutmush.com 2077
45.55.233.3 2077P.S. If you have any questions, feel free to ask and I will do my best to answer them. There's been a good deal of RP lately with the opening of Vault 99, and the start of Season 3 and I thought some people might be interested.
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RE: License to Kill
Hey, how has this been going? It looked pretty cool. I will admit ISIS being playable kinda turned me off, but I am still wanting to check it out in my free time.
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RE: Let's talk about TS.
As staff I always find it amusing when concepts geared entirely towards TS come up, to the point they mention it in their backgrounds, or just, insanity.
On Resident Evil: Redefined, we had someone app and they seemed normal. They wanted to be an Umbrella Experiment, that was fine!
Then one day I got the TS mav about them tentacling someone.
My life was never the same again. It did also lead me to believe for one of the first times in memory, that there did need to be some control/limit on just how much/how far players go.
How though? XD
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RE: Fallout: Montreal
@rizbunz said in Fallout: Montreal:
@misadventure @Valkyrie I have asked a couple of my Northern friends to point me in the direction of things that are purely Canadian. Shows, lingo and the like, that makes them, well, them. Another will be aiding me with the area itself with his knowledge, so I hope to make them proud in ways, and not a mockery. We also DO have the idea pumping about survivalist kicking about due to just being use to a harsher elements already.
There will also, however, be the tongue and cheek things and possibly some lil slips of Easter Eggs on grid as well, as Fallout is want to do. ^_^
We'll be keeping everything in mind!
Americans and Canadians are extremely similar, with the exception of the government's that control us. Most things that are purely 'Canadian' or purely 'American' are outliers, and should probably not be taken as an example of that culture.
I.E. Most Americans do not like when people assume that they all act like people from 'X' State. Most stereotypical Canadian behavior is much the same, in that it comes from certain areas (provinces) within our country and is not in fact representative of the majority of our nation. I don't know Australia well enough to present a similar case, or example.
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RE: Fallout: Montreal
@misadventure said in Fallout: Montreal:
I actually think you could do a great deal with the weird Fallout cultures take on what they think Canadian culture is like. Plenty of chances for stereotyping, Canadian slang, food, and so on. Hockey might be important. Likewise, you could have outsiders who survived with Canadian courtesy and survival skills.
I think it's important to also recognize, that Canada is not a fictional culture; and making a mockery of it through stereotypes might not be appreciated by all Canadians. Something to keep in mind.
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RE: Fallout Lonestar (Poll For intrest)
Don't try to appease others, or you will end up with a game you are not interested in running more than likely. Instead, take what you are passionate about and roll with it. People will come.
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RE: What is your turning point?
@goldfish TS pressure is the quickest thing to turn me off RP. Seemingly nice people can turn into raving lunatics when TS is involved.