I'm not familiar with the FFG system at all but: easier is better
And ares! Woo!
In before @Jennkryst: Is what your proposing going to have some sort of space transit ship system thing?... or mummies.
I'm not familiar with the FFG system at all but: easier is better
And ares! Woo!
In before @Jennkryst: Is what your proposing going to have some sort of space transit ship system thing?... or mummies.
@buttercup definitely would not take the kids, especially if one is in an at risk group.
I would even go further and suggest that you quarantine from them when you return if you do choose to go.
Part of the balance within the theme, if set before the books so male channelers aren't much of a concern, is the Three Oaths. It prevents the average Aes Sedai from being murder machines, but not entirely.
I would not limit channeling characters by requiring a super special app, being my BFF, or monetary bribes or anything of that sort, but more like a limit of "one per player" since they are meant to be rare.
@Auspice said in Getting Young Blood Into MU*'ing:
Does it suck if no one acknowledges you? Sure. But I also, personally, don't give a shit if a couple people don't. So long as I have someone/thing to respond to (and that people I specifically address react), I'm good.
This. I've absolutely been in scenes where absolutely no one acknowledges my presence. Directed statements and actions just no responded to like they never happened. It sucks.... but really, I don't think the expectation is there to react to everyone if what they do doesn't involve you in any way. If someone hands you a soda, react to it.. but if they hand Sally a can of pop you really don't need to acknowledge it unless it was meant to be your can of coke.
@Kestrel said in MU Things I Love:
I know a lot of people look down on this aspect of RP
Those people can go screw.
It's the reason I RP too.
We are still very much pre-alpha but there was a scene!
And the scene system worked!
Something else broke. But you know.. the scene system worked!
@misadventure said in Weird or unrealistic gaming... stuff:
mechanic, carpenter, electrician with farming skills.
This describes most farmers in general.
A lot of RL people have a weird mix of skills. I have a friend that was a professional ballet dancer, delta force special forces sergeant, and about to finish his PA degree. Obviously not a RPG character or it would it an MD instead of the PA
According to RFC 1034 DNS stands for Domain Name System.
Another issue with environmental emits is the timing. You might start a scene where +time and weather says it's dawn and sunny, but four hours later at 4x time it's sunset and pouring.. meanwhile only about 30 minutes has actually passed in the scene.
This is really day 2 of me really considering this, but at the moment I am leaning towards a time before the books. One of several options there:
Trolloc Wars? Set the MUSh in Manetheren. Same world, but leaves some world building up to the MUSH and its players... any gives a good end of the story. Everyone dies, but inflict a lot of damage and fun on the way!
War of Hundred Years? Hawking is dead, almost all of the familiar countries and cultures are there, but new and fresh. Conflict, enemies, politics!
White Cloak War Leading up to the Aiel War? Lots of wars.. But conflict, enemies, politics. Similar to War of Hundred Years but closer to book timelines, more established with known theme
Setting it before the books means no Seanchan, Aiel or Asha'man.. but I'm probably fine with that. Means that channeling would be limited to Aes Sedai and they have the Three Oaths to stop them from being completely obnoxious murder machines.
Because this thread was born from Arx..
Carrot will soon go the way of the banjos, mangos.. and katanas.
@ganymede said in Earning stuff:
If you are going to make players earn something for their PCs, then the rules should be clear and straight-forward, and readily available. I concur with Faraday and Surreality here.
If there is discretion involved, the exercise should be consistent. Ideally, deviations in that consistency should be adequately documented to explain the deviation, and why it was fair.
Very much this. I can think of an example about a year ago where players wanted to do achievement X.
Group 1 was told no, it's impossible in this setting.
Group 2 was told no, it's impossible in this setting.
Group 3 announced their glorious achievement of X
Group 3 and staff were perplexed why players in Group 1 and 2 were unhappy.
Earning stuff is awesome, the sense of accomplishment you can get from it is great.. but make the rungs on that ladder you have to climb visible so people know how to start climbing and which way to go. And make the climb entertaining, maybe even fun.
I wonder how people would feel about channelling if it was Book 1 presentation of channelling as opposed to book 13 version.
In book 1 one of the current strongest known Aes Sedai throws a few fireballs, makes a big wall of fire, and lends some stamina to people and ends up absolutely exhausted to the point of nearly having to be carried.
In book 13 people are throwing around a dozen fireballs a minute while countering others, making Gateways to travel around the country, and getting into weaving duel without breathing hard.
I'm a fan of open sheets for anything that's a system mechanic. Story secret wise stuff can remain story secret.. but sheet building should be the same for everyone.
@arkandel said in Wheel of Time mechanics:
@faraday I have somehow managed to not add a single line of code on mushcode in my life so far and I'd like to keep it that way.
This is worthy goal.
Ares makes it so you don't have to re-invent the wheel to get a lot of the basic stuff that people take for granted taken care of. bboards, mail, logging, etc and that tight integration of web that people keep touting.
Evennia may have this taken care of too with various contributions, but I haven't really dug in to that yet. I'm hoping it does? Professionally, python is a language I should be more familiar with than I currently am and working on Evennia would have some immediate benefit outside of a fun place to play.
@arkandel said in Wheel of Time mechanics:
If lore is a resource in and of itself, what does it buy and how do we make it as useful as ordering around cavalry units? Because that's what we're talking about here, right? Making fun choices... so what could make you think "damn, I bought those horsemen but I kinda really wish I could have afforded more lore!".
Not exactly the same thing and I'm not sure how to put this mechanically in a system.. but it makes me think of the very beginning of Raiders of the Lost Ark. Indiana Jones (high lore, bunch of action worthy skills) finds ancient tomb, gets a McGuffin. Belloq (the French archaeologist) is waiting outside with a tribe of retainers (still high lore, more social skills). Indy can take Belloq in a fight one-to-one no problem.. but Belloq has overwhelming force of retainers so gets the McGuffin.
Maybe system wise... some sort of Contacts skill lets Belloq know that Indy is going after the McGuffin that is triggered by Indy putting in a +request to go raid the tomb. Belloq puts in a request to follow after Indy and just wait outside the tomb.
The best way to peel mushrooms is to peel the outer layer and then the inner and finally throw all of it in the garbage where it belongs.
Going through the latest book makes me wish there was still a Dresden Files game around. Had so much fun on the last one I played at in its hay day.
Update:
I'm at the white boarding systems phase. I think I have gotten the basics of non-channeling specific stats and physical combat pretty well roughed out.
Next up is channeling and how to merge channel vs channel combat with physical