London is my vote too.
Posts made by ZekeTheG33k
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RE: Interest/Volunteer Check: Major Multisphere Chronicles of Darkness
I can help out with Werewolf side of things, if you want.
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RE: An open letter to Fallcoast
If I had all the books for the 2nd ed games I'd probably have went the 2nd ed versus 20 th ed.
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RE: Grid Construction and Planning
@Thenomain That's fine. I understand, but I welcome the input. It's been a /VERY/ long time since I seriously worked on a game, and trends change. I want to make sure that I do something that is liked and appropriate.
What I'm looking at is like this:
Castro (Main Hub for Overview Map)
Inside Castro it might just be the main hub room or it may have streets of interest/desire by the players/staff. So it could be Castro > 33rd Ave > Timmy's Books, just as an example.That way I can break each of the neighborhoods into hubs and build out the neighborhoods that are used more than those that aren't, but still having those there to represent the whole of the city, it will also give a much clearer idea of territories amongst the various factions as to who owns what.
Does that make sense? Cause fear and panic?
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RE: Grid Construction and Planning
So, @Thenomain, how would you lay out a grid for San Fran. I'm not trying to be snotty, but I'd really like as much input as possible before I make a choice. I know you say a 'tree' grid, but elaborate with the specific setting, at least in part, so I can get an idea of what you are saying and go from there.
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RE: Grid Construction and Planning
Eh kind of sort of. I used the design on another game and it worked fairly well. Basically, you are in Arlington. And depending on how the players want to develop the neighborhood, you might just have the main hub room, and a few IC buildings off it to represent the whole of Arlington, or you might have exits which lead off to 5th or Farrinton. Each hub room has the potential to be a mini-grid within the over all San Fran Grid. And it gets developed based on what the game players desire, rather than pre-planning. IE: If Castro and Haight-Ashbury are the main RP neighborhoods, then they might be the more developed. It also makes a general "Territory" easier to define, the Beast Courts control all of Chinatown and Little Japan. So every room within those two neighborhoods are known to be the Courts territory to the Sept Shifters, etc
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RE: Grid Construction and Planning
Ah @Thenomain I am not doing a hub 'based' room grid in that vein. Rather I'm just putting a neighborhood room that signify that neighborhood to tie everything together. Temp rooms aren't on the game plan, beyond Temp RP rooms off an OOC Nexus for non-grid stuff.
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RE: Grid Construction and Planning
@Bobotron Until more are released, Vampire, Mage, Shifter. As more 20th Eds, happen, so will they.
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RE: Grid Construction and Planning
@Cobaltasaurus It's not CoD, I'm actually doing a 20th Edition WoD game. I'm going back to old school. While not being popular, I have a bit nostalgia for it. So I'm going with it.
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RE: Grid Construction and Planning
Yeah, my Ex, Traveling Man ran Victorian Reverie.
I ran Twilight Moons, back in the day. -
RE: Grid Construction and Planning
@Thenomain You played on Twilight Moons, Theno?
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RE: Grid Construction and Planning
Oh TM we had 31 neighborhood rooms, and then umpteenbillion sub-rooms in each one, for businesses homes, apts, etc. Our grid massive, lol.
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RE: Grid Construction and Planning
Well I wasn't doing the 5th And Vine approach. The old TM grid, had "Castro" "Haight-Ashbury" etc as core areas, and then each neighborhood was built off that 'single' core room for the area.
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RE: Grid Construction and Planning
So what districts of San Fran would be the most desirable? I want to have a Chinatown to incorporate the Beast Courts., but beyond that I'm kind of open.
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RE: Grid Construction and Planning
My concern is that the original Twilight Moons' grid was HUGE. And I don't know if that's the way to go now-a-days.
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Grid Construction and Planning
So I'm starting to layout a bit of the basic structure of a grid. My game is based in San Fran. Now in the original iteration of the game, we used a map layout used by Night & Fog, with permission, and I lost that original layout. So I have a question, how would you design the grid?
Any thoughts are welcomed.
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RE: Chime's MOO thread
He had most of that. He coded MUSH command syntax into the MOO to make the conversion easier. There were still some rough edges, but they were not mountainous.
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RE: Chime's MOO thread
Once upon a time there was a moo coder out there that iirc went on to run a Chicago based wod mush. He was pretty fancy with his moo code.
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RE: Code Teachers?
I can help out, but much like @Thenomain my time is limited as well.
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RE: Code Teachers?
I use atom, myself. I would suggest setting up a server that you can crash to learn to code on. Then install working code and then break it down and figure out why and how it works. That is how I learned. It took me about 3 months to get a working knowledge of code, and I am still learning everytime I hit a wall.