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Messages - Clarity

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General / Re: What Are You Reading?
« on: May 05, 2017, 09:08:42 PM »
Cinder was very enjoyable, and well written. It was easy to identify with the character, despite her being a cyborg.. Much more so than the other books I've been reading lately with the exception of Handmaid's Tale. Reading the next in the series, and crossing fingers that it is as good as the first, but if the reviews are anything to go by, it should be.

Scarlet by Marissa Meyer
Cinder, the cyborg mechanic, returns in the second thrilling installment of the bestselling Lunar Chronicles. She’s trying to break out of prison—even though if she succeeds, she’ll be the Commonwealth’s most wanted fugitive.

Halfway around the world, Scarlet Benoit’s grandmother is missing. When Scarlet encounters Wolf, a street fighter who may have information as to her grandmother’s whereabouts, she is loath to trust this stranger, but is inexplicably drawn to him, and he to her. As Scarlet and Wolf unravel one mystery, they encounter another when they meet Cinder. Now, all of them must stay one step ahead of the vicious Lunar Queen Levana, who will do anything for the handsome Prince Kai to become her husband, her king, her prisoner.


Text-Based Games / RP Mud/Mu* Dealbreakers
« on: May 05, 2017, 06:43:08 AM »
I was discussing in the Discord chat today and referred to a list of minimum requirements and deal breakers, things I can't live without on any RP Mud or MU I play. So here's a few of mine:-

+ Must have either a reasonable amount of players to make off peak playing more viable.
+ Must allow for speech to be used in emotes (not seperate say/emote)
+ Must not utilise levels or classes.
+ Must still be viable for the casual player.
+ Must have character customisations, through objects, descriptions, etc.

Ideally should have, but not necessarily deal breakers:-
+ Automated xp/rpp award system
+ Original theme
+ Friendly and inclusive staff and player base
+ Reasonable documentation
+ No kid policies
+ No rape policies
+ A newbie or OOC communication channel

Do you have a deal breaker and/or a minimum requirements list? How flexible are you on them?

Roleplay Culture / Re: Immersion, What is it to You?
« on: May 04, 2017, 05:04:14 AM »
i think immersion and what it takes for someone to become immersed in the roleplay and even what people define that is, and what things threaten that is a very individual thing. And what might effect one person might be completely different from another as is evidenced by people's responses, though some similarities can be noted and cross over.

One of the aspects mentioned by a few people was things that conflict with the game setting, such as a character greeting someone with 'hey bro' in a medieval setting. Would this be something you'd expect staff and/or players to police? What would be your ideal approach for keeping players to the defined setting?

Game Design / Re: MUD prompt system - numeric or not?
« on: May 04, 2017, 04:57:07 AM »
I like the idea of setting a combat prompt, and then a standard prompt. So when I'm roleplaying it's is just: >  And then when I'm in combat it might be: Healthy > or Health: 100% >

General / Re: What Are You Reading?
« on: May 04, 2017, 01:31:32 AM »
They're about 450 to 500 pages, but I do read kind of fast. And most of the books I've read lately have been really 'easy' reads. I should probably sink my teeth into something a bit more meaty. The stepping back from RPing on MUDs has left me with a bit of free time, so it's been kind of good to just be able to read again. I do really miss the writing aspect though, so looking at other avenues for that.

General / Re: What Are You Reading?
« on: May 04, 2017, 12:21:31 AM »
Just finished Alienated. It was okay. I suspect if I hadn't of just read A Handmaid's Tale, I might of enjoyed it more than I did. Next up, another book I've had my eye on for a while, Cinder:

Cinder by Marissa Meyer
Sixteen-year-old Cinder is considered a technological mistake by most of society and a burden by her stepmother. Being cyborg does have its benefits, though: Cinder's brain interference has given her an uncanny ability to fix things (robots, hovers, her own malfunctioning parts), making her the best mechanic in New Beijing. This reputation brings Prince Kai himself to her weekly market booth, needing her to repair a broken android before the annual ball. He jokingly calls it "a matter of national security," but Cinder suspects it's more serious than he's letting on.

Although eager to impress the prince, Cinder's intentions are derailed when her younger stepsister, and only human friend, is infected with the fatal plague that's been devastating Earth for a decade. Blaming Cinder for her daughter's illness, Cinder's stepmother volunteers her body for plague research, an "honor" that no one has survived.

But it doesn't take long for the scientists to discover something unusual about their new guinea pig. Something others would kill for.


Game Design / Re: MUD prompt system - numeric or not?
« on: May 01, 2017, 07:10:35 PM »
Personally I tend to prefer no prompt at all and just a >.  I know, from having talked to a few friends who use screen readers, they find the visual bars a pain, so I would definitely veer away from those or at least give players the option to turn it off.

General / Re: What Are You Reading?
« on: May 01, 2017, 05:39:21 AM »
I think what ever book I pick after Handmaid's Tale is going to be a hard act to follow. Any book will fall short, and will not compare. Will not be anywhere near as satisfying. So, with intent for it to probably not be an intelligent read, but instead an easy read. A sort of palate cleanser between courses, I picked Alienated.

Alienated (Alienated #1) by Melissa Landers
Two years ago, the aliens made contact. Now Cara Sweeney is going to be sharing a bathroom with one of them. Handpicked to host the first-ever L’eihr exchange student, Cara thinks her future is set. Not only does she get a free ride to her dream college, she’ll have inside information about the mysterious L’eihrs that every journalist would kill for. Cara’s blog following is about to skyrocket.

But when Cara's classmates get swept up by anti-L'eihr paranoia, Midtown High School suddenly isn't safe anymore. Threatening notes appear in Cara's locker, and a police officer has to escort her and Aelyx to class.

General / Re: What Are You Reading?
« on: April 30, 2017, 03:14:07 AM »
This has been on my list to read for a while, I adore Atwood, and have been spacing out her books since I read Oryx and Crake. Started it this morning, already half way through it, and love it. I'm reading it too fast and know it's all going to be over by tomorrow. Maybe even tonight at this rate.

The Handmaid's Tale by Margaret Atwood

Offred is a Handmaid in the Republic of Gilead. She may leave the home of the Commander and his wife once a day to walk to food markets whose signs are now pictures instead of words because women are no longer allowed to read. She must lie on her back once a month and pray that the Commander makes her pregnant, because in an age of declining births, Offred and the other Handmaids are valued only if their ovaries are viable. Offred can remember the years before, when she lived and made love with her husband, Luke; when she played with and protected her daughter; when she had a job, money of her own, and access to knowledge. But all of that is gone now...


Game Design / Re: [Mechanic] RPP/XP Gains
« on: April 25, 2017, 10:49:07 PM »
@Cartheon  I do think that starting out, older characters should have more rpp/xp to reflect their age. But also there should still be room for growth, but a rate that doesn't break immersion. Your skills shouldn't be static either.

The system has to be flexible enough to handle character growth at a reasonable rate. As well, you could look at certain skills and abilities having optimal ages, some working better when someone is younger, while others certainly improve with age and time spent.

Announcements / Re: Forum Updates
« on: April 25, 2017, 09:32:47 PM »
Top menu should now be 'sticky', allowing for easier navigation between different areas of the forum.

Game Design / Re: [Mechanic] RPP/XP Gains
« on: April 25, 2017, 08:32:37 PM »
One system that is glossed over a bit is the gain as you use system. There is no XP or RPP but instead the proficiency/level/mastery of individual skills a character has which are raised through usage. This system is implemented by the majority of games claiming RPI titles.

Ahh yes, I should of mentioned that one, we had that too on Dark Isles/Carrier in that we implemented as well as the emoting system. It was slower, but you could gain skill as you used too.

Game Design / [Mechanic] RPP/XP Gains
« on: April 25, 2017, 08:27:14 PM »
Almost every game that I've played has had differing ways for players to gain points and advance skills and stats.

Many MU*s seem to implement a voting system where you vote for your fellow players at the end of a scene, and once weekly, based on your votes your xp gets handed out. I'm not so much a fan of this method myself as it seems to come down to more of a popularity contest than any kind of reflection of effort put into the character by the player.

Others will utilise logs that are submitted to staff or moderators, and points handed out based on the quality of RP in the logs. This seems fairly labour intensive, and very subjective.

You've got the MUD classic of gaining XP based on the killing of mobs, or sparring/training with other players, or the use of the various skills, which can be a bit grindy and difficult for the more casual player to compete with others.

And my personal favourite, the automatic awarding of points as you roleplay, ideally based on a few key criteria, taking into account aspects of the game that you want to encourage players to do, such as involving newbies, or using room settings, poses, journal entries, etc. Ideally this should have a daily or weekly cap after which gains are significantly reduced. I like this, because I can just roleplay and forget about it and just focus on telling the story. I don't have to remember to vote, or anything at the end of a scene. I can just forget about it and once a day or week points get handed out.

What are your preferences for xp/rpp gain systems on an RP Mud or MU*? Would you implement more than one method?

Roleplay Culture / Re: Immersion, What is it to You?
« on: April 25, 2017, 07:43:22 PM »
With a RPI MUD inparticular, immersion is a little bit different (and perhaps more absorbing). Without any of the trappings of OOC channels or communication, the only means to interact with the game is through IC actions of your PC. You can't pause the game, and you can't 'save' your game either. Adding in the spice of permadeath, you suddenly feel the urge not to look away. I've lost many a character to going AFK or picking up a phone call or answering the door. As in life, death can happen in an instant.

I think if any RP Mud or MU* was such that going to the bathroom, getting a drink, or moving away from the keys for a few minutes would result in character death, I would not be able to play it. I need a game to be a bit more forgiving and understanding of RL. This is particularly more so because of my time zone, while most of you guys are on, in the evenings, it's the middle of the day here, or afternoon. I've got work, kid, life. I need a game where I can say, hey.  can we pause, I need to afk for 10 minutes cause kid is having a melt down. Or got a phone call, or any of the other hundreds of things that  are more likely to crop up during the day.

If RP Muds and MU*s required that level of participation and immersion, then it's not something that I would be able to partake in, and that saddens me.

General / Re: Coding for Kids
« on: April 25, 2017, 07:35:27 PM »
My kid was on it most of yesterday and was disappointed to have to go to school today (first day back after holidays) because he wanted to spend more time programming on it. Think I'll sign up for the minimum quarter rather than a whole year just because I know how easily he can get bored of stuff.

Game Design / Re: Should all things have an ending?
« on: April 25, 2017, 07:29:13 PM »
I am rather fond of the idea of games having episodes, or reboots semi regularly, especially if it is tied into the meta plot and has plenty of story leading up to the finale. I even like the idea of 'pop up' RP muds or MU*s that run for an even shorter period than the time given, say 4-6 months of a more intense story line, only to pick up after with something new.

General / Coding for Kids
« on: April 25, 2017, 03:08:42 AM »
Not sure how many of you out there have kids, so this may or may not be relevant to the community but I introduced my 9 year old to today and he's loving it.  For context, he's very interested in learning how to code. He's been playing minecraft since he was 3 and before it was 'cool' at his school. He also has autism, so it can be really hard to engage and most sites that offer courses for kids, just haven't appealed to him... so I'm super excited to find something that does.

It seems to use a modified Scratch, and several other tools to teach kids how to code, create mods for minecraft, learn python and Javascript, build apps, create skins, animations, and countless other things. There's videos and games to go along with it, and you get a very limited amount on the 'free' version, and their paid plans starts at around $9 per month (for an annual subscription), so it isn't too bad.

Announcements / Re: Forum Updates
« on: April 25, 2017, 12:37:34 AM »
Also a new forum update notification thing, which I probably still need to style.

Announcements / Forum Updates
« on: April 24, 2017, 10:56:08 PM »
You can use @name to target people.
You can Like posts via the link at the bottom left corner.
You can now add spoilers with the spoiler tags:

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Roleplay Culture / Re: Immersion, What is it to You?
« on: April 24, 2017, 10:25:10 PM »
@Tehom That very much is in line with my own thoughts on immersion, in that it's more things like that which I find hard to reconcile, more so than channels. Other examples would be things like, on Haven, if you wear heels to bed/when you log off, you get a fairly sizable penalty to attractiveness. It's very easy to forget to type remove shoes before logging off, though in reality, for most of us, instances like this are rare.

Game Design / Re: Beyond Muds
« on: April 24, 2017, 08:51:27 PM »
It's not that MUDs are a superior game form, it's that they are not competing in the same market as video games.

Completely agree, the sort of people that are drawn to writing and telling a story are not going to be necessarily drawn away by VR, or even graphical games. While I might play them, they're not going to give me the same kind of 'fix'.

Roleplay Culture / Immersion, What is it to You?
« on: April 24, 2017, 08:48:30 PM »
I hear it talked about it a lot, that some aspect of a game is immersion breaking, but I honestly don't really get it. To me, an ooc channel, or pages, or discord, or skype are no more, or less immersion breaking than the others.  But that might be because when ever I roleplay, out of necessity, I'm also usually working, doing house stuff, dealing with kid, and 101 other things. Any OOC channels or other things people consider 'immersion breaking' is the least of my concerns when it comes to RP.

Admittedly, I don't like spam on my screen between emotes, but I deal with that by diverting channels into another window, but that's less about immersion and more just my own personal quirk. That's not just channels but score, who, and anything that might spam a screen.

I think the closest thing I can think of as being immersion breaking for me, is when something is very un-thematic, such as on a fantasy/medieval setting, people fist bumping, high fiving, or slapping people on the ass and referring to very modern slang.

I'd be curious to hear what immersion means to the various people that play RP MUDs and MU*s. Is it about distraction? Is it about losing yourself to the story like you would a book? How is it that some aspects of communication break immersion? What other things break immersion for you?

Is immersion largely an RP MUD concept or is it used a lot on MUs too?

General / Re: What Are You Reading?
« on: April 23, 2017, 11:34:15 PM »
The second book was worse than the first, but I managed to get through it and not mark it as another DNF. I felt zero emotional attachment to any of the characters and there were no tears when one of them died. Just frustration because, that, like most of the story,  made no sense, or in any way felt believable in the world she had created. The New Zealander gave no indication at all that he is Maori or from NZ in how he was played out.

I have read 4 of my 25 book target for 2017. Quite a bit behind schedule so, onto the next book, Wintersong.

Wintersong by S. Jae-Jones
 All her life, nineteen-year-old Liesl has heard tales of the beautiful, mysterious Goblin King. He is the Lord of Mischief, the Ruler Underground, and the muse around which her music is composed. Yet, as Liesl helps shoulder the burden of running her family’s inn, her dreams of composition and childish fancies about the Goblin King must be set aside in favor of more practical concerns.

But when her sister Käthe is taken by the goblins, Liesl journeys to their realm to rescue her sister and return her to the world above. The Goblin King agrees to let Käthe go—for a price. The life of a maiden must be given to the land, in accordance with the old laws. A life for a life, he says. Without sacrifice, nothing good can grow. Without death, there can be no rebirth. In exchange for her sister’s freedom, Liesl offers her hand in marriage to the Goblin King. He accepts.

Down in the Underground, Liesl discovers that the Goblin King still inspires her—musically, physically, emotionally. Yet even as her talent blossoms, Liesl’s life is slowly fading away, the price she paid for becoming the Goblin King’s bride. As the two of them grow closer, they must learn just what it is they are each willing to sacrifice: her life, her music, or the end of the world.

Roleplay Culture / Re: RP MUDs and MU*s Culture Differences
« on: April 23, 2017, 07:52:57 PM »
@Cartheon  Not all RP Muds are devoid of public channels thankfully, in fact, every single one I've played on has. But I definitely agree with you that there are qualities that I like from both. It is one of the reasons why I liked Arx, it felt like a blend of a lot of the best qualities from each.

Given you said that it was thematic for that kind of stuff to happen, I'd roll with it and RP it out. If I was at all unsure, I'd probably do a 'feature/bug' note to staff, but still would roll with it and assume feature unless told otherwise.

We implemented something similar on Carrier with people seeing things, mixing people up, hearing things that weren't there. A few people did treat it like a bug. A few people, once they realised it was a coded function, largely ignored it. And a few people used it as a RP hook to fuel their RP. Like with most things, you'll get mixed results. And it's hard to get that balance between creating hooks for RP and being too repetitive.

Game Design / Re: [Mechanic] Time Scales
« on: April 20, 2017, 07:02:58 PM »
One of the reasons why Haven really had to do 1:1 time scale is simply because it is a current day setting, and current day events do come into play in game. If they do anything but 1:1 then it gets awkward when they start getting too far ahead of present day.

I do definitely agree, that it can really suck if you constantly log on off peak and are always role-playing in the middle of the night. Have to get creative in such instances as to why your character is always up at that odd hour (shift work, night owl, etc).

When contemporary setting isn't an issue, then usually I prefer a 1:1.5 or something similar so people can RP at various times, and ideally the game should have a time converter to make it easy to match up RL with game world time.

I admit, I do like the idea of regularly hitting fast forward to speed things up, either at the end of an episode or month or something similar to just allow for things that would normally take a bit to do, to occur.

World Building / Re: Limitations (or not!) on player construction
« on: April 20, 2017, 02:27:49 AM »
I think, if the structure or location created by the player is public, or well known ICly then it should be included in documentation and any maps created.

If the game keeps an index of character sheets on the website via a wiki or similar, then having a similar index for popular locations both player made and staff made seems like would be a good idea. The creator of the location could then add and update it as needed.

Maps are a bit trickier, though if the game auto generates it like Haven's, then it's not so much an issue. But otherwise, probably best tackled by staff or an experienced player.

As to whether players should be able to create entire towns, it depends a bit on the setting and the style of play. It might be more feasible for a noble to lay claim to a new village and set up over time, or a pioneer/colony game. But other settings it might not be so viable.

On Carrier, I way underestimated how much people play and had to adjust gain rates for a lot of things quite significantly so people didn't advance too fast. Though the average is really hard to pin point.

You get a few people that will play sometimes even 8-10 hours per day. I know I sometimes did when I was at uni. They typically don't have the same kind of family/job/life commitments as others do. And these outliers really skew the average.

Probably most people play 2-3 hours week days and 2-4 on weekends? And have to balance it out around work, kids, life and other games.

And then you get a few casual players who log on 1-3 hours, but but only for a couple of days per week.

Game Design / [Mechanic] Time Scales
« on: April 19, 2017, 10:05:52 PM »
Various RP Muds and MU*s out there have differing time scales, anything from 1:1 (time remains constant with real time) to 5:1 (time moves five times faster than real time). And some even think outside the box and while they have a time scale of close to 1:1, they frequently 'fast forward'.

There are pros and cons to each, too slow and then things that ICly would take time, such as building, or crafting, or pregnancy, can take way too long to play out. Too fast, and you can see literal days go past in a single scene.

What is your preferred time scale on an RP game and why?

General / Re: What Are You Reading?
« on: April 18, 2017, 07:28:52 PM »
Surprisingly, The Cage did redeem itself with a nice twist. Not completely, but enough that I've started to read the sequel, The Hunt. The rating on Goodreads for the sequel are a little better than the first book so hoping that I won't regret giving the second book a shot. Here it is:

The Hunt (The Cage #2) by Megan Shepherd
After their failed escape attempt, Cora, Lucky, and Mali have been demoted to the lowest level of human captives and placed in a safari-themed environment called the Hunt, along with wild animals and other human outcasts. They must serve new Kindred masters—Cora as a lounge singer, Lucky as an animal wrangler, and Mali as a safari guide—and follow new rules or face dangerous consequences. Meanwhile, Nok and Rolf have been moved into an enormous dollhouse, observed around the clock by Kindred scientists interested in Nok’s pregnancy. And Leon, the only one who successfully escaped, has teamed up with villainous Mosca black-market traders.

The former inhabitants of the Cage are threatened on all fronts—and maybe worst of all, one of the Hunt’s Kindred safari guests begins to play a twisted game of cat and mouse with Cora. Separated and constantly under watch, she and the others must struggle to stay alive, never mind find a way back to each other. When Cassian secretly offers to train Cora to develop her psychic abilities—to prove the worthiness of humanity in a series of tests called the Gauntlet—she’ll have to decide fast if she dares to trust the Kindred who betrayed her, or if she can forge her own way to freedom.

General / Re: What Are You Reading?
« on: April 18, 2017, 12:32:44 PM »
Almost finished The Cage. I liked the premise, and I liked how it started. I liked the unexpected surprise that one of the main characters was a New Zealander. But it's been going down hill for the last third of the book, with so many plot holes and things that just don't seem to make sense for the characters. Eager to get it finished, want to thump Cora, the main female character. Not sure if I'll read the second in the series. It would take a lot for the book to redeem itself in the last 100 or so pages.

The quote from Cassius to Cora, "The wisest course of action would be to forget your dreams; if you will only agree to obey", kind of reminds me of the Labyrinth, "Just fear me, love me, do as I say and I will be your slave."

Text-Based Games / [Pitch] Planet X
« on: April 16, 2017, 08:09:22 AM »
Name: Planet X   (because I can't think of a better name just yet)

Core Theme: Survival
Sub Theme: Exploration, Rebuilding, Adventure, Rivalry

Setting:  It is several hundred years into the future and shit on Earth has gone horribly wrong; it's dying, and everyone knows it. Twelve seed-ships were sent off to worlds deemed habitable by probes previously sent. They are humanities last hope. The story begins when one of the seed-ships finally arrives at its destination, habitable Planet X.

On the seed-ship are the Generationals, those who have been born, lived, and died on the seed-ship. They have been the crew, the cooks, the engineers, the pilots. And the Awoken, those who have been frozen for the entire trip, the privileged that have paid to sleep. It is said that those who are asleep have the skills needed to rebuild society on Planet X and all the data from the initial probes sent. Essential information, the Generationals have been lead to believe.

The Awoken: They once lived on Earth, and they saw it collapse. They still hold to the old values, have old habits and have old Earth knowledge. They are were once the smartest and the privileged, and they're going to have to learn a new way of life, and put their knowledge to practical use in a world they alone have the probe data for. But their time asleep has altered them and they are not quite... the same as they once were.

The Generationals: They have been on the seed-ship for four hundred years. They have done all the hard work, they have developed a new way of living. They had to. Things haven't always been easy, but they're finally here. It's over, and their future begins. They resent the Awoken and how easy they have had it. They despise their old ways and believe them to be archaic. It is likely they would of gotten rid of the Awoken several generations ago if it were not for the fact that they needed their data from the probe.

Characters: Players can choose to play on either the Generationals or the Awoken, each with their own set of perks and disadvantages. Both factions would have their own set of secrets.

Combat: PVP and PVE combat exists, with PVP combat being turn based, with opportunities for roleplay.

World: Planet X is richly detailed and unique, abounding with dangerous flora and fauna and dangerous weather. Players can explore, discover and fight over much needed resources that will ensure this survival on this less than hospitable planet.

Tech: High tech tools initially, with the ability to invent and come up with new things using the world around them.  Players will be able to store information found about their world on their data pods, which will become available to their faction. Tested a berry and discovered it is poisonous? Add it to your data pod and upload it. Then when Joe Bloggs comes along, and scans that same berry, they'll have that same bit of information available to them. As players explore, they will build up their knowledge. And the more knowledge you have? The more powerful your faction can become.

Opening: To kick start things off, it is soon discovered that the probe data, provided little in the way of information about this world as expected. Feeling cheated, and believing that they can do better without them, the Generationals kick them off of the Seed-ship, leaving them to head off and find their own way on Planet X.

Image Source

Text-Based Games / Re: What are you currently playing?
« on: April 15, 2017, 07:10:46 AM »
I forgot to mention that I am just starting to play a table-top style version of Project Redshift with a small group of RPers that @Jeshin is running. It's a science fiction setting that I'm not at all familiar with, so I'm more than a bit out of my element. But because of the smaller size, and the familiar crew, it feels a bit 'safer' which I kind of need at the moment.

Roleplay Culture / Re: RP Game Punishments
« on: April 15, 2017, 07:07:44 AM »
With it being so easy to set up a proxy, and vpn, the only thing a permanent ban does is stop 'honest' people, others, it just prevents them from playing specific characters and forces them to start again. And the irony is, those that adhere to the ban, are probably the ones that are more redeemable than those who work their way around it.

But as mentioned, even the latter, if they create that new account, new characters and manage to fly under the radar and cause no problems, have they then been effectively redeemed into a better player? And the punishment has not been a ban, but instead the loss of characters?

I do like the idea of a more automated system, and like the other posters have said, being very clear about what rules have been broken, why those rules exist. I am not so sure about making the whole thing public to all the player base, it could result in a lot of negative flak towards the player in question... though this in and of itself could be a deterrent, especially if the punishments and the publication of such was set out on the website/rules.

General / What Are You Reading?
« on: April 15, 2017, 04:30:28 AM »
Taking a break from the whole RPing on Muds and MUs is good for my reading and I end up getting through so many more books. This is what I'm reading, are you reading anything?

The Cage by Megan Shepherd 
When Cora Mason wakes in a desert, she doesn't know where she is or who put her there. As she explores, she finds an impossible mix of environments—tundra next to desert, farm next to jungle, and a strangely empty town cobbled together from different cultures—all watched over by eerie black windows. And she isn't alone.

Four other teenagers have also been taken: a beautiful model, a tattooed smuggler, a secretive genius, and an army brat who seems to know too much about Cora's past. None of them have a clue as to what happened, and all of them have secrets. As the unlikely group struggles for leadership, they slowly start to trust each other. But when their mysterious jailer—a handsome young guard called Cassian—appears, they realize that their captivity is more terrifying than they could ever imagine: Their captors aren't from Earth. And they have taken the five teenagers for an otherworldly zoo—where the exhibits are humans.


On Goodreads

Game Design / Re: MUD Codebases
« on: April 15, 2017, 03:14:42 AM »
@Orin To start with a small zone, you can run the batch command: @batchcommand

Also have a poke around the contrib folder, there's loads of additional stuff you can add to the game out of the box, especially the rp one.

Roleplay Culture / RP Game Punishments
« on: April 13, 2017, 03:58:50 AM »
Sort of a tie in with the rules thread, a lot of the time, when dealing with unwanted behaviour in a player, the only course of action a lot of RP MU*s and MUDS take is to put in place a permanent ban. And there's little in the way of gradients of punishments and severity between nothing and that.

What punishment systems on RP Muds or MU*s have you seen used? How have they worked? Or not worked? What would you do differently?

How would you like to see rule breaking on a MUD handled?

Text-Based Games / Re: What are you currently playing?
« on: April 13, 2017, 03:26:12 AM »
Currently no longer playing anywhere. I briefly played Arx, and I love the game, and the implementation of Evennia enough that I dragged much of my circle of RP friends over there. A mis-understanding and struggled with the cultural differences between MU* and RP MUD, and now I no longer play. I feel lost a bit without being able to play with my friends, and as a result of it all have been burned a bit on MU*s and RPing.

For now, I think I'll just stick with coding, and smaller personal projects.

Game Design / Re: MUD Codebases
« on: April 13, 2017, 03:13:23 AM »
Shadow Siege, Dark Isles and CarrierRPI all used a very heavily modified circle (less than 10% of the code is original circle), but it was a nightmare to work with and update.

In contrast, Evennia, which I've been dabbling in for the last couple of weeks, is much more straight forward and has been a pleasure to work with so far, so would be happy to back up @Tehom 's endorsement of it.

General / Re: BUGS!
« on: April 12, 2017, 02:55:41 AM »
@Ruckover Thanks for pointing that out, that should be fixed now.

Roleplay Culture / Re: OOC Channels: Beneficial or Detrimental?
« on: April 11, 2017, 12:03:12 AM »
I've never had an issue with OOC channels at all, as long as they can be turned off, and policies are in place governing their use. If people like them, they can use them. If not, turn it off. But then again, I've never really gotten the whole 'immersion' thing that a lot of people seem so fixated on when it comes to RP MUDs. That's probably because when I'm roleplaying, chances are, I'm doing five other things at once, looking after kid, getting dinner ready, doing a bit of work. OOC channels, are probably the least 'immersion breaking' of them.
However, I do rather hate spam breaking up my RP, so what I will do is either turn them off when I'm in a scene, or more commonly I run a plugin that pulls all channels into a seperate window. If I could easily redirect other things like inv, who, where into another window, I'd probably do that too.
I find them useful for building a community within the game, and it has been through them that I've developed friends that have lasted me over a decade.

Roleplay Culture / Re: RP MUDs and MU*s Culture Differences
« on: April 10, 2017, 11:44:02 PM »
I didn't know it was a stereo type. I just thought MUSHes were like MUDs but without the systems.

But while I only played one MU*, it certainly seemed a lot more ragey. And musoap seems to further support that.

They certainly seemed to look down on people from MUDs, and didn't think that quality RP happened on them, and that it was primarily a hack n slash with a few short emotes thrown out every now and then.

Roleplay Culture / Re: RP MUDs and MU*s Culture Differences
« on: April 10, 2017, 11:36:41 PM »
With the terminology being so different between the two with phrases in one medium that don't at all exist on the other, I wonder if there are really many people thave done the swap between the two? If there were a number of people who had, I would expect there to be a much higher cross over with the language used.

From my brief dabbling into MU* it does seem to involve a lot more OOC drama than MUDs? I was surprised to be accused on musoap by more than one player of 'story blocking' someone, when my PC had just acted on IC information and with completely IC motives. All the more so, that they were so mad about it, without ever having raised it with a 'Hey, I'd really love to be involved a bit more in x'. If I had of been aware, I might of seen what I could of done to try help. There seems to be much more of an understanding that OOC trumps IC?

Roleplay Culture / RP MUDs and MU*s Culture Differences
« on: April 10, 2017, 01:33:42 PM »
While initially one of the things that scared me most about getting into MU*s was the completely alien command structure. All those switches and @ and + and =.  Just not knowing what to type to even get help, and given I'm the sort of person who will spend hours trying to figure something out before I'll attempt to seek out help.. not being able to work it out on my own .. I thought was going to be a big deal. But once I got past that initial hurdle and set up a bunch of aliases, it surprisingly wasn't the biggest issue with dabbling into MU*s, but rather the culture and social climate is completely different.

Things that would be considered very much a no-no on many RP MUDs were quite common on MU*s and similarly,  there were a lot of things that would be perfectly fine on an RP MUD but would seem to breech unspoken etiquette rules on MU*s. Some of the changes between the two I felt were for the better, and enabled me to grow as a role-player into a style or a format that I might not of considered before, while others were very jarring.

For example, on a lot of RP MUDs it would be considered a breech of rules to OOCly arrange a scene. All interaction had to be sought out ICly, through IC channels. While on MU*s it seems to be a lot more common place to arrange scenes as needed. Given my time zone being very off peak, I found this very useful in being able to get scenes that I might of struggled to be able to do on MUDs.

Conversely, I much preferred the division between IC information and OOC  on MUDs. MU*s players often spoke quite freely about IC things OOCly, even going so far as to page to ask for IC information, or talk about current events on channels. I think I may of upset a few MU* people when I kept saying 'Find out IC'.

Have you done the swap from RP MUDs to MU*s, or vice versa? What cultural and social differences did you notice the most? What aspects did you find benefited and helped you improve? And what did you feel hindered your RP?

Edited: To switch RPI for just RP. Didn't want people to get caught up in that time old argument over definition of such.

Game Design / Re: Engagement by player archetype
« on: April 10, 2017, 04:36:01 AM »
Probably the most recent one that I've done, is a player that really wanted to play an animal rather than a human. Not as a shifter, or a hybrid, but just an animal. The player was one I trusted to be able to handle it well, and respected as a role-player, so animal forms were created.

Another one was a more detailed heal/aid/body part/injury system for the players that had picked up healing type roles, allowing for things like individual injuries, scarring, and a few methods of aiding them depending.

World Building / Re: How Much Is To Much Documentation?
« on: April 10, 2017, 04:29:16 AM »
I personally like having a one page primer with the absolute minimum you need to read to create a character and get you through the first week, ideally in bullet point form and available both on game and on the web. While still having more detailed information on the setting for people to pick up on once they become more established.

Exactly what is in the primer will be dependant on the setting, and could include basic information races, location, technology, magic, skills, combat, economy, social systems, religion and any important rules.

I'll admit, I've been put off many times by a game that has had literally pages and pages of content, or rule books that I have to read before I can even conceptualise a character and get started.

And likewise I've been put off by games that once I've become settled, there's little in the way of further reading on the setting, yet still with the expectation that characters adhere to theme that has only been established on RP and not in documentation.

General / Re: Introductions
« on: April 10, 2017, 03:00:22 AM »
I'm Clarity and I've been both game developer, owner and roleplayer for over a decade and a half now. I started out with the original Smaug, Realms of Despair, and it wasn't long before I was dragged over to one of the first RP Muds, Eternal Struggle. There, I met some amazing people and made my first steps into the RP world.

A couple of years later, myself and my then partner was starting our own game, Shadow Siege (original fantasy), and then later on, Dark Isles (original fantasy) and then worked on Carrier with Sab (survival horror). In between staffing and running games, I also played Eternal Visions, Harshlands, The Inquisition: Legacy, Haven, and most recently Arx.

Currently not playing on any MU* or MUD, but am working on a tabletop style setting for Project Redshift and enjoying dabbling and working my way through the Evennia code. While no stranger to development, python is new to me, and it's been a surprisingly quick learning curve to pick things up so far.

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