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Messages - Cartheon

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Text-Based Games / [Pitch] Gilded Age Western in Spaaaace!
« on: June 06, 2017, 05:55:39 PM »
I realize that this is similar to Planet X by Clarity, but it has a different angle and focus.

Name: Gilded Age Western in Spaaaace (working title)
Core Theme: Frontier Development & Survival
Sub Theme: Politics, Intrigue, Exploration, Trade
Elevator Pitch: Off-World Trading Company, Rise of Industry, Anno 2205, Tales from the Borderlands, Android: Netrunner, Blade Runner, Trigun, Cowboy Bebop, Firefly
Setting: In the mid-21st century, the Singularity grew near.  Whether it would be for good or ill, humanity never discovered, because, like in a game of chicken, we veered off at the last moment. However, we drove straight into the ditch that was the finite capacity of Earth and the solar system.  Our population had continued to grow and with it the demand for resources to the point that long-term projections showed unsustainability.  Thus, Project Diaspora was initiated.
Using the advances uncovered through the development of the Shawyer or EM Drive, spacecraft could now approach relativistic speeds.  However, even at such velocities, a journey to a system 100s of light years away would cut the colonists off from communication or help from Earth.  Project Diaspora placed humans into stasis aboard colony and terraforming ships and sent to terraformable world's that had been identified.  The construction of these vessels were funded by companies that were founded specifically by the colonists for this venture.  Upon reaching their destination, these companies would lead the terraforming and colonization efforts and, in turn, make a profit, while also being at the forefront of the new society.
Location: One of the many terraforming worlds serving as destinations for Project Diaspora.  Now begins the process of settling their new home and hopefully getting rich in the process.  The two starting locations are the giant hub station in orbit formed from the colonization ships and the beginnings of the colony on the surface.  The corporations will bid on claims on the planet for the right to exploit those areas and develop them (see Offworld Trading Company for the general idea).  Additionally the main colony on the surface will develop at the player’s direction.
Feature List: Macroeconomics, land acquisition, RvR, terraforming, city (colony) planning, exploration, intrigue, and PvE with environment and local sentient life.
Playstyle: This game is trying to invoke the feel of a western in space, blending different eras of the Western genre, ranging from early settlements all the way to the arrival of railroad and mining companies.  Players have two areas to play in - the station and the colony.  The station is focused on climbing the corporate ladder as it were, working either in the corporations or the small colonial government, which focuses more on the top-level planning but also the corporate politics.  The colony is focused on exploration, day-to-day survival, and the underworld gangs.

Text-Based Games / Re: [Pitch] City of Marvels
« on: May 22, 2017, 03:40:19 PM »
As the forums are a bit quiet, I decided to put some of my ramblings on this pitch here to see if I can provoke discussion.

I might swipe some of the systems from the Birthright Campaign Setting for 2nd Edition Advanced D&D.  They used to have a wiki up with all of the rules, but it has since disappeared sadly.  For those who never came across it, Birthright had a unique D&D setting focused on rulership of realms and nobility that contain sparks of godhood from the great war between gods.  Controlling land and having the populace respect them empowers that divine spark giving them small divine magical powers.  They also had detailed mechanics for managing lands and holdings, moving armies and ships, the development of buildings and fortifications, etc.

The nobility would function a bit like the Holy Roman Empire mixed with the post-Meiji Reformation Kazoku.  In these systems one's title did not correspond to the number of vassal lords under them but rather to the prominence of their lands.  A count was simply one with a smaller land than a duke.  The nobles in this system would work similarly.  A baron would have a minimum of the smallest unit of land (we'll use a hex to keep it simple) and one vote in the senate.  A count would have a minimum of three hexes and two votes.  A duke would have five hexes and three votes.  A prince would have eight hexes and five votes.  None of the nobles would be vassals of the other nobles, but alliances would be encouraged.  A baron allying with a prince for defense is a wise precaution, for instance.

Text-Based Games / Re: [PITCH] Sonder MU*
« on: May 20, 2017, 03:42:15 PM »
Sounds interesting.  Some I the elements are similar to what I was gunning for with my pitch.

World Building / Re: Limitations (or not!) on player construction
« on: May 17, 2017, 08:54:38 PM »
I agree that is depends on the setting and theme of the server.  If you're making Minecraft MU*, being able to make stuff is critical.  If you're Murder Mystery MU*, it would serve little purpose.

Text-Based Games / Re: RP Mud/Mu* Dealbreakers
« on: May 05, 2017, 08:01:15 PM »
I don't have hard and fast deal makers and deal breakers.  I have a list of likes and dislikes that when taken together determine if I will play the game.

- Guest account so I can poke around and check the place out before going through the rigamarole of chargen.
- Roster system
- Original theme
- Code-heavy
- 20+ players
- Casual friendly
- No levels or classes

- WoD and/or it's dicepool resolution mechanics
- Any tabletop resolution mechanic (Tabletop mechanics are meant to be simple because it's humans doing the calculating.  MU*s run on computers.  Utilize that distinction.)
- Shitty documentation/wiki
- Railroad meta-analysis
- Cliched theme/setting/races (at least put some effort into making your elves different)

Text-Based Games / Re: [Pitch] City of Marvels
« on: April 30, 2017, 05:39:24 PM »
As great as it would be to somehow automate that, it wouldn't be all that feasible I think.  Not with the populations that most MU*s have.

Text-Based Games / Re: [Pitch] City of Marvels
« on: April 30, 2017, 03:55:16 PM »
I understand now.

Ideally, there will be multiple pushes for exploration.  The nobility will be looking for new lands to claim.  The mages are going to want to find new things to fuel their research.  The underworld and merchants are going to be looking for resources to exploit.  Also, it's the quick but risky way to fame and fortune, much like the conquistadors.  So hopefully there will be a strong impetus from many fronts to engage in it.  This heavy demand will in turn lead to many openings to be filled.

As a new player there should be several companies (old style term not corporation meaning) that they could join.  When the companies feel they have enough bodies and financial backing, they will submit a request for their adventure to be run.  The characters are taken from the main grid to the area to be explored hexcrawl style with a GM.

Text-Based Games / Re: [Pitch] City of Marvels
« on: April 30, 2017, 04:03:37 AM »
Ahhh, there is no differentiation from new player to veteran player in this.  I come from a MUSH background, and I am against xp advancement, preferring skills to tick up based on character age. You are what you are what you are.  A 20 year old will have the same amount of XP invested as any other   20 year old, no matter if the first 20 year old just came out of chargen and the other 20 year old started play at 18 years old two RL years ago.  Want a character with better skills? Chargen them older.

So if a player wants to play a 50 master thief running a gang in the underworld and there is a slot for one, chargen that character and play it.

Game Design / Re: Beyond Muds
« on: April 30, 2017, 03:55:54 AM »
With the CEP mod for NWN, the number of pregenerated creature models was huge.  Sure, it wasn't infinite, but you could find one close enough for what you needed.  Slap.on some stats, throw them into the world, and you were golden.  ARMA 3 works very similarly except the number of models are much more limited.

I must be playing MU*s for very different reasons than most people.  I play because the limitations of NWNs engine made posing very difficult.  The engine was running real time but typing took forever.  Once actual verbal communication that takes into account range and volume is a thing, most of my reasons for MUing are gone.

Text-Based Games / Re: [Pitch] City of Marvels
« on: April 30, 2017, 03:46:50 AM »
Experienced ranging?  That's not a phrase I am familiar with.

As for the non-nobles, it depends on which sphere the character is in, as was touched on in the Playstyle section.  Mages will be focused on research, keeping the populace from turning in them, and hunting down apostates, as in Dragon Age.  The religious groups will be similar to that but from the angle of theism and spirits goading them on to spread their worship.  Also they will be less unified than the mage's guild, as the differing cults fight amongst themselves.  The underworld practically writes itself.  Gang wars, thieves breaking into the other spheres' areas, assassin's getting hired by the other sphere's to kill their rivals, smugglers sneaking illicit goods into the city, courtesans seducing the powerful and selling their secrets.  For explorers, basically it will be D&D murderhobos only.on boats.

Text-Based Games / [Pitch] City of Marvels
« on: April 28, 2017, 05:40:37 PM »
Name: City of Marvels (working title)
Core Theme: Intrigue
Sub Theme: Politics, Exploration, Adventure, Trade, Research
Elevator Pitch: Think Houses of the Blooded, Kill 6 Billion Demons, Earthsea, 7th Sea, and the Lords of Waterdeep board game

Setting: The game takes place in a fantastical ocean world dotted with islands and archipelagos with the largest land masses being the size of Greenland/Australia. Most of the islands are wilderness with a few tribal societies; though, there are also a few societies that are also developing to the same level and may become rivals.  The setting has multiple species (fantasy “races”) that have started filling into the city, granting players customization options for their characters and allowing some exploration of themes of racism and alien mindsets to human thinking.  I have yet to decide if slavery will be allowed for PCs but I do lean on the side of it being a part of the setting.

This will be a high magic setting with a low magic outlook.  I dislike how magic is handled by most settings where magic is something separate from the natural laws of the universe, i.e. the D&D method where an anti-magic field means that everything works as ‘normal’ inside the field, normal being how the real world works.  Magic is the normal in a magical setting.  Iron turning to steel is a magical process for instance. Magic becomes intertwined with science and technology.  By a low magic feel, I mean that, while magic suffuses the setting, it is not trusted, much like science and technology in a luddite/anti-intellectual society. In this setting magic will be everywhere but people using it is not trusted.  There will be a mage’s guild devoted to the ‘proper’ study of such things.  However, unsanctioned use and study of magic will be prosecuted fully.

Location:  The city itself is a growing metropolis, the capital of an up and coming bronze age civilization, much like Rome.  Also like Rome, the City is governed by a Senate; however, the senators are not elected.  Instead the senate is held held by nobles, with the number of votes a noble has being determined by the title of the noble and the title is determined by the amount of territory controlled by the noble.  Essentially think Dune only in a fantasy setting.

Feature List: Exploration and adventure, magical research, PvP, RvR, multiple sphere interaction, crafting, and macroeconomic system.  The macroenomic system which will be utilized by the nobles is something I have bandied about before on MU soapbox and will work a bit like a card game.  Nobles will control a number of lands based on their rank.  Each land will produce the same number of resources but the specific resources will vary by land.  For instance each land will produce 3 resources, but one of my lands may produce fish, lumber, and iron.  another of my lands produces cattle, sheep, and spices.  Each resource is a card and goes into a deck, so in my example, I would have a deck that consists of fish, lumber, iron, cattle, sheep, and spices.  Every harvest interval, a player draws a number of cards equal to some stat forming their hand of resources that their lands produced enough of for their to be excess.  The noble can then trade, sell, or use those resources to accomplish goals.  Whatever cards are left in their hand at the beginning of the next harvest interval are discarded.

Playstyle: The game is focused on a combination of exploration and intrigue.  Areas of play include the nobility who are focused on politics and top-level management.  Mages will be exploring the potential and limits of magic, while also hunting down those who practice it without license.  There will not be one unified religion; rather, much like Rome, the city may have its original religion, but with the influx of other cultures, multiple religions have flooded into the city, fighting with one another for preeminence.  There is also the underworld to engage in both with the other factions coming to them to utilize their covert abilities, but also amongst themselves, fighting over territory.  Finally, there are the merchants and explorers, ranging out to find new lands to exploit.


Turn up the dial on the Kill 6 Billion Demons feel and mix in a little Mystic Empyrean.  Instead of an island world, the setting is more fantastical with the city existing on its own plane of existence.  The nobles are instead gods/powerful mages.  The mage’s guild is even more limited, and the unsanctioned practice of magic is persecuted not through general fear and superstition of the populace but because the nobles don’t like competition.  Instead of traveling out to other island, explorers venture out to other planes of existence, establishing footholds for the city.

Game Design / Re: [Mechanic] RPP/XP Gains
« on: April 25, 2017, 10:36:24 PM »
I am a weirdo who argues that XP should be based on character age, so a 30 year-old has the same skills no matter if they are chargenned at that age or age up to that over time.  I feel it's more "immersive" as XP is "experience points", so why would one 30 year old have more had more experience than another?  Also it avoids the 20 year old snowflake princess who has dumped XP into everything being able to beat the crap out if the 35 year old combat veteran of two wars, out-politick the 50 year old lifelong politician, and sneak better than the 25 year old thief who grew up on the streets.

Game Design / Re: MUD Codebases
« on: April 24, 2017, 09:34:03 PM »
Generally you only quote someone if you aren't replying to the immediate post above yours.

Game Design / Re: Beyond Muds
« on: April 24, 2017, 09:29:48 PM »
I am not so sure.  Then again I mainly play on MUSHes, so perhaps MUDs have situations that aren't easily handled, but I can't think of a situation that couldn't be handled, especially if it has the amount of mods and support that NWN1 had.

Roleplay Culture / Re: OOC Channels: Beneficial or Detrimental?
« on: April 23, 2017, 07:07:09 PM »
My argument has always been that people are going to chat.  AIM, discord, Skype, etc. make it all so easy.  Might as well have them chatting where you can monitor it rather than someplace where they may be colluding in the dark.

Roleplay Culture / Re: RP MUDs and MU*s Culture Differences
« on: April 23, 2017, 07:01:52 PM »
I am always surprised at the dichotomy between the two and hope that someday the two will be united into more of a spectrum.  I think both have qualities and lessons that the other can use.  I love the mechanics and the single player potential on MUDs, but I need a public channel to chat on too.

Game Design / Re: [Feature] Superstition System
« on: April 23, 2017, 06:45:12 PM »
You could really make it tricky by having a list of say 10 actions and the randomizer selects 4 of them every day or so with players only receiving a boon if they have 2 or more of the actions.

Game Design / Re: Should I Implement Multiple Magic Systems?
« on: April 23, 2017, 06:38:43 PM »
Runequest 6 has five magic systems that GM can mix and match as they wish.  Folk Magic is simple magic that generally everyone can learn.  Animism is about summoning spirits and binding them.  Mysticism is Kung Fu magic that comes from within and is about letting the user enhance their strength, give them unnatural abilities, etc.  Sorcery is the standard spellcasting magic.  Theism is divine magic that works a lot like Sorcery except the magic power points come from a communal pool that all the priests if that god pull from, and the pool is replenished by people worshipping the god and by sacrifices performed.

Game Design / Re: Beyond Muds
« on: April 23, 2017, 06:34:37 PM »
Once virtual reality gets good enough, I foresee MUDs getting replaced/updated.  I have dabbled a bit In Arma III.  If you haven't encountered it, it is basically Zelda Breath of the Wild or Skyrim meets a modern warfare shooter.  The biggest map is an island that is, I think 300+ square miles.  It comes with built in voice chat both using a radio for long distance communication and "conversation" so your volume drops off as you get further away from someone.  It also comes with "Zeus" a system that let's admin selected players basically serve as GMs, inserting enemies, missions, objects, etc.  However it doesn't handle many NPCs well without headless clients.  It does support VR, I believe.

Essentially, if someone swaps out the modern warfare for fantasy warfare, adds better NPC AI and functionality and more ojcts, like chairs, beds, etc. I would have no need to ever MUD again, and this game has been out since 2013.

Game Design / Re: MUD Codebases
« on: April 23, 2017, 06:26:41 PM »
PennMUSH, TinyMUSH, MUX, Rhost are a few off the top of my head.  No idea what the difference are.

There is also CoffeMUD, if it is still around.

Game Design / Re: [Mechanic] Time Scales
« on: April 23, 2017, 06:23:20 PM »
As Clarity and I discussed on Discord prior to this thread being made, I advocate for 1.2 to 1.5 RL days equalling 1 in-game day.  This allows for changes to the time of in-game day that a PC will be active, so Bob won't only be seen on the grid from 6 pm to 9 pm game time every weeknight.  In addition, slower gametime to RL time helps compensate for the slowness of posing.  If you have a set of slow posers in a bar that have, over the course of an RL hour, RPed just sitting down and starting to talk to one another, it can be a little disjointed if someone leaves the scene when it starts to attend an event that is ICly an hour long.  If they come back to the bar scene after that event, they have managed to attend an hour long event in the 10 minutes they have been gone.

Whether there are time skips or funky calendars depends on the MU* in question.  For instance, I have a couple of settings in mind that require several generations to pass quickly.  That isn't going to happen if gametime is slower than RL time.  Therefore my plan is to shrink every season to one month in length and also skip a couple of year every year, so that the overall time is 8 to 10 game years to 1 RL year.

Text-Based Games / Re: [Pitch] ASOIAF RPI
« on: April 19, 2017, 09:37:38 PM »
As has been discussed on MU Soapbox, ASIOF only has one official MU* server "Blood of Dragons." The staff of the server and GRRM are pretty unyielding about others wanting to run a server with that IP.

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