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Topics - Clarity

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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?

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?

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 / Forum Updates
« on: April 24, 2017, 10:56:08 PM »
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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?

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?

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

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

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?

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.

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