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Messages - Orin

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General / Re: Stocks you're watching
« on: August 29, 2017, 11:03:57 AM »
After a successful few months day trading ups/downs on BITCF and SING, I sold everything off.  Found out while my funds were settling that BITCF is under SEC investigation now, and anyone who holds it is in limbo.  You were right, pink sheets can be pretty sketchy.


MGTI actually is investing in a bitcoin mining operation in my home state of Washington, so that's kind of cool.  The antminer S9 ASIC is the top tier ASIC at present and Washington has very low electric costs (near eastern Washington anyway).  Going to try to ride the wave with this one.

Text-Based Games / Re: GreyLight RPI (Space Survival)
« on: August 09, 2017, 08:36:06 PM »
Interesting concept.  How different is this from say, Legends of the Jedi?

General / Re: Idle chatter
« on: June 22, 2017, 10:30:14 PM »
replying to myself, sure, why not

I'm going to Las Vegas this next week for Cisco Live!

I've never been to Vegas before.  What should I do besides sit in bars and tavern emote about how the light shimmers off my chitin scimitar?

Text-Based Games / Re: [Pitch] ASOIAF RPI
« on: June 21, 2017, 05:36:26 PM »
Work and real life has put this on a back burner for me.  I had a senior member of our team quit, so...

I'd still love to see this done, however it won't happen anytime soon.

General / Idle chatter
« on: June 21, 2017, 05:29:21 PM »
I'm getting a kitchen remodel over the next week or so.  They forgot my lazy susan on the invoice, though... so I called to complain.  Apparently they just didn't order it, but oddly enough there was one in stock but not assembled.  We get it for free due to their oversight.

Woohoo, new kitchen.

Game Design / MUD prompt system - numeric or not?
« on: May 01, 2017, 05:08:37 PM »
Many MUDs have a prompt system which allows the user to quickly determine their character's health, mana, stamina, or other methods of determining various statistics.  In some situations we see prompts like:

hp 100/100, mana 98/100, move 55/100>

and in others we see:

<**** / ^^^^^^ / ||||| / hidden>

What is your preferred prompt type? Would you rather have a game give you a numeric value eg. Dungeons and Dragons hit points, or more of a health "bar" giving you just a gauge of how healthy or alive your are?

Game Design / Re: MUD Codebases
« on: May 01, 2017, 05:00:07 PM »
Noticed that using the old makefile with the new SoI codebase compiled ok.  So there's definitely some sort of difference, probably in how the cflags and libs are put on the CLI.  I end up with a lot of undefined references to mysql_store_result and other mysql issues with the current makefile on Ubuntu.

Game Design / Re: MUD Codebases
« on: April 29, 2017, 10:33:11 PM »
Looked like c++ to me, but I'm no expert.

Text-Based Games / Re: [Pitch] ASOIAF RPI
« on: April 28, 2017, 12:34:54 PM »
It's been about two weeks and I've not yet heard back from the publisher on this.  I doubt I'll get a response.

In any case, I have a couple lightweight VPS's spun up and will probably continue to put the foundation in place for further movement on this project.  I now need to get:

+ mail server working in/out (partially complete)
+ staff wiki for collaboration (thinking mediawiki)
+ forum for player/staff communication (either smf or mybb)
+ code setup on alt server for tp/bp/pp

Should have it done by end of week.  This of course does not mean a "go live" date or even an Alpha version of the game is ready.  It will likely be several months before the world is built, base code updated to include bare minimum features, etc.

General / Re: Python programming 101
« on: April 28, 2017, 12:27:27 PM »
I've worked through Learn Python the Hard Way in the older 2.7x version some time ago.  Finally they updated it for version 3.x, so I have a reason to continue past where I was before.  I'm nearly halfway done and feel like I've got a few extra tools in the tool belt, or at least understand more than I did before. 

Towards the end of the book it looks like they actually have the beginnings of a MUD or a ZORK like clone, then a challenge to create one in that same format.  For anyone thinking of moving toward Evennia as a codebase, this seems pretty solid as a primer.

General / Re: Stocks you're watching
« on: April 28, 2017, 12:18:30 PM »
Seems like there's talk about oil discoveries being very low this last year.  Jeshin, since you're the oil baron of the board, what do you make of this?

Seems to me that it could cause oil prices to trend upward if discoveries don't increase.  Our usage is always climbing but reserves may not keep pace.

Game Design / Re: MUD Codebases
« on: April 28, 2017, 10:38:32 AM »
Hey Nim,

I could never get the current source to compile correctly on Ubuntu.  The old openrpi code compiled fine, though.  I haven't had the time to diff the old and new makefile to see if there is a huge difference -- any chance the installation doc or makefile might be upgraded for the current release?

Game Design / Re: [Mechanic] RPP/XP Gains
« on: April 26, 2017, 08:58:32 AM »
I'm not a fan of point systems to award skill or level progression.  I do like skills that level with use. 

Text-Based Games / Re: [Pitch] ASOIAF RPI
« on: April 26, 2017, 08:56:48 AM »
I think the Wall would be a good newbie area to learn the ropes of the game, and also give an opportunity for PvE against wildlings. Once comfortable with this environment, the North and Riverlands would be a good area for PvP.  All of these regions have great potential for RP, whether it is keeping the realms of man safe from wildlings, visiting Moletown, protecting the North from raiders who slip past the wall, or the love/hate relationship of the Starks and Boltons and Freys.

Game Design / Should all things have an ending?
« on: April 25, 2017, 03:12:43 PM »
Just like a good book, should an RP MUD have an ending so that it doesn't grow stale?

I feel like in some MUDs I have played on, I have seen the story slowly degrade over long periods of time.  At a certain point it feels as if the game world suffers, and leads to a lack of quality roleplay.  Closing shop, giving one last important event or plot, and allowing the players to see the end of the game seems like a pretty awesome thing to do.

That isn't to say the game world could not be remade at some point with a newer plot, in a different time, or in a parallel universe.  Who knows?

What are your thoughts on this?

Text-Based Games / Re: [Pitch] ASOIAF RPI
« on: April 24, 2017, 11:37:25 AM »
I do like the Witcher, but haven't read any of the books.  That's usually where the meat of the story is.

I did some research on the other ASOIAF games out there today... logged into them, wandered around a bit, gave each of them a chance, and took notes on what they did well.  There are at least a couple out there that are not officially sanctioned, so it's really just a fancy way of advertising your mud.  Given that those other MUDs probably only asked permission but didn't get it on some set of conditions (don't make our IP look bad or you'll get a cease and desist), it seems slightly more acceptable to make this game.

I've settled on the Evennia/Ainneve codebase despite some things I don't like about it.  It seems like it would be the easiest to contribute code to, upgrade, and modify.

General / Re: What Are You Reading?
« on: April 24, 2017, 11:31:49 AM »
Automate the Boring Stuff

General / Python programming 101
« on: April 24, 2017, 11:31:22 AM »
Python is one skill that I find a lot of IT positions would like their new hires to have.  I have some very novice/intermediate understanding of programming and have written a few Python/Powershell scripts for various places I've worked in the past few years.  I've decided to deep dive into Python, both to further my IT skill set and perhaps start contributing some code to the games I'd like to build.

I've started to run through Learn Python the Hard Way (v3), and Automate the Boring Stuff.  Besides these two very common courses on learning Python, are there any others that you found helpful?

Game Design / Re: [Mechanic] Mass-Combat in MUDs
« on: April 22, 2017, 04:00:39 PM »
I do think you are correct that old MUDs often ran into the problem of multiple people ganging up on one person.  Realistically there's only so much space you can surround someone with.  Consider it like a D&D hex or square:

If your character were in the middle square, you could be attacked by anyone in the adjacent squares.  While that's more than what you're proposing, it proves the point that there is a limit to how many people can engage in combat at any given time.  This of course relies on the idea that rooms are finite, and it's not just a "Wide open plains" room which could have hundreds of players in it.  Limiting how many people are in a room is one option to fix melee combat, but it wouldn't stop ranged.

I like the idea of limiting how many people can engage someone at one time, however it doesn't stop the problem of:

Group A attacks Group B
Group AA, also in the same room, attacks Group BB

You still end up with a lot of spam.  If I had two groups loyal to A and two to B, I may want to know that my secondary group is getting massacred.  Limiting how much text spam you see while engaged in combat may be a negative from a combat point of view, but it may also be realistic.  Would you really have time to stop and scan/spot/watch the other fight while you are fighting?

I had a job years ago where I simply monitored network health, sometimes racked servers, and installed operating systems.  The other 7/8 hours of a shift were spent on MUDs or other various games.  I found that MUDs were easy to quickly log out of so I could respond to incidents while games like Starcraft or WoW would absorb my heart and soul, making it difficult to focus on the job as well.

Nowadays I can get away with forum posting, but gaming at work? Nah.  I have at most 2 hours a night to actually play something.

World Building / Re: Limitations (or not!) on player construction
« on: April 21, 2017, 11:59:01 AM »
Anything player created should be included on a map or in documentation where relevant, imo.  It certainly gives the players a feeling of accomplishment if say, they appear in the history of the game or on a map somewhere.

House so and so, CE 12, destroyed House blah blah completely (see help house so and so)
House so and so, CE 13, setup a vineyard in the western territories (see help western map)

Maybe a bad example, but it always appealed to me to have that documented activity in the game's history and stuff you could pull up on the website or in a helpfile.

Text-Based Games / Re: [Pitch] Unnamed Hollow Earth MUD
« on: April 21, 2017, 01:48:35 AM »
In some ways it reminds me of the backstory of the game Xenogears, where an ancient highly advanced civilization collapsed and their story is slowly learned over the course of the game.  Magic unfortunately would have no place in this game if I understand it right, but science, research, and technology would.  Caches of old technology, research stations, and weapons seem like what the common people would fight over in their day to day (beside the invaders).

I really like this idea but I'm not too familiar with the setting.  I'd be down to explore the concept further and talk about getting a test server setup.  Maybe a wiki would be in order to get the game concept fleshed out?

Text-Based Games / Re: [Pitch] ASOIAF RPI
« on: April 20, 2017, 01:52:25 PM »
Using a different setting or theme with the same mechanics is a possibility.  Obviously I'd rather go with a known setting due to the RPI potential, but if there's something else that could be on par I'd be interested in pursuing that as well.

Roleplay Culture / Re: Rewarding RP in tabletop games
« on: April 19, 2017, 11:05:20 PM »
Eberron is one setting I wanted to get into but didn't have any of the relevant books to do so.  I may look into the action points as a means of rewarding players for awesome roleplay scenes.


General / Re: What Are You Reading?
« on: April 19, 2017, 10:26:04 PM »
I am still reading the dark tower 4: Wizard and Glass.  It's slow going as I have other things to compete for my attention these days, but the book is really good.

Game Design / Re: [Mechanic] Time Scales
« on: April 19, 2017, 10:24:57 PM »
I like the idea of having a 1:1 time scale for some MUDs.  One I would hate to see change its time scale is Federation 2, which has time sensitive portions of the game such as stock futures betting and planetary management.  In the examples you gave for RP purposes, I would advocate for a faster time scale.  I guess it all depends on the circumstances of the game world you're in.

Roleplay Culture / Rewarding RP in tabletop games
« on: April 19, 2017, 07:04:04 PM »
I run various D&D games and like to reward players for exceptional roleplay.  For example I have a campaign where players are essentially pirates.  The other day they made one of their own walk the plank, leaving him in the sea as they sailed away.  One of them had chummed the water ahead of time to draw sharks in as well.

For exceptional roleplay in a tabletop game, how do you reward players besides just handing out XP? In a 5e campaign I'd give some inspiration points, but this is a 3.5e game, so I'm a bit more limited in what I can do.

Text-Based Games / Re: [Pitch] ASOIAF RPI
« on: April 19, 2017, 02:12:26 PM »
I do like the idea of smaller houses being able to vie for control of regional fortifications, resources, and so on.  It's in the books, so why not in game? While some die hard fans may not like the idea of this, I think from a playability standpoint it is probably the best way to go about things.

Text-Based Games / Re: [Pitch] ASOIAF RPI
« on: April 19, 2017, 10:44:48 AM »
I think in time it would be great to have Dorne as an additional area.  The RP potential is massive to have it there as a backdrop with the same mechanics as the rest of what I outlined.  I'd worry about spreading the game too thin by having multiple great Houses available for play to start, so it's kind of a "do we do it now or do we do it later" question to ask.

Still waiting for the publisher's feedback on whether we are able to proceed.

Text-Based Games / Re: [Pitch] ASOIAF RPI
« on: April 15, 2017, 03:39:00 PM »
I've reached out to the publisher noting that I'm interested in pursuing a MUD based on ASOIAF, as well as the following points:

1. This is -not- a game that will ever ask for money from players.
2. Any costs associated with this project would be paid out of pocket by the staff members, and no monetary compensation would ever be sought for this work or anything associated with it.
3. We will respect the publisher and author's right to request the project be stopped at any time for any reason.

Auto-reply notes it can take up to two weeks to review the email and get back to the sender.

General / Re: Stocks you're watching
« on: April 15, 2017, 01:01:55 AM »
 According to, 8/50 states have legalized recreational cannabis.  While that's not quite 20%, it's still inching up there.  Medical cannabis states are now at what, 28ish? I think it's safe to say that many voters are tired of paying taxes to lock up kids for smoking cannabis.  You pay more in those taxes than you gain in trying to keep it illegal.  In that respect, the times are changing.  I suppose part of why I asked this was because I've been reading about these lately:

You are right though, it could change drastically in a year from now.  Everything could be different, though what if these stocks only continue to grow?

Text-Based Games / Re: [Pitch] ASOIAF RPI
« on: April 15, 2017, 12:54:56 AM »
The feedback so far has been great, and I appreciate the input everyone has given so far.  I think it is safe to say that:

+ Given the IP, it would be safe to assume there should be a request sent to the owner GRRM/publisher to ensure a request was sent (whether or not it is replied to)
+ Realm vs. Realm is not a bad idea, but NPC's controlling it may not be in the best interest of allowing PC's to control the world
+ Resources should definitely be things to fight over and control, but how that control is achieved is still up for debate
+ A neutral zone or area not controlled by a great House should be the midlands in between two great Houses, which could be fought over but not reduce either House beyond its original means of production (bonuses can be won, but you won't fall below the original 100% and find it not worth continuing to play)

Some of the ideas presented may be pipe dreams, while some may be achievable.  If there aren't any blockers to putting a foundation in place, I'll throw out a call for mud staff eventually.

General / Re: Optional Realities Meetup
« on: April 14, 2017, 11:50:48 PM »
I stand schooled in all things internet

General / Optional Realities Meetup
« on: April 14, 2017, 10:34:58 PM »
If one of us was to spin up an IRC server for a meetup, how many users would be interested in joining?

General / Re: Stocks you're watching
« on: April 14, 2017, 10:33:09 PM »
I like the idea of newer markets and developing technologies which have a higher potential for growth.  Cannabis is one of those that is not yet legal in all U.S. states, so thus has potential for further growth before stagnating.  Bitcoin is an emerging technology which has numerous benefits over traditional currencies.  I understand the hesitancy behind investing in either of these, but maybe I'm simply more open to risk when it comes to investments.

Game Design / Re: MUD Codebases
« on: April 14, 2017, 05:19:20 PM »
I got an Evennia instance spun up on a VPS and I'm digging it so far.  I'd need to read further into the documentation but it seems like after a couple hours of learning the scripting/building process, you could start on a project pretty easily.  Thanks for the tip!

I guess my only complaint is how limited the initial build is.  There's not much you can do while drifting around in Limbo :)

If you'd like to look it over via the web interface, send me a PM and I'll send you the IP and a testuser/pass.

General / Re: Stocks you're watching
« on: April 14, 2017, 02:46:51 PM »
I'm more curious about cannabis stocks now, which seem like they're all over the place.  Some make gains of 10% in a day while others putter around.

The BITCF stock seems like an anomaly and may fade over time.  They've been around for 5+ years and only recently developed something worth talking about, which got people interested in it.

General / Stocks you're watching
« on: April 14, 2017, 01:18:01 PM »
So it sounds like Jeshin used to be big time with trading in the oil markets.  I've never had much luck with picking stocks until recently when I decided to say, "fuck it I'm just going to play around."  I have always been a big advocate for Bitcoin, and found a couple penny stocks that looked undervalued which were operating with a focus on Bitcoin.


I bought in to BITCF when it was at 0.05 a share, sold at 0.36... I have a problem with trying to call the peak and bottom apparently. 

In any case, are you watching any stocks?

Got any idea on how the markets are going, or did you find an article you felt was worth sharing/discussing? Post it here!

Text-Based Games / Re: [Pitch] ASOIAF RPI
« on: April 14, 2017, 12:26:17 PM »
I do like the idea of more neutral territories in between each region that have a variety of resources to fight over, as well as giving each side chances to build up before such events.  I'm also complete open to players running the in game economies, clans, and giving them the freedom to play however they like.

More on classes, or skill trees:

Rangers/raiders -- Often seen as the front line and guerrilla fighters in most wars, this class typically finds themselves roaming solo or within small groups.  Performing hit and run attacks on encampments of soldiers or the armies of the enemy, they excel at sneaking and hiding in the wilderness, as well as launching volleys of arrows and then retreating quickly.  When not engaged in combat operations, rangers find themselves learning the secrets of herbology, setting traps or snares in the wild, providing hides and other resources to markets, or operating independently.  It is not uncommon to find a ranger living on their own in the woods, or groups of rangers who refuse to bend to the knee to the local Lord or Lady.  A good example of this would be the Brotherhood without Banners.

Merchant/crafter -- No House would be complete without a master of coin, and those who have a talent for numbers are sought out at a young age.  Merchants know how to convert one coin into ten through savvy business operations, haggling with local or foreign market NPC's, identifying how and where items have been made, and often have a silver tongue when it comes to dealing with nobility.  Many merchants choose to go the route of the crafter, specializing in armor, weaponry, clothing, tools, and items which can vary by regional tastes.  As merchants continue to grow in their profession, they often decide to put up their own store front.  Stocking with items they have crafted themselves or going by the old adage "buy low and sell high", this allows them to bring in passive income with far less effort.  Due to the nature of such establishments, merchants often will hire their own mercenaries to stand guard, escort them around villages, or otherwise keep their investments safe.

Text-Based Games / Re: [Pitch] ASOIAF RPI
« on: April 13, 2017, 10:26:51 PM »
Some thoughts on commoner classes (if that would even be a thing, perhaps characters should have no classes and simply decide what skills to level):

Warrior/Soldier - If associated with a House, can give orders to NPC armies, break them into batallions, station them, order to guard certain directions, force a toll on those that pass, and so on.  They direct the military forces of the region at their noble's orders, or go against them if their strategic choices make more sense.  Tournaments can be held to show off combat prowess and tests of skill.  Eventually could become a Knight/Ser, which could give boons to NPC and PC characters nearby (maybe a +1 to defense or combat depending on specialization).  If not associated with a House, can become a Mercenary whose focus is only coin, offering their services to the highest bidder or noble who plays the economic game the best.

Thief/Spy - These types are able to live off of the economic activity of a region, through stealing from NPC's in markets or villages to breaking in to warehouses to steal commodities (luxury goods) and sell in other towns.  When working for a House, they could find themselves doing the same in other regions, bringing back profits to their respective nobles.  A specialization of thief is the spy, which can make some NPC's offer up information such as troop movements, names of PC's that passed by recently, and other information gathering tasks.  Think the little birds of GoT.

More to come.

Text-Based Games / [Pitch] ASOIAF RPI
« on: April 13, 2017, 04:20:47 PM »
Following Jeshin's format:

Name: Winter is Coming
Core Theme: A song of ice and fire (Game of Thrones)
Sub Theme: Territorial disputes (Siege of other House's castles, raiding of their economic builds)

Setting: Winter is Coming is a permadeath RPI setting in the A Song of Ice and Fire world by George R.R. Martin.  Players typically would start out as commoner class guilds which are common in most MUDs.  These guilds (warrior/soldier, thief/spy, ranger/raider, merchant/crafter) are very much the building blocks of the nobility class.  The noble class runs various regions of the game world, and are always vying for control of more land and resources.  While the nobles can build various buildings, NPC armies, and improve the region, without the commoner classes backing them their region will fail and they can be easily overthrown. 

Location: The game would start between two sections of Westeros, likely the Vale of Arryn and the Riverlands.  This would allow players to war against an opposite nation and for staff to build out further locations, documentation, lore, and so on.

Feature List: Economic/nation building, war and pvp -- buildings built by nobles may start as things like farms, houses, barracks, mills, blacksmiths, mines, banks, markets, and other typical functions of a real world economy.  Each of these buildings provide commodities such as food, wood, metals, weapons/armor, luxury goods, and of course taxes.  With all of these commodities you would be able to perform actions such as increasing your population of workers (requires food/housing), increasing your militia/army (with food/barracks/tax money), and so on.  As your nation is built up, you can send NPC armies out to protect your lands or raid other regions.  Commoners such as soldiers can use these armies to defend, attack, or blockade areas in game.  Other classes have distinct job roles they can perform to help build their nation up, and all classes have a purpose to that end.

Playstyle: The code provides a basis for groups to work together to an end goal.  Within this idea I see strategic resources becoming a flash point between nations (if you only have one iron mine, you can only build so many pieces of armor) and smaller battles occurring frequently.  Playing a merchant or noble may allow for those who want to tavern sit and focus on RP a chance to do so, planning strategic attacks on their enemies or betraying those around them for personal gain.  Playing a more commoner class allows those who enjoy combat, PvP, and exploration a world to fight over.

Note: As the game starts it would likely focus mostly on nation building, bug fixes, balance issues, and further building.  Staff would permit players who have proven themselves as being able to roleplay chances to play higher guilds and sponsored roles.  They would also have the ability to enact world events such as famines, floods, disease, raiders (random NPC's which make keeping your nation safe rather difficult), and maybe even a magickal calamity or two.  All of the game world events would take place before the War of the Five Kings.

Game Design / Re: Beyond Muds
« on: April 13, 2017, 03:39:10 PM »
I'm not so sure that a MUD environment would translate so well to an app.  I've done some Android app development in the past year and it is definitely possible to do something like what you're suggesting.  I guess my biggest concern with something like this would be the current saturation of games on the app store and competing with stuff like Clash of Clans.

That said, if you have an idea you think could work, go for it.  Android development is really not all that difficult.  I watched a few 60 minute videos and was building out the game I wanted the next day.

Game Design / MUD Codebases
« on: April 12, 2017, 04:44:49 PM »
Mostly to discuss various codebases for community visibility and so that any potential mud admin has a resource to look over before deciding on their foundation.  There are a lot of them out there! Some are deprecated in favor of others, some are abandoned, and still others are in use years after their final commit. 

What codebase is your favorite to work with or play on?

Is there a specific codebase you would recommend, or warn to avoid?

What codebases are actively being worked on, whether public or private?

Text-Based Games / What are you currently playing?
« on: April 12, 2017, 03:29:08 PM »
What MU* are you currently playing, or would like to get into? Has something recently piqued your interest? Has an old game suddenly become filled with players again? Let's hear about your experiences today.

As of right now I'm not focused on any RPI's, but have played various hack and slash casually in the past month or so.  Aardwolf is always a good destination for that type of gameplay due to the large playerbase and content.  I've also popped on to the old Federation 2 game, which is mostly about leveling up due to monetary gains.  It's interesting in that I've never seen another MUD offer a speculation/trading system, and one of the levels you actually have to speculate on various commodities to get to the next rank.

General / A Song of Ice and Fire
« on: April 11, 2017, 09:28:56 PM »
We're still waiting for the Winds of Winter.  Today, GRRM decided to tweet a couple interesting tidbits.  His publishers are asking him to do some new stuff!

as well as the usual celebrity rants

At least he's in good spirits and able to make jokes about himself still.  No ETA on the next book, but I'm hoping sometime in 2018.  Any thoughts on when/if it will happen?

General / Re: BUGS!
« on: April 11, 2017, 09:16:25 PM »
As a workaround to this, you can add


to the end of the index.php link, which will change the look of the forum.  Then you can open the messages section.

Game Design / Unwritten policies
« on: April 11, 2017, 06:14:11 PM »
ArmageddonMUD recently went through a turbulent time period where several players were banned simply for having a user account on another shadowboard.  Staff's complaint was that the users of this board participated in attacks against their game and community, though one could argue that not all banned players fit their assumed profile.  One bad apple can ruin a bunch.  While I won't go into discussion on the legitimacy of the shadowboard, I would like to know what others think about unwritten policies.

If staff members don't clearly state that it is against their rules to engage in certain behavior, is it still alright to enforce it? Should the first reaction to such behavior be a ban, or is there a better solution?

Roleplay Culture / Re: Toxic Staff/Player Interaction and Culture
« on: April 11, 2017, 06:09:49 PM »
I think it's pretty obvious that being a staff member on an RPI is a thankless job.  You'll rarely get kudos for doing your job, but it's what you signed up for.  I think transparency into your job can certainly give insight to players and perhaps bring about some empathy.

Roleplay Culture / Re: OOC Channels: Beneficial or Detrimental?
« on: April 11, 2017, 05:38:53 PM »
I've seen several new players completely break IC on ArmageddonMUD.  A newbie channel would be helpful if it was not shown to those that don't want to see it.  Those that don't want to see it can simply refer the newbie to the proper channel, then go on with their game.

General / Re: Introductions
« on: April 11, 2017, 05:32:24 PM »
Hi, I'm Orin.  I'm a network/systems administrator by day, gamer of all types by night.  Often you can find me as the DM of a D&D 3.5e/5e campaign, spinning up VPS's to host various Steam games, and ranting about networking related issues that no one understands.  I live in Seattle and am very much a Seahawks fan.

I've played several RPI's in the past - ArmageddonMUD and Atonement primarily.  These days I have taken a step back due to both time I have available to invest in them, as well as disagreements with staff.

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