• Arx Stats for Nerds

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    ToriT

    @Apos said in Arx Stats for Nerds:

    1083 were hairpins

    šŸ˜„

    I have one folder with all the notepad files of crafts I did, starting with the great weapons in late May 2016 and ending with a sword for Jasper three days before the game ended:

    files

    (Edited because Jasper not Jasher, though there was an axe for the latter in 2019 apparently)

  • Pax Republica - Discussion

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    BloodAngelB

    @Third-Eye ![

    Did the empire win?

    stormtro

  • MudStats

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    AposA

    @Pavel Arx has gotten like 4 or 5 apps from chinese players that definitely did not speak english over the years, and I vaguely recall hearing of some large chinese language games using evennia.

  • Ascension Sojourns

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    A small earth grid has been added to the game and is accepting characters for those that want to play in a ā€œmodernā€ theme. Information on the Earth setting and theme can be found here: https://ascensionsojourns.com/wiki/index.php/Setting_-_Freistatt,_Minnesota

    The Unity grid still available for play for those that want a more challenging rp experience.

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    Hey all. we appreciate all the feedback we got on this thread and the interest expressed by folks. We’ve been refining the game and building our initial content, and while we are anticipating announcing a soft open within the week on the Advertising thread, we are looking to get a few people who would be interested in coming in before then to look over and offer some feedback.

    If you’d be interested, shoot me a PM and I’ll give you the address. We’re looking to get some thoughts on specific mechanics and systems, as well as overall feedback on the game itself.

    As a thank you for early interest and offer feedback, you’d get a bit of an earlier crack at a character. We’ll be adding roster of characters shortly, but for now you could choose to create one of the soon-to-be rosters or create your own concept. We also support OCs, if that is more of your interest.

    PM me if interested.

    Otherwise, look for our real ad to come out probably Thursday or Friday (unless the feedback is all catastrophic, haha!)

    Thanks!

  • Plagiarism

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    PavelP

    @Testament said in Plagiarism:

    @Rathenhope

    431129ad-d5fa-42c9-8598-5dd2111d1d73-image.png

    Clearly you haven’t seen my Grindr matches.

  • Investing Yourself into your MU* Chars

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    @mietze said in Investing Yourself into your MU* Chars:

    I don’t care how well you write. If you harm people or treat them like shit, I have no interest.

    Abusive behavior should never be tolerated.

    That said, I’ve met plenty of RPers through the years who were perfectly nice people, but their RP was just boring because they didn’t know how to write. I’m not talking about spelling and punctuation; I’m talking about the art of making a compelling character and writing an interesting story.

    MU RP exists at a crossroads between writing, improv, and gaming. Different games and/or players may value these things to different degrees, but they’re all essential IMHO. (and as with any activity involving other humans, basic social skills matter too)

  • Investment, or: How smart players do dumb things

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    Two things I want to comment on - players making the ā€˜wrong’ choice ICly (when they know what the right choice should be OOCly) and incorporating player choices into the story.

    There’s a LARP principle that we talk about at the start of every game during our opening workshops that I see a lot of MUSH players take to heart, which is don’t be afraid to make good mistakes - if you are faced with a choice, sometimes making the choice you know is the wrong choice OOCly leads to more fun RP than if you were to make the right choice ICly.

    I think if you come from a perspective where winning = the thing, then yes, not being able to do what you want when you want it can be frustrating. If you come from a perspective where the journey = the thing, then sometimes it doesn’t matter.

    I have a very firm storytelling principle when I run a scene or a plot which is that if a player comes up with a clever move that I didn’t anticipate, I don’t no sell it. Even if it undoes the entire plot, and shifts to an entirely different resolution. Because ultimately, the players are not the NPCs in a story that I am writing, they are the PLAYERS and I am putting up a scenario for them. Even if it means that somehow the really cool dragon I was looking forward to them fighting never shows its face because they find a way to defeat the big bad WITHOUT having to get the MacGuffin hiding in the dragon’s hoard, well, good on them.

    I can always find a way to use that dragon later, right?

  • Concordia Thread

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    spesS

    I was holiday-ing, but it looks like the wonderful Terminus has replaced the stolen writing with a placeholder in my absence.

    To confirm, this is an OC, and the character has yet to be submitted for approval or anything, but if this desc makes its way back, even with tweaks, the app will be declined with explanation.

    If you’d like, @Roz, I can forward this player your rates for autographs šŸ™‚

  • RhostMUSH development Discord

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    No one has replied
  • What Do You Want Out of a MU?

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    RozR

    I was thinking about this earlier today (literal shower thoughts), or a little bit in parallel. About what characterized the games I’ve felt the most success on. Disregarding basic things like ā€œI need there to be people around to RP with whose RP styles and schedules generally mesh with mineā€ and ā€œI need staff to not be creepers and not allow creepersā€ – those will go without saying. But I realized that one of the biggest things for me in the DNA of a game is:

    A sense of discovery.

    This is achieved on a small scale with just characters getting to know each other, because that’s two people on a lifelong discovery of new details about each other. But what really thrills my brain is when there are mysteries and unknowns to the world on some level, and part of playing on that particular game is figuring out more about those.

  • Some Recent Cyberpunk-ish Experiments

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    KumakunK

    I had fun adding this, so I thought I’d share!

    I am working on player/thing descriptions. The avatar isn’t required but spices the interface up a little. I want to address a few more commands; then, I have to decide if I want to start adding Cyberpunk Red elements. šŸ™‚

    screen shot

  • IC Consequences and OOC Acceptance

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    @KDraygo said in IC Consequences and OOC Acceptance:

    So PvP games may work best on games with short episodes, where characters are ā€œwipedā€ or killed off in each episode, without consequences that are long lasting. If you lose or die, it’s fine because in a month or two, the slate is wiped clean and a new story is created.

    This is our hope, because our theme cycles through PCs by time jumping generations every six months. This is part of the design because we feel it will give players the ā€œfreedomā€ to go big and do heroic things and not feel FOMO by no longer having their epic character anymore because ā€œanymoreā€ might be a couple of months at best.

    Like supporting PC on PC conflict, we anticipate that this will cause some self-selection among players who don’t want to invest time in a character that has a 6 month or 12 month shelf life.

    But hopefully it will draw in players who do embrace the idea of playing a character’s arc until it ends and then starting over with a new one.

    We’ll see how it works in practice.

  • Discussion - Excelsior

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    IstusI

    Game’s good, would recommend.

    I’ve already thrown enough of my soul at it that I am already burning out!

  • As a PLAYER, how many staff would be ideal in a game?

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    PolkP

    @Jennkryst said in As a PLAYER, how many staff would be ideal in a game?:

    I want more staff than players, so when the player nagging inevitably burns someone out, there are plenty of replacements available until the burn-out fully recuperates.

    I now know I want staffers who are allowed to have player bits, so it’s not like pulling teeth to recruit new staffers when breaks happen.

  • As a PLAYER, how many fellow players would be ideal in a shared game?

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    juniperskyJ

    I need enough people to have variety, and to also have nice soft buffers from people I don’t mesh with. (Not necessarily bad actors, but people who just don’t like me or I don’t like them.)

  • As a gamerunner, what is the ideal number of players you aim for?

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    RozR

    @Polk Well, at least one of the major difficulties has been made pretty publicly apparent on the boards in very recent memory.

  • Character Commissions 2: Electric Boogaloo

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    SmileS

    @Zz Me!

  • City of Shadows - Discussion

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    @Meg said in City of Shadows - Discussion:

    @GF lol, I have been ragging on this post all night in my head. Thank you for joining in because it is so ridiculous.

    Also like, uwu I am an all powerful goddess but man, I don’t know how to create a world so maybe you can help me? And then we can rule it together? Despite the story clearly stating that the dark goddess of dark things forever and ever has already created other worlds! That she could go rule on her own.

    Please give us the motivation for why the dark goddess herself who rules over all the land the dark touches just wants to chill and rule half of a world?

    Going by the theme setup and that everyone can do it with everyone (regardless of age)… The dark goddess is willing to co-rule because the ā€˜pervy girl’ is putting out often enough and with a lot of creativity.

  • Staff Capacity

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    PavelP

    @Faraday said in Staff Capacity:

    Most players come to be entertained.

    While I agree with the sentiment, I want to change the wording of this just a tiny bit.

    Most players come to have fun. And that should absolutely include staff. It’s a game, after all, being on it should be fun. And that’s where a lot of this talk about staff capacity and limits etc, falls flat: it seems to forget that rather obvious point.

    If you, game runner/player/staffer/whateverer, are not having an appreciable amount of fun then something needs to change. Fun is the whole idea.

    ETA: To keep the thrust of this back with the ā€˜STrP vs Prp’ discussion: IF something isn’t fun, players won’t do it. Some players just always find running things fun, some players need encouragement for it to be fun, and some players will never find it fun. If you, as a game runner, can find a way to make the first two categories of player happy then you’ll get more stuff run by players.