• Evennia dev blog - release plans for 1.0, MULTI_SESSION_MODE changes

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    FaradayF

    @Roz said in Evennia dev blog - release plans for 1.0, MULTI_SESSION_MODE changes:

    Saw that your 1.0 is officially released! Congrats, that’s a really awesome achievement.

    That’s awesome - congrats @Griatch!

  • Poll: How do you MU*?

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    IoleRaeI

    Well, that’s fascinating. Thanks Glitch.

  • MUSH-Format, now a VS Code extension plus!

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    KumakunK

    Update day!!

    Fixed a bug where #include files were not being added, and no error was given. Now you can link external files and format them away!

    File Icons. Because having a neat icon and syntax highlighting makes your language legit!

    Coming Soon!

    @installer mode! Make a professional-looking install script for your code archive!

    Slow and steady progress. I know there aren’t many of us who still write softcode. But the DX is SO MUCH NICER with a bit of tooling. 🙂

    Thanks for stopping by!

  • Creating Impactful NPCs

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    G

    @farfalla Oh my god I invented a weird ritual about this where I had to hold my breath after deleting letters because if I could type those letters before I ran out of breath they would come back to life. I had no idea anyone else did this!

  • Two Elevator Pitches

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    R

    @sixregrets An older meme...

  • Incentivizing Specialization

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    N

    I think this is more of a system question and less of an XP question.

    If the system doesn’t make each point of a skill matter that much, then it will very much be a generalization gambit. I have a custom homebrew system that generally incentivizes spreading out points early on so that you can live long enough to specialize. Though the diminishing returns is high, each point of growth, in this system, is so significant that a person with 2 points in something will very often lose to someone with 3 points in it. And since lots of strategy appears in both social and combat situations to navigate you toward which skills you’ll be using in those rolls, the person who plans and implements well, can lean on their specializations more often.

    I generally think that most of the classless systems generate more generalized characters because you don’t know what ‘situation’ you’ll be in on a MU*. In TableTop I’ve never been in a game where anyone was a generalist like we see online, even to hundreds of karma later type situations, or multi-year long campaigns.

    On MUs, it’s system choice that will do this for you, keeping XP limited so you can’t just buy everything, and maybe having steps that matter when you achieve certain progression levels. These would all be very system dependent, so no one answer fits each situation.

  • Code Question: Rock, Paper, Scissors

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    KarmaBumK

    @MisterBoring said in Code Question: Rock, Paper, Scissors:

    You do have a point about RPS strategy that I hadn’t considered, so perhaps having the command be a bit more interactive so that each player inputs their choice.

    If it only ever runs one game at a time, you can run it so you rps <choice> and it creates a data attribute on an object. If you’re the first player, it stores your data and emits something about “waiting for 2nd player…”

    If it already has one DATA-* attribute, then it knows you’re the second player, and it resolves the match, emits the resolution, and wipes the data.

    If it already has two DATA-* attributes, then it is broken. 😄

  • Magic Systems?? In my MU*??

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    MourneM

    The key thing about magic systems is making sure they are as balanced (or not) as you want them to be, and that the documentation is accessible to all so that nobody is getting the wool pulled over their head.

    In some cases Magic is by it’s very nature not balanced at all, and then you have to worry about wether or not you need to restrict it, or just assume that all PC’s are capable of it due to being special, as they are PC’s, or how you’re going to piss off the have nots.

    It really is something that needs to be baked in at the ground level so that the system is accounting for it.

    My three cents.

  • Listing for MUs

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    KarmaBumK

    @glitch said in Listing for MUs:

    Sorry for the slow response on this, you should be good to go now!

    HOW DARE YOU TAKE TIME TO FIX A FREE RESOURCE NOT TO MENTION UPGRADE IT WTF KIND OF WORLD ARE WE LIVING IN

    (<3 and ty, appreciate it!)

  • Killing telnet +/-?

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    PavelP

    @Selira said in Killing telnet +/-?:

    @Pavel Not for everyone, but no system is. The ability to do more with the tools on hand and experimentation within the field are critical for bringing it to new audiences, imo.

    True. I’m very old and grumpy and want things to stop changing so much because I can’t keep up. This is all a reflection of me, not of how the field should develop.

  • Need help with a COFD

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    BloodAngelB

    @catzilla Once we are that step. I will be in touch!

  • Monster Design (Ares)

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    saoS

    @hellfrog The monster I designed is actually a swamp-based biological robot construct boss with four frog “cassette” mini-bosses that exist inside it. Because robots, but also frogs.

  • MUSH-Format, mushcode minifying tool!

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    KumakunK

    Heh! Fixed the link! 😄