Hideki Sato, engineer responsible for creating the Sega Master System, Genesis, Saturn, and Dreamcast. He was 77.
Secret Society
For access to the SECRET SOCIETY SUB SECTION
Posts
-
RE: Celebrities We've Lost 2026 Editionposted in No Escape from Reality
-
RE: Real Life Struggles/Support/Ventposted in No Escape from Reality
@Wuff said in Real Life Struggles/Support/Vent:
@junipersky said in Real Life Struggles/Support/Vent:
One of my student’s parents called me racist multiple times last night in the conference.
It wasn’t even one of the crazy parents. It was a perfectly nice one. So it came out of left field.
We’re meeting tomorrow with the principal as interpreter, not a district one, or worse with apps because the translator didn’t show up, and I’m hoping we can figure things out, but I also just have this pit of dread in my stomach.
Hopefully it’s put down as a learning moment for you as a teacher. Finding out you’ve been messing up something after the fact can be stressful as all hell. But if others knew and didn’t help correct mistakes, They’re the assholes.
As a former secondary school teacher (we don’t do middle school out here), though in a different country, I can also see such accusations being entirely baseless or based on misunderstanding/misreporting. Especially if you’re teaching something to do with history, or even English grammar.
-
RE: MU Peeves Threadposted in Rough and Rowdy
Ooh, was looking at old discussions with people, and I just remembered another peeve I forgot about.
Players who do the following in order:
- Start a PRP that only has any meaning of any sort for their PC.
- Expect staff support for that PRP even though nothing going on in the PRP requires a Staffer to portray an NPC, or otherwise adjudicate major narrative.
- Get incredibly irate when the Staff inform them that they don’t see a need to sit in on the PRP, and then shortly after that find out that no other players actually want to participate.
- Throw a fit in Public chat or by paging people they think will back up their tantrum.
-
RE: PyReachposted in Game Gab
@somasatori It looks like you’re very very close to being able to run a CoD game.

-
RE: PyReachposted in Game Gab
I’m still plugging away here! I think I’m close to a good release candidate, with the exception of the web-facing side. The main things I’ve been working on lately have been in display consistency, since the primary mechanics-based stuff has been done for a bit.
Some general wishlist items I’m continuing to work on:
- making equipment a little less complex for the admin; right now the only way to modify the equipment is to modify it directly in the equipment_database.py file. It’s not exactly complicated to do so (see below), but I’m really going for the experience of not having to touch any of the code itself after it gets initialized. I also have a second piece for equipment which can only be managed through the equipment_purchasing.py file (also see below).
- the mysteries system, which is usable but I feel is missing something. The point of it is to create options for people to be involved in plots when they can’t otherwise be. For instance, Australian or European players who are working with a storyteller who lives on the US West Coast and rarely gets a chance to run scenes when the Euro and Aussie players are around.
- Automated combat because, man, those WoD combat scenes
- I haven’t put a ton of focus on the legacy templates outside of my initial implementation of them, so I need to finish those up in case people want to run nwod 1st edition games.
Melee weapon example "chainsaw": WeaponData("Chainsaw", damage=3, initiative_mod=-6, weapon_type="melee", size=3, strength_req=4, availability=3, tags="bleed, inaccurate, two-handed") Ranged weapon example: "rifle": WeaponData("Rifle", damage=4, initiative_mod=-5, weapon_type="ranged", size=3, strength_req=2, availability=2, capacity="low"), Armor example: "flak_jacket": ArmorData("Flak Jacket", general_armor=2, ballistic_armor=4, strength_req=1, defense_penalty=-1, speed_penalty=0, availability=2, coverage=["torso", "arms"]), General equipment example: "crime_scene_kit": EquipmentData(name="Crime Scene Kit", category="mental_equipment", die_bonus=2, durability=2, size=3, structure=2, availability=2, effect="Toolbox with investigative aids: magnifiers, fingerprint dust, cameras, tape, chemicals, sample bags. +2 to Investigation. Allows evidence to be moved and analyzed offsite at leisure.", skill_bonuses={"investigation": 2}, special_properties={"forensics": True, "evidence_collection": True}),The special properties and coverage don’t really do anything at the moment, as that links back to the mysteries system and automated combat system. Here’s what this looks like on game:


And so on. The other configuration piece for equipment is similar to how XP is configured, using the admin commands. By default, it is a pool of resource points that you can spend on a monthly basis. This has been set up to be modifiable to address how frequently you want people to be able to buy things, whether you can save points on a time-by-time basis (default being that you add new points into your existing pool each month). I also inserted a couple supplemental merits that increase your resource pool, notably Status and Contacts. In Chronicles of Darkness, purchases are made via availability, so anything that adds to your ability to buy equipment is (in my mind) centered on your ability to source and acquire it, which includes who you know.
I think I mentioned this before, but XP can be configured in either a weekly auto release situation (default is 1 XP per week), or on a +vote system, both of which are easily configured with regards to how much XP you can acquire per week, or how much XP a +vote provides. The XP system is tied into the other functions of the game, such as roll (exceptional successes, dramatic failures), integrity rolls, and conditions and aspirations, which are all managed by the players.
I made the integrity roller a little prettier. This is using a Vampire character sheet with Humanity 6. I succeeded at my check, therefore I maintained my humanity, acquired a beat because I had a degeneration roll, and gained one of the conditions suggested in VtR.

In several cases including this as you can see, I use EVMenu to select conditions rather than rely on the player to do it manually via the +condition command. There is also an option to add a condition using the +condition command, which will also show you what conditions you have set on yourself when you use it.
Recently I’ve been playing around more with the Demon integrity stuff. Demons have the option to create additional covers when they hit a certain level of Primum (among other methods). It’s not as elegant as I would like, but right now you set your current primary cover and your integrity will be based off of that. Since Demons don’t gain a beat or condition if their Cover drops (correct me if I’m wrong), it just affects the rating based on the roll:

There’s probably a lot of other little things I’ve done in the past
sixfive months that are generally escaping me at the moment and I also don’t to blow this up with a ton of screenshots more than I have. Anywho, still truckin’!One last thing is that I took a lot of those generic sort of MUSH commands that people expect which were mentioned above and put them into their own commands folder called ‘commonmux’ with a cmdset. The intention is that you can just grab that cmdset and import it into your default_cmdsets file. This contains the following commands: alias, alts, emit/pose/say (with language mixin), +finger, ooc chat, tabletalk/places, shortdesc, +staff, +who, +watch, page, +weather, and +note. I’ve run through the process of getting around ten-ish different Evennia installations up and running while installing those and the only problems that arise are related to the tabletalk/places commands and the language mixins with pose/say/emit. Those two rely on the pyreach characters and rooms typeclasses. I put in some instructions on what exactly you need to remove to get them to work, though! Goal being that it makes Evennia emulate the MUSH experience a bit better so people feel more comfortable with it.
-
RE: MU Peeves Threadposted in Rough and Rowdy
A request being “forgotten” for nearly half a year. Then going to a different game with completely different people and getting “forgotten” about again.

-
RE: Celebrities We've Lost 2026 Edition posted in No Escape from Reality
-
RE: Memorable Scenesposted in Game Gab
@Solstice said in Memorable Scenes:
@kalakh GarouMUSH, when an entire hive of giant hornets were corrupted and rampaging, and the only way to get them to stop was to kill the queen and smuggle out the uncorrupted queen larva, and my coward of a ragabash stealthing through the entire complex tunnel system, grabbong the queen larva and bolted like he was carrying a football and running for his life while being trailed by hornets while all the fighty types kicked ass outside of the hive.
I have the log of this posted, lol The world’s deadliest werewolf relay race.
RedwallMUCK, the entire earthquake event, rallying together with survivors to try to make sense of the disaster and plan what was going to happen next, with a bunch of people who really didn’t hang out together living in close refugee quarters, and the ensuing squabbles.
This is 100% my pick for RedwallMUCK too, particularly the winter. It was just an incredible amount of really fun RP that tumbled into an organic storyline that lasted for, uh. A few years, I think.
I’ve also used it as an example for when sometimes it’s really good to shake up the status quo of a game by just pulling the rug out from under it. Not always, not often, but when it works, it works really well.
I thought I had some specific ones for both GarouMUSH and Arx, but sitting and thinking about it, it’s hard to settle on just a few. I really enjoyed the character arc of what turned out to be my longest played character on GarouMUSH, a permanently base strength newly minted fostern Glass Walker metis who showed up in town answering the werewolf equivalent of a help wanted ad, discovered she was somehow the highest ranking person there, and was then told in no uncertain terms that if she was staying she was leading. Thus a wild, decade long rollercoaster where she effectively pig-headed her way from ‘bad at being elder of this crazy tribe’ to ‘not so bad at being elder of this crazy tribe’. When I put in a request for a Willpower learn, all I provided as a reason was ‘Is Glass Walker Elder’. I was told there could be no better justification.
I cannot possibly choose even a small number of stand out scenes from Arx, I had more fun RPing on that game than I have anywhere else. So I’m going with character arc again. Shard started as a mouthy, bitter little shit obsessed with getting revenge who hated every last little thing about Arx and the Compact. She was only a sellsword because she followed Audric, and she hated that too. I figured she was probably also going to follow Audric right into Team Evil as a means to an end, and thaaat…is not what happened. Instead she tripped from the wrong crowd into the right crowd when Audric told her to go ask Aleksei and/or Aislin about her mystery talisman.
Mouthy bitter murdering secret werewolf thief who wanted nothing to do with anyone ended up a reluctantly-royal werewolf leading the Red Wardens, who didn’t necessarily like most people but who was pretty dedicated to protecting them. I mean, she also kicked off the end of the world, so her definition of protecting people might not always align with everyone else’s.
-
RE: Memorable Scenesposted in Game Gab
@kalakh GarouMUSH, when an entire hive of giant hornets were corrupted and rampaging, and the only way to get them to stop was to kill the queen and smuggle out the uncorrupted queen larva, and my coward of a ragabash stealthing through the entire complex tunnel system, grabbing the queen larva and bolted like he was carrying a football and running for his life while being trailed by hornets while all the fighty types kicked ass outside of the hive.
@Herja Arx, Pretty much anything having to do with Sydney’s family, but definitely the final moments of Petraea hit me like a gutpunch, and having her lose one of the last little shreds of her family far more quickly than she expected to was absolutely gutting. The writing was on the wall that she was terminal, but having that timeline move up from ‘maybe a year or so’ to ‘this is happening today’ was just so shocking, and everything that played out in those last moments was just awesome to witness and be a part of. And really, what’s the point of having long hair if you can’t wail and scream and saw it all off in a moment of loss?
Let’s see…
PridesMUCK, finally taking revenge on the person who killed my character’s mother, only to find that vengeance was hollow and just made her feel empty and dirty.
RedwallMUCK, the entire earthquake event, rallying together with survivors to try to make sense of the disaster and plan what was going to happen next, with a bunch of people who really didn’t hang out together living in close refugee quarters, and the ensuing squabbles.
Super Robot Tensei MOO, when my taciturn, logical, and otherwise completely emotionally unavailable character was told that the former leader of the cult of personality that made her join up with the military that led to her being complicit in war crimes (yay!) was too useful to the faction she was a part of to have tried for his crimes or executed, and she just lost. Her. Shit. At the leader of said faction, snarled, cursed, cried, threw her ID badge on the ground, gathered her things, and was off the station and was off into the sunset by the end of the night.
…So, yes, I think I like my big melodramatic payoff scenes an awful lot, but I think that’s part of the joy of character dramas!
