Secret Society

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  • RE: Arx

    @hellfrog said:

    I thought the premise was that it was a small (ish) population in a sealed city that was just opened up to the post-apoc world. In-city empires? Nations?

    Thank you, let me explain a bit. So what I’m doing now is posting lore introductions for different starting areas, from the angle of an unreliable narrator for different areas.

    Mechanically, a new player making an OC character would select a region, and from there they can select a different Beginning from the different cultural groups available, and some of these could have very dramatically different starting stories (like playing a member of an oppressed group within a culture).

    Arx as a city has been cut off for a thousand years (from their perspective), and now the world is open for them to explore.

    The other starting areas are different realms that have risen up since the most recent apocalypse. There is Luxen, Umbros detailed above, and then we have three others: Inferna, Ariwn, and Aythirmok. Past that, there’s several neighboring powers that won’t have CG available initially, but will open up later- Blighton, Jadairal, and the Southern Compact.

    One significant mechanical difference from Arx will be a replacement for clues in our Codex system, which largely has all the IC knowledge that a character has. So if someone has specific cultural knowledge to their starting area, they would start with that in their Codex, and something shareable to other characters, and something they could research further as they delve into histories.

  • RE: Arx

    I thought the premise was that it was a small (ish) population in a sealed city that was just opened up to the post-apoc world. In-city empires? Nations?

  • RE: Arx

    The Umbral Empire

    “One stands before us in Durance. Speak thy name and testament.”

    There are several folktales taught to children that are unique to the Umbral Empire. The first is a type of tale where an individual is offered countless dangerous opportunities, and thinking themselves prudent and wise, decline to run reckless risks. These tales always end with the utter destruction of the individual and all they hold dear, chastising them for their foolish failure to be bold and gain what was necessary to prevent disaster. Similarly, other children’s tales emphasize the importance of never mocking another’s failure if what they tried was daring enough, or how shameful it can be to gain great success without ever running risks.

    It comes as little surprise to outsiders that there is no greater cultural insult than to call a peer of Umbros a coward. It does, however, come as a significant surprise that the insult is almost unheard of, because gloryhound risk taking is so deeply ingrained, that if a peer is failing to act on something opportune but dangerous, it is just assumed that they are restraining their natural inclinations to try regardless of consequence and forcing themselves to wait for slightly better odds.

    There is a constant tension in Umbros that is never truly reconciled. Deep responsibility to Houses whose continued survival very much depends upon their protectors continuing to draw breath, versus the constant need to run greater and greater risks to gain glory and strength to guarantee the success of those same Houses. To any that would bemoan that, there is a common saying in the Empire that if one finds the crown heavy, another would happily bear it.

    “Dare Greatly.”

    Modesty, as a notion, is not overly prized as a virtue inside the Empire. If one has a strength in any arena and in any form, it should be flaunted. This combined with an intensely daredevil culture can result in extremely predictable conflicts, and some cultural traditions have arose to slow the constant churn and bloodletting between the best and brightest of Umbros’ rising talent. Duels are more restricted than most would expect. While all take place in magical rituals to restrict the degree of collateral damage, it is an immense loss of face for a challenge to take place except between peers. And ‘peers’ have a more restrictive meaning in the Umbral Empire than in the peerages of the other realms: it is not noble blood alone. One is considered a peer of the Empire if, and only if, they are a blooded member of a noble family and have magical talent. The latter is considered far more important, and is a strict requirement in voting for the Tannistry. It is customary for the Gifted visiting Umbros to be given courtesy noble titles in address.

    The need to cultivate the relationships between Peers and their houses finds an emphasis on social events that those outside of Umbros often find excessive and frankly exhausting. Masquerades serve a particular role in Umbros, where it is understood that many can recognize precisely whom they are interacting with, that those under exile are tolerated with a polite fiction of anonymity, but one can spend a pleasant evening with those whose situations would be materially improved by marrying them, murdering them, or frequently both.

    Those perplexing social events serve an important function in that it is given to the Peers to cultivate as many allies as reasonably possible among other Gifted, as it is commonly accepted that one trying to go about their Durance alone is nothing more than a particularly self-indulgent way of committing suicide.

    “Return puissant.”

    More peers of Umbros are invited to Shroudwatch Academy than any other group, a source of not inconsiderable pride in the Empire, but the reason is not necessarily indicative of overwhelming natural ability. It is understood, of course, that it is far more likely to be Gifted if one’s maternal bloodline has magical talent. But the likelihood of one manifesting magical talent is tied inseparably to moments of great personal risk, intense danger, and all too often trauma.

    It is expressly forbidden to have children in arms, strenuously enforced by all the realms of Catenys after some infamous and rarely-spoken incidents. But Umbral noble houses tend to not be overly concerned with the safety of their scions, and increasingly hope that life-threatening situations awakens ability in them. Betrothals between noble houses are generally of a shorter duration, as one would neither guarantee that a noble still be among them in the following years, nor would they imply that they would ever do the self-defeating notion of attempting to keep them out of harm’s way. Longer betrothals, in the rare cases they happen, are taken as a sign of immense confidence in the capabilities of those involved to not die despite whatever reckless behavior they chase.

    Safety, it is said, is a price they are unwilling to pay.

  • RE: Mu* and history and time

    I’m not really a MUSHer, or at least I wouldn’t describe myself that way, but I do consider myself a part of “this hobby”. I would more broadly consider myself a text-gamer or a MU*er. I’m making that distinction since the OP focuses mostly on MUSH history. I’ve played MUSH and happily would again, but it’s not the main kind of text-game I play.

    So with that perspective in mind, I don’t think this hobby will ever really be consigned to the annals of history, because I think that text-games scratch a very specific itch that no amount of graphics can ever fully replace. They used to be more popular before graphical games took over, but the people who still play them now are those who actually always liked the genre just for what it was, not simply because it was all we had available.

    What may happen (and has already been happening for a very long time) is that it evolves, and I think that’s fine, and good, and not a tragedy. It’s why I don’t really call myself a MUSHer. There are many other kinds of games that fulfil the same function that MUSHes do.

    In terms of preserving history, I think that what would interest me most would be any kind of effort to try and trace the history of that exact evolution. From the first game that called itself a MUD, to the first game that called itself a MUSH; to authors and academics who’ve tried to write about the hobby in various ways, to varying degrees of success; all the major forums and websites and chat servers where fans of the hobby have congregated, even major schisms like the the MSB/BMD split; various controversies over the years like MUDs with exploitative business models, plagiarism and copyright allegations, child-safety concerns, GenAI, attitudes towards played-bys, art commissions, accessibility awareness; PvE vs PvP perspectives, and other game design philosophies; MU* taxonomy, clients, engines, and ways the genre has shifted over time from exclusively text-based to incorporating graphics.

    I think this would be beneficial because despite how fractured the hobby is, it’s a lot larger, historied, and interconnected than many people realise. MUSH players could benefit from learning more about alternative mediums like RP-focused MUDs, and vice versa. There’s so much multi-directional influence that many people, including myself, aren’t aware of. (I literally don’t know what a MOO or MUCK is.) Maybe an effort to catalogue that kind of history could encourage more cross-pollination, and invigorate the hobby.

    The day-to-day stories that were lost, I personally care less about. Books are infinite, stories are infinite, but maybe this thread has inspired me to think more about ways the history of the medium itself could be preserved.

    As for the last question, I’ll be honest: I’ve definitely spent more time in specific corners of this hobby than was beneficial or healthy for me, but I don’t regret my participation altogether, and will continue to participate.

  • RE: RL Peeves

    Most of my peeves these days are AI related, here’s another one:

    I hate that I’ve stopped using em-dashes even when they’re objectively the best punctuation choice in a sentence, and that I’ve mindfully changed my intuitive writing style, in order to avoid being interpreted as AI.

  • RE: MU Peeves Thread

    The OOC TS boundary crossing(which btw, is obscenely gross nightmare nightmare nightmare) matter kind of reminds me when I first started doing YouTube a couple years ago(I’ve since left, drama commentary has become a cesspool nightmare with perpetual feud between Ethan Klien, Hasan, and Destiny and oh my god I do not care enough to go into it further than that I learned far more about those three than I wanted to and all of it was against my will), but more to the point.

    One of the first YouTube dramas that I somehow got involved in was some ‘Gooning in VC’ shit. To make a very long story short(and all YouTube drama are incredibly long winded I’ve since learned), shortly before I started appearing on streams, I was a mod for another YouTuber. Two OTHER mods apparently had this thing where they would get freaky in public Discord when it just the two of them. To the point that one bought the other a Love Sense(look it up, I’m not describing it to you but I feel like you can draw your own conclusions).

    Suffice to say, the YouTuber who I modded for and eventually became friends with, found this both hilarious and infuraiting, making an entire stream about a drama that happened in his own server.

    And sidenote, this was not the last time those two names were mentioned.

  • RE: New Game Musings

    @Nynrose said:

    @Raistlin Linda and Elio - who worked with GRR Martin on his world compilation book and the TV Show, have the only author approved MUSH for the Game of Thrones world.

    Nymeria

  • RE: Mu* and history and time

    @Faraday said:

    Lol now I kind of want to write a book about the history of MUSHes, even though it would basically only appeal to the tiniest of audiences.

    Once upon a time in 1978 Trubshaw and Bartle made a MUD. The world sort of all went downhill from there…

  • RE: Real Life Struggles/Support/Vent

    Wisconsin let me the fuck down yesterday. It had one job. Whatever, I’m drinking myself into oblivion, because that’s what Sconnies do.

  • RE: Mu* and history and time

    @Faraday If you don’t have a Jill the Guest or a Bane section, I will riot.