MU Peeves Thread
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@Gashlycrumb said in MU Peeves Thread:
when people left their houses and businesses stayed in place to be sold/rented out again. Buildings didn’t just disappear, but there weren’t that many empty ones either and I sort of hoped that the PCs might fight over some of the best houses in the city.
From a game design perspective, this works better if there’s a concrete economy rather than the usual abstract ones that are representative in most MUSHes. Not sure what type of game you were running, but something with discrete numbers to represent your characters’ cold, hard cash makes this more worthwhile. Systems like WoD, GURPS, and others that have a merit/perk/boon referring to wealth flatten the experience since there’s a lot of room between (in WoD) Resources 2 to Resources 3. That could be a small luxury apartment or a nice rental house in a not-so-rich part of town.
Same with resource trading. Most smuggler or equipment-provision characters in abstract wealth games don’t have any real mechanical function, as you can usually just buy stuff up with your Resources background/merit/whatever in your own stockpile so long as it doesn’t require additional skills or black market connections or something.
I’m going to mark my own MU peeve and say that resources and equipment house rules always fucking suck. The worst options are deeply reactionary (buying mundane equipment with XP to keep your thumb on the players), but even the best ones become super weird. If you have 2 dots of resources worth of stuff to buy every week or month, I always feel like I’m wasting it if I’m not getting new stuff.
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@somasatori said in MU Peeves Thread:
The worst options are deeply reactionary (buying mundane equipment with XP to keep your thumb on the players)
Referencing any games in particular there, Soma? >_>
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@Pavel said in MU Peeves Thread:
@somasatori said in MU Peeves Thread:
The worst options are deeply reactionary (buying mundane equipment with XP to keep your thumb on the players)
Referencing any games in particular there, Soma? >_>
No, no, not at all
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@somasatori Yeah, I hate abstract economic systems as well. Fluff needs crunch to support it. Without the crunch, it’s all just “I shot you with my laser. Nuh-uh, because I had my laser deflector field up!”. The only abstract money I have been somewhat OK with was based on cascading dice, where items had a cost and you had to roll over the cost with the die your current money die. If you failed, you still bought it, but you dropped a die size. If it was impossible to roll over the cost (so costs equal to or higher than your current die size), you simply couldn’t buy it. It made you somewhat take into consideration the economics of things. “Hmmm, I have a d10 money die. Do I want to risk buying that cost 8 item?”
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@somasatori Yeah, I very much see your point.
Since the game was low-fantasy medieval-stasis setting, getting the best house in the city would have more to do with status than money, and the reality of housing shortages in a walled city was something more worth representing. Or so I felt. Not that it ever actually mattered.
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@Gashlycrumb said in MU Peeves Thread:
the reality of housing shortages
I’ll have to make a note to include that when I launch my Vampire the Masquerade: Sydney by Night game.
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has anyone ever ghouled a kangaroo? serious question
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@Pavel Would it be fun in that context?
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@Gashlycrumb Well, it’s not fun to live it.
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The real problem with WoD Austrailia is that WoD is supposed to be real world bads turned up to 11, and Austriailia is already a giant ‘kill all humans’ zone, so when you turn that up to 11…
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This makes me think of a setting where the various WoD Spheres have to band together to fight encroaching cosmic horrors and the occasional Kaiju that gets lost on the way to Japan.
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@MisterBoring If I ever un-retired it’d be for something silly and laughter-oriented like that.
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@MisterBoring I don’t play WoD servers, but I would play that.
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@tsar said in MU Peeves Thread:
MY GOOD FRIEND @Nilli was more into descing out spaces, so she went ahead and did I want to say like 3 rooms per city state. And they’re, I think pretty classic MU hang out spots.
Late jumping into this convo, BUT! With tsar’s game, I thought it was important that the different city states had their own feel. So the 2-3 rooms I built per area are meant for
vibes
more than an accurate representation of what all is available in each space. Because this is pretty much what I want out of a grid, rather than a complete spread of every rp spot available and then some.
I kind of assumed not everyone would read/remember enough to know which city state to go to if they want a grungy bar vs a fancy bar, so built just enough to point them in the right direction. Or, that was the goal anyway. Time will tell!
(There is also exactly ONE room I expect no one to RP in but stuck it there in case we wanted the grid to be walkable. I eagerly await the day someone proves me wrong and does a scene there though.)
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@Nilli #goals