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    MU Peeves Thread

    Scheduled Pinned Locked Moved Rough and Rowdy
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    • MisterBoringM
      MisterBoring @Ominous
      last edited by MisterBoring

      @Ominous said in MU Peeves Thread:

      I’d prefer a system where you set a skill or two that’s being worked on by the character, and, after some time, maybe with some random elements, it increases.

      One of my RL friends is currently working on a tabletop RPG where the players are androids who are the only beings on a space station after a mysterious event kills all the humans, and advancement comes in the form of software updates being transmitted from a satellite light years away, so you build this little track of advancements in the order you want them, and every time a cycle happens (a nebulous in game unit of time that represents some level of narrative motion), you check a box in the top most item in your track. When it fills with checks, you add it to your sheet and start checking the next item. He’s working on some mechanics for rearranging the queue, but so far it’s been pretty fun the few times we’ve met to test it.

      Proud Member of the Pro-Mummy Alliance

      O 1 Reply Last reply Reply Quote 0
      • O
        Ominous @MisterBoring
        last edited by Ominous

        @MisterBoring It sounds a bit similar to some of BRP’s games. Every time you fail a roll in a skill, you out a check by that skill. At the end of the adventure, you roll those skills. If you fail, the skill in increases by 1d4+1 points. If you succeed, it increases by just 1 point.

        For MUSHes, I feel like my system makes sense. Since skill increases are incremental, you don’t have that scenario where a PC had a 2 in a skill one day, and a 7 the next. It also assumed the character is working on whatever skill(s) during the time that the player isn’t actively playing them, thereby benefitting people who aren’t super popular or have to play 16 hour a day for bunches of xp.

        Ceterum censeo Carthaginem esse delendam

        TaikaT 1 Reply Last reply Reply Quote 0
        • TaikaT
          Taika @Ominous
          last edited by

          Late to the game, but I don’t mind cooldowns on xp spending so much. I just wish the cd’s came with pop ups or notifications that would tell you when that cd was done.

          1 Reply Last reply Reply Quote 1
          • S
            Selira
            last edited by

            Even rping a full scene over the course of a whole day, actively focused, via text, is going to account for what would maybe be two hours of conversation irl, max.

            This means that even the most active characters almost certainly are doing things offscreen. Let people spend their XP how they want, when they want, on what they want.

            1 Reply Last reply Reply Quote 6
            • AposA
              Apos
              last edited by

              When designing any MU system, it’s absolutely critical that you ask yourself what implementation is far and away the most punishing to anyone with ADHD and makes them feel unwelcome, in order for for you to address a problem that doesn’t really exist and to police someone that you made up in your head.

              It’s the MU standard.

              1 Reply Last reply Reply Quote 7
              • AutumnA
                Autumn
                last edited by

                My lukewarm take is that if you are running a game that’s strongly focused on narrative, and if a player is buying something that has narrative significance, then asking them to show some of the impact that learning or gaining that thing has had/is having on the character’s life is … reasonable.

                Of course ‘narrative significance’ is one of those slippery things that will be different for every game. If you’re running a modern game then ‘learning how to drive a car’ is probably not something of ‘narrative significance.’ If you’re using a 1-100 skill system then going from 5 points in Toaster Repair to 6 points is almost certainly not something of ‘narrative significance.’ In pretty much any game there’ll probably be a ton of things that don’t meet that standard, and which the game shouldn’t bother to ask for much if anything from the player in order to get. Some games probably don’t have anything that qualifies as having ‘narrative significance’.

                And yes, some schemes for gating narratively significant things are better or worse than others. Yes, if you’re going to do that then it’s a good idea to make it as user-friendly as possible and to have accommodations for players who are in time zones that don’t intersect with staff’s or for whom the system as written doesn’t work out for some other reason. I agree with all that!

                Still, I don’t think it’s unreasonable for – and I’m picking a deliberately over-the-top example here – staff to tell Luke Skywalker’s player, “No, sorry, you can’t buy up all your Jedi powers without at least some of the learning process happening onscreen.” Of course I’m not saying that that’s one and only right way to do it it – if you want to run a game where Luke can just buy Telekinesis whenever he wants to, then sure! Run with it. But it doesn’t seem inherently crazy to me to do it the other way round.

                CoinC KestrelK 2 Replies Last reply Reply Quote 1
                • CoinC
                  Coin @Autumn
                  last edited by

                  @Autumn

                  My take is: if staff is going to impose certain gating tactics when it comes to the expenditure of XP, then it is staff’s responsibility to provide the chance and situation necessary to everyone, actively.

                  If you don’t wanna do the work, don’t apply the restriction.

                  In Occam I trust.

                  AutumnA 1 Reply Last reply Reply Quote 5
                  • AutumnA
                    Autumn @Coin
                    last edited by

                    @Coin I don’t disagree.

                    1 Reply Last reply Reply Quote 0
                    • KestrelK
                      Kestrel @Autumn
                      last edited by

                      @Autumn

                      An idea I’ve been toying with is more of a carrot over stick approach, because I actually tentatively agree with you that stat/skill point-based systems can often incentivise approaches to progression that feel a bit silly.

                      But I feel that players often don’t respond well (myself included) when there’s a lot of restriction. I mean even knowing myself, if I’m playing in a game where something is on cooldown to prevent overuse, it will actually incentivise me to immediately do it on cooldown, when maybe without that cooldown I would’ve happily waited a lot longer than the cooldown period for story/realism, most of the time. The cooldown makes me feel like I have to do it ASAP regardless, so I don’t miss out down the line. So, by trying to hold off the worst players, I think it often actually brings more normal players up to their level and discourages a more intuitive, story-focused approach to that kind of decision-making.

                      The idea I’m workshopping right now is to have in parallel both a more conventional progression system (get XP, spend XP, progress) alongside free, event-based skill distribution.

                      So, if you don’t want to attend events, and just wanna up your strength one point a week, go ahead. But alternatively if you attend a training montage event at the dojo, staff reading the logs may just toss you a +1str that week as a freebie recognition of the RP you’ve been doing. With lower frequency and less guarantee for those sorts of casual social events, but a more explicit expectation for big season finale type events and boss fights.

                      Ideally my hope is that maybe people will stress less about the progression-over-time aspect if they know the story will organically reward them with progression that reflects their RP. But also keeping the more conventional progression track for people who either can’t or just don’t want to always feel like they need to prove their progress in public scenes, albeit a little slower.

                      AutumnA 1 Reply Last reply Reply Quote 2
                      • AutumnA
                        Autumn @Kestrel
                        last edited by

                        @Kestrel Your comment about them being an encouragement to buy things up immediately when you have to wait for the cooldown anyway is spot on. In every game I’ve played that had cooldown mechanics I can remember people engineering their purchases and their XP totals to make sure they could drop the request as soon as <thing> came off CD, regardless of whether it made sense in the context of what their characters were getting up to in game.

                        I admit I’m not a fan of cooldown mechanics generally, but I also don’t play a lot of games that have a highly granular progression system like the one you’re describing, and they may be a better idea where raising Strength 1 point a week for ~3 months is a plausible thing for characters to do. It feels like a strictly mechanical gating might be the more practical sort in that situation, where probably 20+ characters are all raising at least one thing once per week, or more if the XP gain rate permits it – anything dependent on staff to review and OK those 1-point-per-week gains seems as though it would very quickly devolve into either rubber stampery or staff madness, maybe both.

                        I do think that if you’re going to do extra progression for appropriate RP, you may want to have some sort of randomized scheme to determine if it occurs, just to deflect any potential accusations of “well, of course staff always give a point to X, they love that player” … which there probably will be anyway.

                        1 Reply Last reply Reply Quote 2
                        • hellfrogH
                          hellfrog
                          last edited by

                          If you don’t want people buying skills mid-event in order to increase rolls, just make a rule about that. You can’t do an xp spend to buy a skill that has already been called for by a gm.

                          If you want people to justify their xp choices with rp logs or something, well - stop. It’s not reasonable.

                          fr fr
                          (she/her)

                          JennkrystJ 1 Reply Last reply Reply Quote 3
                          • JennkrystJ
                            Jennkryst @hellfrog
                            last edited by

                            @hellfrog said in MU Peeves Thread:

                            If you want people to justify their xp choices with rp logs or something, well - stop. It’s not reasonable.

                            Depends on the system. Raising PUNCH, sure. Gaining an ENTIRE ARMY with Followers? Maybe a log about it.

                            Mummy Pun? MUMMY PUN!
                            She/her

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