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    Raistlin

    @Raistlin

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    Best posts made by Raistlin

    • RE: Pets!

      My cat, Veronica Mars, passed away Monday night. She was my special little girl for 17 years. My wife and I are devastated. There are no words to express how much we’re going to miss her.

      475438882_9449494388397074_450261101760192706_n.jpg

      posted in No Escape from Reality
      RaistlinR
      Raistlin
    • Marvel Multiverse Web Portal Stuff

      Not really anything about an actual game. I’ve just been laid up dealing with some health issues, and, for some reason, I find fighting with code relaxing. While I’ve been recovering, I wanted to see if I could do a web-based character generation and sheet for the Marvel Multiverse RPG in Ares. I’m pretty proud of it. It’s not 100% done but it’s in the final stretch, I think.

      Not sure what, if anything, I’ll do with it. Just wanted to see if I could.

      a5f70d93-8359-4bb7-8577-a5819a651606-image.png

      posted in Game Gab
      RaistlinR
      Raistlin
    • Fallout 2D20 Ares Web Portal

      It seems I code more than I RP anywhere, which makes me sad, BUT my group challenged me to see if I could do the Fallout 2D20 RPG for Ares. I think it came out pretty good. Sharing here because no one else I know would be interested or care. LOL 🙂

      87bc9477-d2f2-42fd-898d-7b873eda4053-image.png

      posted in Game Gab
      RaistlinR
      Raistlin
    • RE: Why MUSH?

      @Faraday For me, it combines aspects of several mediums into one. Specifically, I’m referring to Ares though most of this applies to other MUSH/X platforms.

      1. A centralized, persistent world where characters and RP are organized in one place, making it easy to find people and opportunities.

      2. Ways to create both public and private scenes that can later be easily shared and logged - keeping track of all the collaborative storytelling.

      3. Character profile pages with lots of character information including demographics, backgrounds, sheets, and galleries - all connected to the game world.

      4. Integrated dice rolls for games that use RPG systems, without breaking the flow.

      5. Easy integration with Discord for OOC communication while keeping IC stuff in the MUSH.

      6. Being able to save RP logs to build world and character history.

      Those are the big reasons why I prefer MU*s to other forms of online RP. I’ve tried forum RP and discord RP extensively and it just doesn’t hit the same for me. There’s something special about logging into a persistent world where everything you need for good roleplay exists in one connected space.

      posted in Game Gab
      RaistlinR
      Raistlin
    • Game Development: Modern Gothic Storypath System

      Looking for feedback on a potential game.

      2024 was rough for me, and I’m aiming to make 2025 better by getting back into the MU gaming scene as a GM. While reviewing potential themes, I’ve noticed some of my favorites (particularly Star Trek) might have limited player appeal.

      I’ve been considering combining modern Gothic horror with the Storypath System. Think World of Darkness/Chronicles of Darkness style gameplay, but without the associated complexities. It would offer a familiar theme with a fresh mechanical approach.

      I’m planning to host this on Ares since traditional MU environments don’t fit my schedule anymore - can’t commit to those lengthy single-session RPs these days. The good news is I’ve already implemented character generation through the web portal. The core mechanics are in place; we just need to develop specific Edges and powers.

      One of Storypath’s strengths is its flexibility. Converting WoD/CoD abilities should be straightforward, and we could easily create custom powers too. This would give players extensive character creation options.

      The setting and some theme elements are still in development. I’m mainly wondering if this concept would interest people? All the Storypath System information would be readily available on the wiki.

      Would love to hear your thoughts or suggestions!​​​​​​​​​​​​​​​​

      posted in Game Gab
      RaistlinR
      Raistlin
    • RE: The 3-Month Players

      I often struggle on “older” games because there just aren’t many ways for new players to find RP with the established crowd. Cliques have formed, RP circles have popped up, storylines are already rolling…and I find myself stuck trying to break in. I’ll make a character, maybe do one or two random “coffee shop scenes,” and then just stop logging in because nothing clicks.

      I really dig games that give newbies a natural in with older, more established characters. Star Trek works great (getting assigned to a ship, base, or Starfleet Academy), school-based games too (Hero High, Supernatural University, etc.), and super-hero games (with their teams or those built-in relationships between FCs we can lean on).

      I obviously don’t speak for all new players, but I don’t think I’m some special snowflake here. I bet tons of new players hit these same walls. Maybe this is why so many MUSHes fizzle out after a few months - they don’t solve the “new player integration” problem.

      posted in Game Gab
      RaistlinR
      Raistlin
    • RE: AI In Poses

      AI detectors make me twitch because they don’t actually detect AI. They can’t. What they really do is look for patterns in the writing, like how smooth and predictable it is. Clean sentence structure and sensible word choices. Things like that. Ironically, the better your writing is, the more likely a detector is to call it AI.

      My honest suggestion is this: if you think someone is using AI in their poses and you don’t like it, treat it the same way you would any other RP issue. If you don’t enjoy their writing for whatever reason, stop RPing with them. You’re not obligated to RP with anyone.

      posted in Rough and Rowdy
      RaistlinR
      Raistlin
    • RE: Game Development: Modern Gothic Storypath System

      Posting here helps motivate me so here is the Theme file I just finished for the game. 🙂


      Welcome to Dark City, where reality wears a cracked mirror’s smile.

      Beneath the fluorescent glare of modern life lies another world—one where ancient horrors have adapted rather than faded. Here, Gothic spires pierce the sky between glass-and-steel towers, their shadows stretching like grasping fingers across urban sprawl. The sun seems perpetually filtered through a veil of gray, as if something vast and unseen drinks its light.

      This is a world where monsters have learned to wear designer suits and send emails. Vampires don’t merely lurk in abandoned mansions—they sit on corporate boards and swipe through dating apps seeking their next meal. Ancient fae bloodlines thread through family trees like poison ivy, their gifts manifesting in board rooms and back alleys alike. In forgotten university basements, forbidden sciences mesh with eldritch sorceries, bringing forth abominations that defy both natural law and modern medicine.

      Hell itself has gone digital. Demons no longer need to break through—they slip through the cracks in our technology, turning social media into soul markets and smartphone screens into portals of temptation. The old rituals haven’t died; they’ve evolved, finding power in the patterns of modern life.

      Every city has its dark reflection here—a twilight realm where gargoyles peer down from art deco facades, where elevated Metrorail tracks cast serpentine shadows that writhe with whispered curses, where gentrified neighborhoods hide covens in coffee shops. Missing person posters fade on rain-slicked walls while security cameras capture glimpses of impossible things. Blood bonds are sealed with electronic signatures, and ancient prophecies are encrypted in blockchain.

      This is a world where the old darkness has learned new tricks, where gothic horror wears modern clothes but its heart beats with ancient malice. In Dark City, every shadow holds secrets, every connection conceals betrayal, and every truth masks a deeper deception.

      Welcome to the modern gothic. Welcome to a world where the monsters have adapted, but never truly changed. Welcome to Dark City—where the darkness has always been waiting, and it knows your phone number.

      posted in Game Gab
      RaistlinR
      Raistlin
    • RE: Game Development: Modern Gothic Storypath System

      Progress is moving forward, even if it’s not as fast as I’d like. I’ve got two alpha testers helping me refine character generation and develop the powers and abilities system.

      I wanted to share the setting file I just completed. I chose Miami as our location - I love the contrast between its sunny, vibrant atmosphere and the dark, Gothic elements we’re weaving in. Plus, having watched Dexter, I already knew the city had potential for the kind of atmosphere I’m going for.


      Miami in Shadow

      Here, the Magic City takes on a darker kind of sorcery. Neon still bleeds across Ocean Drive, but it illuminates gargoyles perched on Art Deco facades, their wings spread against the subtropical night. Palm trees cast serpentine shadows across streets where colonial-era carriages share lanes with gleaming sports cars, and nineteenth-century Gothic spires rise between modern condominiums like dark teeth against the perpetually storm-threatened sky.

      This Miami writhes with impossible architecture. A Romanian castle, transported stone by ancient stone, looms over Brickell’s financial district. Venetian-style canals cut through Coral Gables, their waters black as ink under moonlight, while Little Havana’s streets host processions that blend Santeria with rituals far older and darker. In Coconut Grove, Spanish moss drapes from banyan trees like funeral shrouds, concealing paths to places that shouldn’t exist.

      The heat remains oppressive, but now it carries the weight of ancient curses. Hurricanes approach the coast like conscious entities, their eyes holding actual malevolence. The Everglades encroach upon the city’s edges with increasing hunger, its waters concealing more than just alligators. On South Beach, beautiful predators stalk through endless nights of pleasure and horror, while in Wynwood, street art writhes with hidden meanings and graffiti spells.

      This Miami’s Cuban coffee is served in cups lined with prophetic grounds, and the cafecito windows sometimes open into other realms. Santeros work true magic in back rooms, while demons negotiate souls in Brickell’s glass towers. Luxury boats in the marina belong to creatures that haven’t been human for centuries, and the cruise ships departing from Government Cut sometimes return with none of their passengers—or worse, with all of them changed.

      In this Miami, every neighborhood tells a different horror story. Vizcaya isn’t just a museum but a living monument to dark bargains, its gardens maze-like and hungry after sunset. The Metrorail rattles through the darkness like a ghost train, stopping at stations that appear on no official map. Little Haiti thrums with power that makes colonial vampires tremble, while Overtown’s historical wounds birth new monsters from old injustices.

      This is Miami seen through an obsidian mirror—where the subtropical heat bakes ancient cobblestones, where Gothic spires pierce a sky heavy with Caribbean storms, and where the city’s famous diversity encompasses creatures from every dark corner of folklore and nightmare. Welcome to Miami, where the darkness dances salsa and the monsters wear guayaberas, where every sunset might be your last, and every Cuban sandwich might be sealed with a blood oath.

      posted in Game Gab
      RaistlinR
      Raistlin
    • RE: Game Development: Modern Gothic Storypath System

      The first round of character generation went well. No hiccups. Got some notes that I’ll work on over the next day or so. Looks good, though. I’m pretty pleased. Thought I’d attach an image of what the character sheet looks like via the web portal.


      d6d30c95-adb7-4101-b676-2e8ac0ed37ba-image.png

      posted in Game Gab
      RaistlinR
      Raistlin

    Latest posts made by Raistlin

    • RE: Freeform or Systems?

      @Pyrephox I highly recommend Legend in the Mist. It’s light- to medium-weight and very narrative. My group now uses it almost exclusively, regardless of genre. We’ve used it for fantasy (both horror and more traditional), sci-fi (Star Wars and Transformers), and as a replacement for WoD. The best thing about it is that most of these “hacks” require little to no work. The most we did was add more “might” scales for Transformers to represent the huge difference between humans and robots.

      posted in Rough and Rowdy
      RaistlinR
      Raistlin
    • RE: Freeform or Systems?

      I guess I’m the oddball, because I almost think it works best the other way around. I don’t really care for freeform in superhero games, but I think it can work well in other genres. I know freeform is the standard for superhero games, and has been for 30+ years, but given the huge power disparities in those games, I’ve never been a massive fan of it.

      I think some of that can be mitigated with a rating or benchmark system, but I’m not a big fan of straight-up narrative traits.

      I do think it could work better in lower-powered games, though, like Star Wars. Even then, I’d still want some kind of rating system, even if it’s narrative in nature(novice, expert, professional, that sort of thing).

      I’m also an RPG system nerd. To the point where I’ve coded up numerous web-based systems for Ares for no other reason than to see if I could do it. I like RPG systems because character sheets give you a ton of information about a character at a glance. They also provide a neutral way to arbitrate conflicts and similar situations.

      I also think mechanical systems give a game a useful tool for keeping things “even,” or as close to even as these things can get.

      posted in Rough and Rowdy
      RaistlinR
      Raistlin
    • RE: What's up with the two Age of Heroes games?

      @catzilla Ah. Well, for what it’s worth, I think it’s totally doable. I think for Star Wars, it might even be beneficial, since most RPG/mechanical systems struggle to balance force users and non-force users.

      posted in Rough and Rowdy
      RaistlinR
      Raistlin
    • RE: What's up with the two Age of Heroes games?

      @catzilla There’s a Star Wars game out now that uses traits. I don’t play there but not because of the system they use. I think it could work very well. You can check them out at https://swdarktimes.com/

      posted in Rough and Rowdy
      RaistlinR
      Raistlin
    • RE: What's up with the two Age of Heroes games?

      Wild Talents is fun. It certainly embraces the wild part of the title.

      posted in Rough and Rowdy
      RaistlinR
      Raistlin
    • RE: What's up with the two Age of Heroes games?

      RE: System for OC Game. Heads up, this is kind of stream of consciousness, so it’s long and rambly. Sorry in advance.

      I’ve thought about running an OC game for a long time. I actually ran one ages ago called Sovereign City, back in the Mutants and Masterminds 1E days. Superhero MUs have been my main source of RP for most of my MUing life (since the mid-90s), and most of that time was on blended-universe games. For whatever reason, those just don’t do it for me anymore. I get why they exist and why they’re popular. I just can’t bring myself to play on them these days.

      So I keep coming back to the idea of running the game I want to play. The problem is, I’m not sure anyone else would want to play it. Modern superhero comics don’t really grab me either, so if I ran a straight canon game, the canon would basically be the 1990s bumped up to modern day, with some tools bolted on to fold in characters who’ve shown up since. And my worry is that would appeal to exactly one person: me.

      The natural fix is an OC game where players can run pastiches of canon characters or build their own. But then I start thinking about all the problems that come with that, and the big one is: what system do you even use?

      I firmly believe the bar to entry for any game should be as low as possible. That alone rules out most of the RPGs I actually like (Champions and Heroes Unlimited are two favorites). I’m also not sold on narrative traits for an OC game. You either get the player who doesn’t explain nearly enough, or the one who explains way too much, and somehow both lead to the same problem: wildly different ideas of what that write-up actually means in play. That kind of system works fine for FC games, where you can glance at a character and go, “Oh, I know what they can do.” But on an OC-only game, I think it’d be a nightmare. I picture staff spending more time refereeing arguments over whether a character can do this, that, or the other thing than actually running scenes.

      So, long story short: if I were starting an OC game today, what system would I use? Two ideas:

      A hack of Aberrant 2nd Edition. I’m a big fan of Aberrant 2E. Well, parts of it. I’d gut the whole nova tech section, which I find basically unplayable. But strip it down to the core system and powers and it’s a pretty slick setup.

      A hack of Legends in the Mist. This is my current favorite RPG. For anyone who doesn’t know it, it’s an evolution of City of Mist, which itself grew out of PbtA. You get four themes, each with a “might” scale (I’d probably use 5 or 6 for supers). Each theme has 4 Power Tags and a Weakness. That’s it. It’s very narrative, very flexible, and the bar to entry would be nice and low.

      Anyway, those are my thoughts. I love the idea of an OC game. I just keep getting hung up on actually pulling it off.

      posted in Rough and Rowdy
      RaistlinR
      Raistlin
    • RE: What's up with the two Age of Heroes games?

      @Raistlin One of them is. They’re working on it behind the scenes.

      posted in Rough and Rowdy
      RaistlinR
      Raistlin
    • RE: What's up with the two Age of Heroes games?

      There is no tea. It was just a weird and unfortunate coincidence.

      posted in Rough and Rowdy
      RaistlinR
      Raistlin
    • RE: WoD: House Rules

      It’s kinda funny, I was just talking to someone who was thinking of doing a Chronicles of Darkness game using just the CoD core rules and directly related sourcebooks. The focus would be on mortals, and psychics, and any other supernatural things they’d allow would use Dread Powers or something.

      I thought it was a neat idea. Gives people a recognizable system but still gives it a fresh coat of paint.

      posted in Game Gab
      RaistlinR
      Raistlin
    • RE: When is the last time you played?

      I play every day. It’s all thanks to Ares. If it wasn’t for the web portal and async scenes, I’d likely have been forced to leave the hobby.

      posted in Game Gab
      RaistlinR
      Raistlin