The key thing about magic systems is making sure they are as balanced (or not) as you want them to be, and that the documentation is accessible to all so that nobody is getting the wool pulled over their head.
In some cases Magic is by it’s very nature not balanced at all, and then you have to worry about wether or not you need to restrict it, or just assume that all PC’s are capable of it due to being special, as they are PC’s, or how you’re going to piss off the have nots.
It really is something that needs to be baked in at the ground level so that the system is accounting for it.
You do have a point about RPS strategy that I hadn’t considered, so perhaps having the command be a bit more interactive so that each player inputs their choice.
If it only ever runs one game at a time, you can run it so you rps <choice> and it creates a data attribute on an object. If you’re the first player, it stores your data and emits something about “waiting for 2nd player…”
If it already has one DATA-* attribute, then it knows you’re the second player, and it resolves the match, emits the resolution, and wipes the data.
If it already has two DATA-* attributes, then it is broken. 😄
I think this is more of a system question and less of an XP question.
If the system doesn’t make each point of a skill matter that much, then it will very much be a generalization gambit. I have a custom homebrew system that generally incentivizes spreading out points early on so that you can live long enough to specialize. Though the diminishing returns is high, each point of growth, in this system, is so significant that a person with 2 points in something will very often lose to someone with 3 points in it. And since lots of strategy appears in both social and combat situations to navigate you toward which skills you’ll be using in those rolls, the person who plans and implements well, can lean on their specializations more often.
I generally think that most of the classless systems generate more generalized characters because you don’t know what ‘situation’ you’ll be in on a MU*. In TableTop I’ve never been in a game where anyone was a generalist like we see online, even to hundreds of karma later type situations, or multi-year long campaigns.
On MUs, it’s system choice that will do this for you, keeping XP limited so you can’t just buy everything, and maybe having steps that matter when you achieve certain progression levels. These would all be very system dependent, so no one answer fits each situation.
@farfalla Oh my god I invented a weird ritual about this where I had to hold my breath after deleting letters because if I could type those letters before I ran out of breath they would come back to life. I had no idea anyone else did this!
Btw, if anyone does feel inclined to read the whole privacy article, I’d love to know if there were any lingering questions, any bits that didn’t sound quite right, if you think it’s too verbose and prefer the tl;dr; summary version above, etc. This is important to me, so I want to make sure it’s clear. Discuss here, in PM, on the Ares forum, carrier pigeon, whatever.
I probably should not have attached a label to it. I don’t think I truly understand the nuance between the various flavours. I’ll do my best to describe the end goal.
What makes a game one or the other can be pretty arbitrary imo, and I do think there’s sometimes a bias here as to the difference that isn’t necessarily shared with the rest of the hobby.
Arx has as many coded systems as some RPI MUDs, for example, but they call themselves a MUSH. It’s a pretty hazy line.
I think most people would agree that if the focus of the game is on MMO-style gaming, it’s a MUD, and if it’s roleplay it’s a MUSH/MUX/whatever, the latter distinctions depending on the codebase you’re using. Since Evennia can be used to make either a MUD or a MUSH it’s basically whatever you want to call it, depending on the crowd you’re trying to attract.
Alpha and beta are really meant for players to provide feedback and help test things out before it’s ready. That’s why so many video games offer free alpha/beta test versions. You’re doing them a favor by trying out their half-baked game/app.
I think that this is really where I’m at:
If the main purpose of having players on the game is to test systems/theme/etc and the features are not complete, I think it’s Alpha.
If the main purpose of having players on the game is to test systems/theme/etc and the features are (nearly) complete, I think it’s Beta.
If the main purpose of having players on the game is to tell stories and play the game and the features are complete, I think it’s Gold/Release – even if there are still going to be additions made to the game later.
Those are just my definitions, of course, and I wouldn’t expect anyone else would stick to them (although it would be nice for me if they did).
@Faraday I’m not a kimono expert or even novice but I can tell at a moderate glance that’s AI, too. The sleeves, and the way the folds don’t match above and below the belt. That’s the first thing I look at, making sure the borders of things make sense/line up. AI is not good at it.