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What stops you from running a game?
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The realization that what I really want is an online tabletop I can run for a small group of folks (maybe 10-20) with scenes for individuals and small sub groups but with all the mush setup and ability for them to interact with each other and if desired running their own things outside of that. That’s more of enhanced tabletop rather than mush and easier and harder in many ways.
And the difficulty of converting my favorite setting to ares.
Also my time/energy is not great. And I don’t want to give up my mushing characters elsewhere, and I would probably need to do that at current energy levels and time allowances.
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@mietze said in What stops you from running a game?:
The realization that what I really want is an online tabletop I can run for a small group of folks (maybe 10-20) with scenes for individuals and small sub groups but with all the mush setup and ability for them to interact with each other and if desired running their own things outside of that. That’s more of enhanced tabletop rather than mush and easier and harder in many ways.
And the difficulty of converting my favorite setting to ares.
Also my time/energy is not great. And I don’t want to give up my mushing characters elsewhere, and I would probably need to do that at current energy levels and time allowances.
I honestly think more games like that would be great. Not all concepts are viable for a Big Huge MU*, but at the same time, there’s more potential for them than for just a tabletop game, and a lot of potential for ‘downtime’ activities and cross group activities.
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This is exactly my dream as well. A table top with extended downtime activities and stuff for players to sink their teeth into around the main campaign.
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I can’t code; my mental state bottoms out too regularly to be reliable for that kind of responsibility; and I am convinced I have no ideas anyone would like.
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Lack of coding skill is generally what holds up my making all sorts of game ideas I have a reality.
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@icanbeyourmuse said in What stops you from running a game?:
Lack of coding skill is generally what holds up my making all sorts of game ideas I have a reality.
I can code a game.
I just don’t know enough people I trust to have a similar vision to mine well enough to /help/ me run it. Can’t run a game entirely by myself.
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The idea that I’d likely have to admin people I’ve played with and would wish into the cornfield if I could stops me.
I’ve tinkered with SO MANY engines that I actually consider that a hobby - I’m not a coder, but I can tinker and get results. The people part, though. Oof.
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Me every day as a game runner:
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Custom code. I have ideas but they’d require customization.
And I really lack the time (frankly, or willingness) at this stage in my life to invest into code development as well as all the other components running a game properly entails, in my opinion.
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I already replied to this thread once but here’s my Part 2: I’m not a good ST.
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Time. Like, I struggle to find enough time right now to play a single character. When I was unemployed this wasn’t an issue, but if I can’t even do one, writing plot, being NPC’s, storyrunning, coding and player conflict management are absolutely off the table as a load I can take on.
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In a more serious answer, coding in general. Ares has done a lot to remove a lot of the hard bits when it comes to coding, but the greatest limitation to Ares will always be how it’s not customized to all genres and themes of games.
This is not me dragging on Ares, I really like it and were it not for the system existing, I likely wouldn’t have a game at all. But it does tend to cater more toward modern or sci-fi genres. Which isn’t bad, it’s just not the easiest wield when you’re not aiming for either of those things.
Also, looking at your player numbers and getting lost in your own head about how you’re doing something wrong or not good enough. I think that’s a very easy trap to fall into. It very easy to fall into a hole when thinking about population numbers.
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I really want to run a tabletop/mush fusion. Unfortunately I can’t code for shit and the game theme I want (fading suns) doesn’t translate to ares very well which would be preferred platform. So I don’t have tools.
Also I have brain weasel worries that nobody would like it or want to participate. which might be true for how I want to do it as it wouldn’t be really like the other FS games that have been out there.
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@mietze As a serial game-creator, I can say with confidence
We’re all eager for new places to play, and surprisingly forgiving of clunky implementation. Ares comes with a dice-roller out of the box, and it’s not too hard to uninstall FS3 and install a different plugin.
I don’t know this theme at all, but there may be something that’s good enough for government work?
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@KarmaBum I should do that. Just toss FS3 and try something else.
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For me it’s time and a willingness to commit on an extended timescale. I’ve written up game ideas in the past, with pages and pages of theme and system documentation. But anytime I’ve gotten close to pulling the trigger and bringing in others to make it a reality, I’ve paused to ask myself if I’m seriously going to follow through.
And the answer’s always been either: no, or I don’t know.
I’m happy to waste my own time worldbuildings, but not so much other people’s time.
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@Testament said in What stops you from running a game?:
@KarmaBum I should do that. Just toss FS3 and try something else.
It’s literally a mouse-click to uninstall FS3.
There are a couple different freeform trait plugins for light supers-style games. Fate. A generic die roller and PDF sheet plugin for TTRPG-by-hand. FS3 works fine for anything that’s near-modern and mortal, whatever the time period (it does not fit magic, supers, or high sci-fi). There are a couple other experimental plugins (Cortex + FFG) but they’re kinda meh.
I think people overestimate how much code is really necessary to make a game work. Yes, some systems require it, for sure. But most RP-focused MUs can get by with a simple die-roller.
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I guess thats true. I’m not attached to the actual FS system (and none of the games I played on ever used it in full anyway).
While playing around with ares is as close to semi sort of understanding coding as I have ever ever come bc it does seem to be very user friendly, I still find that stuff difficult. Its a fault in me though not bc its impossible.
What i have in mind is pretty narrow in scope. Ideally everyone would get a couple of STed scenes a month so it would be small) with the option of doing stuff they generate in-between (either off screen or interacting with each other). I do really miss storytelling a lot.
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@Faraday I shouldn’t of made that sound so negative, I apologize for how I worded it. Fact is, I actually really like FS3 because of the benefits it offers, and trying to make it fit what I envision for my game has been frustrating, if only because A, I’m terrible at coding. And B, I know it could be great if I could just think of something.
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