Brand MU Day
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Register
    • Login
    1. Home
    2. Nessa
    N
    • Profile
    • Following 0
    • Followers 0
    • Topics 0
    • Posts 4
    • Groups 0

    Nessa

    @Nessa

    6
    Reputation
    2
    Profile views
    4
    Posts
    0
    Followers
    0
    Following
    Joined
    Last Online

    Nessa Unfollow Follow

    Best posts made by Nessa

    • RE: Is it Cyberpunk enough?

      CP: Red is actually pretty easy to turn into a MU* system. I’m actually sort of working on this but haven’t gotten very far and had to reset my server a few times. But! I would happily work with someone who wants to help code stuff up. I even have ideas to take care of gear, xp, and other things that’d normally go to staffers/queues.

      Feel free to reach out if you are interested, and I’ve currently got an Ares box running through digital ocean.

      posted in Game Gab
      N
      Nessa
    • RE: Equalizing Character Progression

      For the game that I’ve sort of white boarded but haven’t been able to code into existence, the XP progression has multiple components that eventually should bring people close enough together so as to not have massive disparities.

      1. I am going to use a game system that already has a diminishing returns function (In this case, I want to use CP:Red, but it could just as easily be any other classless system with cost to buy up being more than previous levels, and so any SR past 3rd edition when karma pool goes away, no D&D or D&D like systems).

      2. The more you participate in play, the more xp you earn per week, with a minimum (small) but no real maximum (but see point 3 for why that’s not a big concern).

      3. Anything beyond the minimum xp is multiplied by a 1/current xp. So, if you have 100 xp and you put in Y amount of activity. You’d accrue the minimum + Y/100 xp till you hit 101, then it’s Y/101, and so on. The goal with this is that characters who join new, still feel new, but can accrue early xp pretty quickly so they don’t feel NEW forever. And could get within a close range of the majority of players within a reasonable amount of time. The amount earned, and minimum xp can be adjusted should they not work out correctly or needing to slow/speed up progression based upon ‘feel’. (This is what I need help with coding).

      4. The last thing I would point out is that gear purchases and monetary progression will all be handled by various systems to remove staffer delay for most everything. (I need help here, but I think I can manage most of it based upon prior limited coding experience and the ability to manage with staff until complete).

      posted in Helping Hands
      N
      Nessa
    • RE: Two Elevator Pitches

      I’d like to see a mix of the ideas - maybe have two factions (or multiples) where one operates kind of like the Handmaid’s tale, why? Survival. And the others are various mini-or idealistic versions of different economic/political systems. That are being created because now it’s all about survival and people need to figure out a way to succeed and survive.

      To another person’s point, some people only like playing the rebellious oppressed character, but if you just make it one small faction with some guidance for folks. Like, do not join this faction unless you are genuinely X or Y group (oppressed or oppressor) and if someone should get ‘out’, they should officially join another faction to keep that RP going, and keep that space open for those who would participate.

      But, I very much prefer sci-fi to fantasy every day of the week.

      posted in Helping Hands
      N
      Nessa

    Latest posts made by Nessa

    • RE: Is it Cyberpunk enough?

      CP: Red is actually pretty easy to turn into a MU* system. I’m actually sort of working on this but haven’t gotten very far and had to reset my server a few times. But! I would happily work with someone who wants to help code stuff up. I even have ideas to take care of gear, xp, and other things that’d normally go to staffers/queues.

      Feel free to reach out if you are interested, and I’ve currently got an Ares box running through digital ocean.

      posted in Game Gab
      N
      Nessa
    • RE: Two Elevator Pitches

      I’d like to see a mix of the ideas - maybe have two factions (or multiples) where one operates kind of like the Handmaid’s tale, why? Survival. And the others are various mini-or idealistic versions of different economic/political systems. That are being created because now it’s all about survival and people need to figure out a way to succeed and survive.

      To another person’s point, some people only like playing the rebellious oppressed character, but if you just make it one small faction with some guidance for folks. Like, do not join this faction unless you are genuinely X or Y group (oppressed or oppressor) and if someone should get ‘out’, they should officially join another faction to keep that RP going, and keep that space open for those who would participate.

      But, I very much prefer sci-fi to fantasy every day of the week.

      posted in Helping Hands
      N
      Nessa
    • RE: Incentivizing Specialization

      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.

      posted in Helping Hands
      N
      Nessa
    • RE: Equalizing Character Progression

      For the game that I’ve sort of white boarded but haven’t been able to code into existence, the XP progression has multiple components that eventually should bring people close enough together so as to not have massive disparities.

      1. I am going to use a game system that already has a diminishing returns function (In this case, I want to use CP:Red, but it could just as easily be any other classless system with cost to buy up being more than previous levels, and so any SR past 3rd edition when karma pool goes away, no D&D or D&D like systems).

      2. The more you participate in play, the more xp you earn per week, with a minimum (small) but no real maximum (but see point 3 for why that’s not a big concern).

      3. Anything beyond the minimum xp is multiplied by a 1/current xp. So, if you have 100 xp and you put in Y amount of activity. You’d accrue the minimum + Y/100 xp till you hit 101, then it’s Y/101, and so on. The goal with this is that characters who join new, still feel new, but can accrue early xp pretty quickly so they don’t feel NEW forever. And could get within a close range of the majority of players within a reasonable amount of time. The amount earned, and minimum xp can be adjusted should they not work out correctly or needing to slow/speed up progression based upon ‘feel’. (This is what I need help with coding).

      4. The last thing I would point out is that gear purchases and monetary progression will all be handled by various systems to remove staffer delay for most everything. (I need help here, but I think I can manage most of it based upon prior limited coding experience and the ability to manage with staff until complete).

      posted in Helping Hands
      N
      Nessa