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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
    • 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: 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
    • RE: The 3-Month Players

      I know I might be in the minority, but I genuinely enjoy games that focus primarily on social interactions and “bar RP.” In fact, I’ve participated in private games where that was the main activity, and found them incredibly fulfilling.

      Don’t misunderstand—I appreciate well-crafted plots and would certainly join global events. However, my personal focus tends toward developing character relationships and running private storylines with my RP partners. For me, having the tools and space to tell these intimate stories matters more than participating in numerous public scenes or global plot arcs.

      I find the most enjoyment in those smaller moments between characters: the conversations that reveal backstories, the gradual building of trust, and the organic development of relationships (whether friendly, romantic, or antagonistic). These interactions often create the most memorable RP experiences for me.

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

      As an update, I’ve got a few players who will beta test character generation this week. I continue to work on fleshing out the system, focusing on creating the various supernatural paths(Vampires, Demons, Fae, Reanimated, etc.) and their Dark Gifts. I think things are shaping up rather nicely. 🙂

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

      I finalized our mission statement today. I thought I’d post it here so others can gauge their interest in it.


      Dark City emerges from a deep love of Gothic horror and its timeless narratives. The atmospheric dread of Dracula, the philosophical depths of Frankenstein, the visual poetry of Nosferatu, and the tragic humanity of the Wolf Man have all shaped this game’s soul. These classics don’t merely inspire Dark City—they infuse its very essence.

      Our vision builds upon the foundation laid by games like World of Darkness and Chronicles of Darkness. As someone who has played Vampire since its 1991 debut, I deeply respect these games’ legacy. However, Dark City charts its own course. While WoD veterans will find familiar shadows to explore, they’ll discover fresh horrors and new possibilities lurking in these streets.

      Accessibility stands as a cornerstone of Dark City’s design. Where other games layer complexity upon complexity, we strip away the unnecessary while preserving the essential. A vampire in Dark City is simply that—a creature of the night, free to be shaped by the player’s imagination rather than confined by predetermined clans or covenants. This philosophy extends throughout the game, offering a low barrier to entry while maintaining rich possibilities for character development.

      Dark City embraces its mature nature. Created with adult players in mind, it provides a space where complex themes can be explored without compromise. Love, betrayal, violence, desire, friendship, and loss—all find their place in these shadowed streets. This is a game that acknowledges the sophisticated tastes of its audience while establishing clear boundaries through our Rules section.

      At its core, Dark City exists to tell stories that haunt the imagination, challenge the heart, and explore the darkness that lies within us all. Whether you’re a veteran of Gothic horror gaming or taking your first steps into the night, Dark City welcomes you to its shadows.

      posted in Game Gab
      RaistlinR
      Raistlin

    Latest posts made by Raistlin

    • RE: Star Trek Games

      I think this conversation is largely over with everyone’s opinions stated, but I did want to address how I would handle the various scenarios people mentioned if I were actually playing a character in this situation.

      I’m making some assumptions here, including that staff supports player-driven RP. Honestly, I wouldn’t be on a game that didn’t.

      1. I log on and put out a call on the OOC channels looking for players who want to RP.
      2. I contact those folks and tell them their characters receive orders to report to Shuttle Bay 1.
      3. My character briefs them on a subspace anomaly that needs investigation. Should be routine sensor sweeps, but in Star Trek, it’s never routine.
      4. It’s not routine! The anomaly starts interfering with our warp core as we approach, meaning someone has to recalibrate the deflector array while another crew member pilots us to safety.
      5. We get dramatic RP with various characters contributing - someone pilots the shuttle, someone works the sensors to analyze the phenomenon, someone reroutes power to compensate for the interference.
      6. They make it back to the ship or station with their data, and now have something to debrief senior officers on and discuss in Ten Forward, setting up future RP hooks.

      This small, initial scene could lead to all sorts of future RP opportunities. Engineering could discover that the anomaly is affecting the station’s reactors, a strange illness could develop affecting either the away team or other crew members, etc.

      For me, I just don’t buy into the “there’d be nothing to do unless you’re a senior officer” belief. If you want RP, you can find RP. Star Trek has always been about the crew working together to solve problems, and there’s no reason a MUSH can’t capture that same collaborative spirit.

      posted in Game Gab
      RaistlinR
      Raistlin
    • RE: Star Trek Games

      @Faraday said in Star Trek Games:

      Challenge is figuring out what people actually do. Like, say I’m a junior Engineering crewman. What is my RP about?

      I guess I’ve never had this problem, I can always find something to do if I have willing RP partners. For a junior engineering crewman, I’d see these options:

      • Jump into whatever active plots are happening
      • Find some available people and do “Star Trek-y” things; take a shuttle out to explore an anomaly, run some training scenarios, tackle an engineering problem that’s cropped up
      • Social RP at Ten Forward

      As for feeling like second fiddle, that’s one of the things I really like about Star Trek Adventures. Everyone is built from the same point pool, so everyone feels like a real part of the crew rather than just backup.

      And honestly, it’s totally canon for junior officers to step up. We see ensigns on away teams and covering bridge positions all the time in the shows. Having lower-ranking characters take on bigger roles isn’t breaking the mold, it’s perfectly in line with how Star Trek actually works.

      posted in Game Gab
      RaistlinR
      Raistlin
    • RE: Star Trek Games

      RE: Code & System

      Not much, if any, real thought has gone into this, so the answer to those questions doesn’t really exist.

      However, I am a fan of the Modiphius Star Trek Adventures, and I’ve actually coded up a system for it in Ares. So, I’d have that out of the box.

      As for the space code, there would likely be none. Just regular RP rooms and whatnot using the Ares scene system.

      That’s if I did it anyway.

      posted in Game Gab
      RaistlinR
      Raistlin
    • Star Trek Games

      My wife and I were watching First Contact last night, and she asked me why there aren’t more Star Trek MUSHes out there, or really, any at all. I didn’t have a good answer for her.

      I’ve thought about running a Star Trek game in the past, but I was always held back by the assumption that they just aren’t popular. So here’s my question to everyone: would you play at a Star Trek MUSH? Or do you know anyone who would?

      I’ve searched through other forums for posts about Star Trek games, and the only real complaint I keep seeing is the dreaded report writing requirement. Which seems ridiculous to me, especially when RP logs exist and can serve the same purpose.

      So, assuming there’s no mandatory report writing, what would stop you from playing on a Star Trek game?

      My dream game would probably be set during the TNG era, maybe in that sweet spot where it overlapped with DS9. I’d place it in a region of space where the Federation, Klingon Empire, and Romulan Empire all meet. Somewhere largely unexplored. The centerpiece would be a space station jointly run by all three powers, who’ve entered an uneasy alliance to explore this new frontier.

      Most of the RP would happen on the station, but there’d be ships available for exploration missions too. That’s just one concept, though. I figured I’d throw it out there for anyone who wants a more concrete idea of what this could look like.

      Anyway, I love Star Trek and would love to see a MUSH dedicated to it. Just curious why there don’t seem to be any active ones out there.

      posted in Game Gab
      RaistlinR
      Raistlin
    • RE: System for Mech Game

      I’ve become a big advocate for the Storypath Ultra system. So far I’ve used it for urban horror, Star Wars, and I’m currently working on a Transformers game using it. It’s very versatile, IMO.

      posted in Game Gab
      RaistlinR
      Raistlin
    • RE: Celebrities We've Lost 2025

      I don’t now how many wrestling fans we have here but Sabu passed away yesterday.

      posted in No Escape from Reality
      RaistlinR
      Raistlin
    • RE: AI Megathread

      This response perfectly illustrates my points. The focus is squarely on continuing the witch hunt rather than considering how it impacts real creators or understanding the actual humans you’re supposedly trying to engage with on a game. There’s no empathy for false accusations or collateral damage to innocent writers.

      I’m not saying anyone should RP with anyone else for any reason. There are a host of reasons to not RP with someone, including using AI for any part of the RP process. I know people who won’t RP on Ares games that focus on async RP. That’s fine. Everyone is entitled to their own boundaries.

      My point is how people address those boundaries. There’s a world of difference between “I prefer not to RP with people who use AI tools” and attacking others as “disrespectful” or their writing as “bullshit.” Some are simply using AI as an excuse to engage aggressively with other people. That’s what I feel is wrong.

      Thankfully this forum allows us to unfollow/watch threads. I’ll be doing that here because there clearly is no actual intent to have a meaningful discussion—just shaming, name calling, and attacking. I have zero interest in participating in that kind of environment.

      posted in No Escape from Reality
      RaistlinR
      Raistlin
    • RE: AI Megathread

      While I’m not trying to change anyone’s opinion, I thought I’d share my personal experiences with generative AI accusations both in MU environments and the real world.

      First, I’m an author by trade. I make money and pay bills by writing and selling novels. It’s not my sole source of income yet, but I’m hopeful it will be one day. Sadly, the “anti-AI” witch hunt often impacts authors like myself who don’t even use such tools.

      I’ve received negative reviews claiming my work is “AI slop” for the following reasons:

      • Using the phrase “with practiced ease” once
      • Publishing 2 books in a 4-month period
      • Having chapter lengths that are too consistent
      • Creating covers that are “obviously AI”

      I don’t know what to say about the “with practiced ease” comment. It is what it is, I guess. As for the other points, I write every day and can produce 3,000-8,000 words daily. I’m also very particular about my novel structure - I try to keep chapters below 2,500 words and my novels around 80,000 words. That’s just how I work.

      I’d like to think these reviews haven’t negatively impacted my growth as an author, but I’ll never really know. I’ll never know how many people checked out my book on Amazon, read those reviews, and said “Oh, AI slop? Forget that.”

      I know artists in the same boat. Take my covers, for instance - my wife hand paints all of them. Every single one. Yet I still got a negative review because the cover was “obviously AI.” I know many creators who’ve had their work criticized as “possibly AI.” Even when you show documented proof of every step in the creation process, people still attack you.

      Finally, I do know people who use AI to touch up their RP poses. For many reasons, most of them come down to insecurity and simply wanting to tell better stories. They’re not mustache-twirling villains looking to ruin the MUSH world—they’re real people trying their best to engage meaningfully with others. The poses still come from a human with emotions, motivations, and a genuine desire to connect, regardless of what tools they used to craft them.

      Why don’t they tell everyone they’re doing it? Looking at some of the responses in this very thread gives me a pretty clear answer—they justifiably fear being attacked, called names, having their motivations questioned, and being treated as morally bankrupt or creatively empty. There’s a world of difference between encouraging AI-free spaces (which is completely valid) and demonizing the people who use these tools as if they’re somehow less human or less worthy of respect in creative spaces.

      I guess my only point is, the AI witch hunt can be just as damaging to people as AI itself. I think it’s perfectly valid to question AI and all things related to it, but we cross a line when we attack people for using it.

      And this constant looking for AI in everything—even when it isn’t there—creates a toxic environment where genuine human creativity gets dismissed, artistic choices get questioned, and people’s enjoyment of creative spaces gets diminished. We’re reaching a point where people are so busy hunting for AI that they’re no longer engaging with the actual content or the humans behind it.

      posted in No Escape from Reality
      RaistlinR
      Raistlin
    • RE: Best Games with Roster Characters?

      @Jennkryst There’s a basic dice plugin that could likely be modified to handle anything you need. You’d need someone competent enough to do the modifications, is all.

      posted in Game Gab
      RaistlinR
      Raistlin
    • RE: Best Games with Roster Characters?

      @Jennkryst said in Best Games with Roster Characters?:

      @Buttercup main problem is decision paralysis once I get past the basics, followed by no rush to un-paralyze because no code.

      Run it using Ares with the PDF Sheet plugin and use form fillable PDF sheets. I’d honestly love to see more games do something like this.

      posted in Game Gab
      RaistlinR
      Raistlin