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    RaistlinR Online
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    Posts

    Recent Best Controversial
    • RE: Street Fighter Character Creation Question

      Well, I’ve already done more than I thought I’d be able to do.
      563b6d65-97aa-4f67-ae8b-158dedace629-image.jpeg

      I’ve added an Action Panel for players and a Referee panel for Referees.

      a5812c4c-90f7-4c3e-8ffb-08b357f56b7b-image.jpeg

      Anyone in the scene can be made the referee. So if you only have two players and they want to throw down, they could. This is what the designated referee would see when they call up the panel. Non-referees would only see who was set as the Referee. Technically, they’d have the option to override that, but I’m going on the assumption that all players are here to have fun.

      The Referee can override just about everything in the scene, including when a new Turn begins(which resets all maneuver selections).

      659e0d9f-2a21-4640-9600-06a93e585ed7-image.jpeg

      This is what a player would see. They can select their maneuver and target and lock it in for the turn.

      When maneuvers are locked in, or if the referee changes anything, emit a generic message to everyone in the scene (just letting them know what the action was, not the specifics of that action).

      My plan now is to give the referee an “Execute Maneuver” button that does exactly that: executes the maneuver and emits the results to the scene. It would also tabulate and apply any damage or whatever. All of this is scene-specific, so in theory, a fighter could be in multiple fights in multiple scenes, and everything would be okay.

      I wasn’t sure I’d make it this far but I think it’s all coming together nicely.

      posted in Game Gab
      RaistlinR
      Raistlin
    • RE: Street Fighter Character Creation Question

      @Faraday Oooh, yeah. That’s slick. I loved this game in High School and college.

      182229a5-5a83-4c63-81b1-5170cf65360c-image.jpeg

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      posted in Game Gab
      RaistlinR
      Raistlin
    • Street Fighter Character Creation Question

      I’m always pushing myself with Ares to see how far I can take it and how complicated a system I can actually code. For the past week or so, I’ve been working on something for the old Street Fighter RPG from White Wolf. Character creation isn’t really the main goal. What I want to see is whether I can build some kind of combat system around it, obviously without the hexes and movement.

      To get there, though, I still needed to build character creation first.

      For debugging, I set up Maneuvers the way you see below, with every available move for the character’s style listed on the page and selected with checkboxes. My original plan was to replace that with an “Add” button once everything was working, so you’d only see the maneuvers your character had actually selected.

      My wife actually prefers the current setup because you can see all the possible moves for your style in one place, so now I’m curious what other people think.

      Would you rather see all available maneuvers on the page and select them with checkboxes, or only see the maneuvers you’ve chosen and add new ones with an “Add” button?

      c8620b00-76d6-434b-82d5-fe31a1648333-image.jpeg

      posted in Game Gab
      RaistlinR
      Raistlin
    • RE: New Game Musings

      @Nynrose Ohhhh. I’ve heard of the game and the people behind it, I just didn’t know their names. Thanks.

      posted in Game Gab
      RaistlinR
      Raistlin
    • RE: New Game Musings

      @InkGolem ???

      posted in Game Gab
      RaistlinR
      Raistlin
    • New Game Musings

      This isn’t really a discussion post. It’s more of a musing post for myself. I’m finally coming out of a pretty bad stretch involving health issues, losing my dog, and some other things, and I’m thinking I want to open a game again. I’m still on the fence, but there are two ideas calling to me that won’t stop.

      1. Invincible MUSH. Comic games are my wheelhouse, but for various reasons, most of them don’t appeal to me anymore. I have nothing against them; I just no longer find appeal in the blended-universe-style games. And while I love comics, I haven’t really read them in the last 20 or so years, save for a few storylines here and there. So a canon game wouldn’t work for me, unless I set the cutoff in, say, the 1990s, which I’d been tempted to do for an X-Men game. I’m a big fan of Invincible, though. If I set it right after the fight with Omni-Man, there wouldn’t be a ton of continuity to contend with, and I think it’s much more open to original characters than a Marvel or DC game. I’ve also been playing the crap out of the new RPG since it came out. I love it.

      2. Game of Thrones. I’m really shocked there aren’t more of these games out there. A lore-rich, low-fantasy, lords-and-ladies world with giant heaps of sex and violence. I’d probably set it just after the Blackfyre Rebellion, so a bit before the time of Dunk and Egg. I’ve become a big fan of the Year Zero Engine, so I’d likely take the SRD and hack it for the game.

      Invincible would be the easiest. I actually already have it running privately for a few friends. Game of Thrones wouldn’t be much more work, since I could use the YZE base from Invincible as the core for that system, code-wise anyway. There’d still be building out the theme, the world, and whatnot.

      Anyway, I don’t have any other real outlet for these kinds of musings, so I threw it on here. LOL

      posted in Game Gab
      RaistlinR
      Raistlin
    • RE: Mostly Finished M&M 4E Project

      Whew. This almost broke me, but I got there. Being able to create a Battlesuit(powers, including arrays, nested inside a device container).

      eef1bb9b-70c8-467c-a236-1fd17ab96dce-image.png

      posted in Rough and Rowdy
      RaistlinR
      Raistlin
    • Mostly Finished M&M 4E Project

      This was one of the toughest coding projects I’ve ever done. It’s not entirely finished, but it’s done to the point I can make characters and whatnot. I’ve tested it with a few archetypes, and it all seems to be working as it should. So far, anyway.

      I can’t say I’m the biggest fan of M&M, but 4th Edition seems to fix some of the issues I had with 3E. It did give me some interesting code challenges, but I got there. I’m pretty proud of it, so I thought I’d share it here. For those who might appreciate it. LOL

      8667a5a1-263c-46fc-be0f-e43b9dc7f2a6-image.png

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      posted in Rough and Rowdy
      RaistlinR
      Raistlin
    • RE: Coded Systems vs PDF Sheets

      Just a coder rant being put here because I have nowhere else to do it. LOL

      Kind of related to this, I wanted to see if I could create a web-based character generation system based on the upcoming Mutants & Masterminds 4th Edition, mostly just for fun. When you look at a character sheet, everything seems manageable. You think, “Yeah, I should be able to do this.”

      Then you get hit with all the little niggly things.

      Specializations and focuses for skills took me hours to sort out. I’ve been working on powers and their modifiers for going on two days now. Some are flat, which is easy. Some are ranked, which is also easy. Some are flat in certain situations but ranked in others. Some are extras in some cases and flaws in others. Some depend on the overall cost of the power and apply after all the other modifiers.

      Several times I’ve sat back, pinched the bridge of my nose, and thought, “If I really wanted to do this, it would be easier just to use PDF sheets.” But then I think about how cool it would be to have this as an actual working system, so I press on.

      I’m taking a break now after sorting out what I hope are most of the various modifiers. When, or if, I come back to it, I need to go through each power individually and deal with the specific modifiers that only apply to them.

      Then I need to figure out how to do arrays…

      posted in Rough and Rowdy
      RaistlinR
      Raistlin
    • RE: Coded Systems vs PDF Sheets

      RE: Hidden Sheets

      I’ve never done it, but I don’t think it’d be that hard to make the character sheet tab on the Ares web portal visible only to the character and staff.

      That said, I’m also a fan of transparency with character stats. Too many bad experiences with the “OOC Masquerade” from WoD games.

      posted in Rough and Rowdy
      RaistlinR
      Raistlin
    • RE: Coded Systems vs PDF Sheets

      @MisterBoring Yeah, I think staff being able to lock the PDFs down would be a must. I think that also adds to the consideration, having to submit the PDF to staff in some way(such as email). It’s an added step that is more complicated than just creating a character via the web portal.

      posted in Rough and Rowdy
      RaistlinR
      Raistlin
    • Coded Systems vs PDF Sheets

      The Freeform vs. Systems thread got me thinking about a related question: coded systems versus PDF sheets.

      I’m coming at this as someone who plays exclusively on Ares games. I need the web portal and scene system because they fit my schedule, so this question is aimed specifically at Ares-style games.

      How important is coded or web-based character generation to you? Would you avoid a game if it used PDF character sheets instead of a coded chargen/web-based character creation system?

      I’ve often thought about doing an OC superhero game using either Champions or Mutants & Masterminds, but I’m not sure the effort required to code a full web-based character creation system would be worth it. That made me consider using PDF sheets instead, though I worried people might not be into that.

      So I’m curious: would PDF sheets be a dealbreaker for you, or would it not really matter as long as the game itself was solid?

      posted in Rough and Rowdy
      RaistlinR
      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