Brand MU Day
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Register
    • Login
    1. Home
    2. Raistlin
    3. Posts
    • Profile
    • Following 0
    • Followers 0
    • Topics 4
    • Posts 55
    • Groups 0

    Posts

    Recent Best Controversial
    • 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
    • RE: The 3-Month Players

      @Tapewyrm

      I can only speak for myself and a select few like-minded players, but here’s my perspective on this topic: While I genuinely enjoy private roleplay and developing personal storylines with my RP partners, I’m certainly not opposed to staff-run plots. They add depth and context to the world we’re playing in—I just don’t require them as my primary source of enjoyment.

      Being a storyteller and plot-runner is undoubtedly a thankless job, which is why I try to make staff members’ lives easier when possible. My expectations are actually quite modest: run perhaps one scene a week to keep the world moving forward, and I’m perfectly content! I’ll happily fill in the other days with my own character-driven stories alongside my RP partners.

      In my experience, most active and engaged players share this mindset. What I’ve consistently observed over years of roleplaying is that the very people who complain “there’s nothing to do” on a game are typically the same ones who rarely attend planned scenes when they are offered. They’re waiting for entertainment rather than creating it.

      I believe there’s a productive middle ground here. Setting reasonable guidelines for sandbox RP so players don’t inadvertently break ongoing plots seems entirely fair. This doesn’t have to be an either/or situation. If you provide people with the tools and framework to tell their own stories—including clear boundaries about what limits they must respect—I strongly believe those same players will show up for staff-run scenes as well, appreciating the broader context they provide.

      The most successful RP environments I’ve experienced have this balance: staff who create a vibrant, evolving world with occasional significant events, and players who feel empowered to develop their own stories within that framework. Neither needs to exclude the other, and both contribute to a richer overall experience.

      posted in Game Gab
      RaistlinR
      Raistlin
    • RE: TV series, news, recommendations

      @Jennkryst If it wasn’t for SNW, I’d say Lower Decks was the best Trek out there since TNG to be honest. It is weird because it’s a cartoon and I’m not sure on its continuity but it is really good. Not hating on Lower Decks at all.

      posted in No Escape from Reality
      RaistlinR
      Raistlin
    • RE: TV series, news, recommendations

      @RedRocket I love both Evil and Strange New Worlds. I’m a huge Trekkie and, for me, SNW the best Trek they’ve put out since TNG.

      posted in No Escape from Reality
      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: 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: Why MUSH?

      @MisterBoring IMO, a successful MUSH is one where people had fun. I don’t think you can measure success by time alone. I’ve been on games that languished for years with little to no activity - very little fun was had. I’ve also been on others that only lasted a few weeks, but we all had a blast and still talk about RP from those games to this day. I’d say those shorter games were actually more successful.

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

      @MisterBoring I created more Advantages, Drawbacks, and supernatural abilities. Other than that, not much. In my opinion, almost any system can work on a MUSH under the right circumstances.

      I went with Stranger Stuff with the following ideas in mind:

      1. Minimal advancement. Players aren’t hoarding XP and slowly (or not so slowly) growing their character sheet to super-heroic proportions. Your character is what it is when you create it. Over time, as RP dictates, you can apply for changes to your sheet, but there’s not really any advancement.

      As an aside, this is one of the things I really enjoy about the Star Trek RPG. You’re not gunning for advancement and XP. Your character is your character, fully formed and at the peak of their abilities. Changes that do happen are often lateral instead of upwards.

      1. I wanted something that you could use without even thinking about numbers. One of the cool things about Stranger Stuff is that it’s trait-based, so a character can look something like “A local fisherman who is Athletic, Connected, Insightful, and has a Bad Back.” There are mechanical systems behind all of those traits but, even without using them, this character sheet tells you a lot about a character.

      2. Fast paced. The system is fast-paced for those who choose to rely on it. There aren’t a ton of mechanics to learn or crunch to slow RP down.

      And that’s it really. I wanted a system that could support RP without getting in the way of it but also one that had enough heft to be meaningful when people did want to use it. Hope that helps answer your question!

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

      I wanted to share an update on the game I’ve been working on. After much consideration, I’ve made some significant changes to the original concept.

      While developing the Storypath system was enjoyable, it ultimately proved too ambitious. I was concerned about the learning curve for new players since, despite having familiar mechanics, everything else was homebrewed. This would have required everyone to learn an entirely new system.

      Several other factors influenced my decision to pivot:

      • I wasn’t confident I could properly support the original setting
      • I had reservations about maintaining the WoD-lite theme long-term

      The game has transformed considerably:

      • The setting is now Misty Harbor, a fictional coastal town in Maine that I feel more comfortable developing
      • I’ve shifted to a 1980s timeframe, drawing inspiration from properties like Stranger Things
      • The theme leans more toward horror than WoD-gothic soap opera (though those elements are still present in some ways)
      • I’ve adopted the Stranger Stuff system, which is simpler but very effective and narrative-focused—ideal for a MUSH environment, in my opinion

      I’m still uncertain whether I’ll make the game publicly available. Horror isn’t my usual genre (I typically run Star Trek or superhero games), but the project does exist with a small player base. For now, I’m considering an invite-only approach.

      For those who expressed interest in my original concept, I wanted to provide this update. If you’re curious about the new direction, feel free to message me directly or let me know if you’d like me to start a new thread about it.

      Thanks for your support!

      posted in Game Gab
      RaistlinR
      Raistlin
    • RE: Lords and Ladies Game Design

      @Faraday I think I get what you’re saying and I agree with that perspective. Rolls should not be a crutch to make up for not being able to play a concept properly. They can help drive RP and perhaps point you in directions you hadn’t considered, but they definitely can’t make fundamentally poor roleplay enjoyable.

      And yes, someone shouldn’t be able to play a character poorly but then fall back on “But my +roll says yes” as if that overrides everything else. There’s definitely some murky water where playing poorly because someone doesn’t care (and isn’t even trying) crosses over with someone who is genuinely doing their best to play the concept well but might need some mechanical support.

      I think the ideal is when dice mechanics enhance good-faith roleplay efforts rather than replacing them. A player genuinely trying to portray a brilliant tactician might benefit from dice mechanics that help bridge the gap, while someone just going through the motions and expecting the dice to do all the heavy lifting is missing the point of collaborative storytelling.

      posted in Game Gab
      RaistlinR
      Raistlin
    • RE: Lords and Ladies Game Design

      @Faraday Well, I don’t think I said that dice rolls should be the narrative. I don’t think I ever even implied it. I said “The mechanics should serve the narrative, not strangle it.”

      I think it’s similar to saying, “You want to play a strong character? Show proof you’re that strong in real life.” These games are fantasy, not reality. We’re playing characters that are often better than ourselves in many ways.

      While I don’t think it’s anyone’s “job” to do anything except have fun, I don’t see an issue with collaborating on plot development when it creates enjoyable stories. If someone wants their character to break into my character’s vault, I’m happy to brainstorm ideas with them if the story sounds fun. I agree the concept should come before the rolls - dice should serve the story, not create it from nothing.

      I also don’t disagree about expecting a certain level of competency and knowledge of the theme and setting. If someone is consistently playing against theme, tone, and setting, there are definitely larger issues than whether they succeed at Intelligence or Charisma rolls.

      That said, dice mechanics can enhance and drive RP in various ways. Maybe two players aren’t interested in RPing out the entire heist but want to explore the aftermath - they could resolve the execution with a roll or two to determine how smoothly things went. Or they might choose to RP it without any rolls at all. The important thing is having fun and telling good stories together.

      Obviously, these are just my thoughts and opinions. There’s no one-size-fits-all answer to questions like these. Personally, I just like using dice mechanics to help bridge the gap between what we’re capable of and what our characters are capable of - not to replace storytelling, but to enhance it.

      posted in Game Gab
      RaistlinR
      Raistlin
    • RE: Lords and Ladies Game Design

      @Gashlycrumb said in Lords and Ladies Game Design:

      I think handling intrigue with dice-mechanics is kind of a problem. Maybe not a big one, depending on your player base. But you know how you always get that one person who keeps going, “My character has a 20 charisma, love me!” while behaving in very uncharismatic ways. There’s also somebody out there who will go, “Make my dumbass scheme work as if I’m the genius my sheet says I am!” It can be a heck of a lot of work to translate dice-throws of this nature into narrative.

      This is exactly why I prefer dice mechanics for intrigue when possible. Without them, you risk telling players “Sorry, you can’t play a charismatic character because you’re not charismatic in real life” or “Your character can’t pull off that brilliant scheme because you’re not smart enough to devise it.” Even worse is hitting that wall of “That would never work on my character” with nothing backing it up except “Because I say so.”

      I’m all about cooperative storytelling, and ultimately “because I say so” is valid in many contexts. But dice add that perfect element of uncertainty that keeps things interesting and levels the playing field. And when a certain amount of hand waving needs to enter the equation to make things happen—if it creates an overall better story—then I’m absolutely all for it. The mechanics should serve the narrative, not strangle it. When these systems are in place, you definitely need zero tolerance for BS and shenanigans. That said, anyone trying to game these systems at the expense of other players’ fun probably isn’t someone you want on your game anyway. The goal is always a compelling story where everyone feels their character can meaningfully participate, regardless of the player’s real-world skills.

      Also, with games like this, it’s easy to forget that the shows we’re basing them on have a writers’ room full of people who spend weeks or months crafting these stories, plots, and dialogue. When we RP them, we’re coming up with stuff off the cuff. I think a certain amount of leeway should be expected and happily given. It’s a lot to expect the average gamer to come up with a professional writers’ room worth of quality material on the fly in the few minutes they have to craft a pose. Dice mechanics can bridge that gap between our improvised efforts and the polished narratives we’re trying to emulate.

      posted in Game Gab
      RaistlinR
      Raistlin
    • RE: Lords and Ladies Game Design

      For me, I think a L&L game should have some/most of the following:

      1. Setting: To me it should be in a historical or fantasy versions of aristocratic societies inspired by European nobility structures from medieval to Victorian eras.

      2. Focus on social dynamics: I think the game should emphasize social interaction, political maneuvering, romantic entanglements, and status competition.

      3. Hierarchical character structure: Players typically take on roles within a clearly defined social hierarchy, from monarchs and high nobility down to lesser gentry.

      4. Intrigue mechanics: Mechanics for reputation, scandal, alliances, marriages, and social influence rather than traditional combat stats.

      5. Events and gatherings: Social events like balls, garden parties, hunts, and court sessions serve as central settings for roleplaying interactions.

      6. Character development: Character growth typically revolves around gaining titles, wealth, alliances, and social standing rather than combat abilities.

      posted in Game Gab
      RaistlinR
      Raistlin
    • RE: Games we want, but will almost certainly never have

      Back to games we want but won’t see…

      Street Fighter / Mortal Kombat: I think both actually have themes you could build a MU around. Street Fighter is almost superheroics meets espionage while Mortal Kombat could be modern fantasy.

      TMNT: One of my favorite things from my youth. I loved playing the old RPG and would love to play on a MU set in the TMNT universe.

      Transformers: I know there are one or two out there but I find their themes confusing. I’d like a simple G1 Transformers game set on Earth and maybe Cybertron. Perhaps with a plot working up to the original 1986 movie(Unicron).

      posted in Game Gab
      RaistlinR
      Raistlin
    • Lords and Ladies Game Design

      I didn’t want to derail the other thread, but I thought there was a lot of good discussion going on regarding the Lords and Ladies games so I thought I’d create a thread just for that.

      The points I found most interesting included:

      1. Running a more personal game
      2. Having a system in place for political plots and intrigue
      3. Ensuring there are interesting consequences for “losing” in intrigues.
      4. Creating some sort of a roster or temporary character pool for things like intrigue and other plots.
      posted in Game Gab
      RaistlinR
      Raistlin