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Re: Meet your New Storytellers!
Meet your New Storytellers!
We are breaking new ground here that many older MUDs have already established with regards to staff and player relations. The procedures and methods for how Starmourn's story is told will grow with the gameworld, its players, and its staff. Your patience is appreciated as we get the wheels turning on running events and responding to the roleplay that you create!
To that end, please meet your new Storytellers! These Storytellers will be responsible for overseeing specific areas of the game. You should consider them your 'go to' contact for any "large" matters related to your character's life or organizations.
Soren will be overseeing Scatterhome.
Yimh will be overseeing the Song Dominion
Hroden will be overseeing the Celestine Ascendancy
Iobai will be overseeing non-faction players and non-factional space
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Players, especially players in leadership roles, are encouraged to reach out and send a message or a tell to the storyteller assigned to their faction (or non-faction!). Keep in mind that Storytellers will be doing what their role implies - telling stories. While they're helpful, they are not here to create a new class at your request or hand out a 500% Damage Kithblade of Ultimate Beheading for free.
Things you could include in a preliminary 'get to know you' type of report:
- What your character does
- What your character's motivations are
- What organizations your character is involved in
- What you hope to accomplish with that character
There are a lot of you, and not a lot of us - so be brief with your messages! And please treat them kindly - they are here to make the game more fun for everyone.
Re: Meet your New Storytellers!
I'm Soren, and I'll be looking over Scatterhome. Got any ideas, hit me up and we can talk.
I'm really looking forward to meeting all of you and creating awesome daka together. I can't wait to see what you come up with.
(I'm keeping the 500% Damage Kithblade of Ultimate Beheading for myself, though. Sorry.)
Starmourn Producer Position
We're looking to bring on a new Producer for Starmourn, our Sci-Fi MUD. In this position, you would be responsible for operating Starmourn. We have a planned development roadmap, but you will be able to adjust that to your tastes and are generally free to run and develop the game as you judge best. There's always some cooperation on certain things with the rest of Iron Realms but that's mostly around things like our Nexus client, monthly coordinated promotions, and some common backend systems involving things like real-money payments.
IRE producers manage a few other staff, between full-time and part-time, as well as community volunteers. You'd be the visible face of the MUD to the players, and so you'll need to have thick skin and not mind or, ideally, enjoy communicating with your players.
This is a good position for someone who wants to devote themselves to MUDs professionally.
The ideal Producer for Starmourn (we don't expect to find a perfect candidate though, to be clear) would:
- Be currently running a significant MUD with 30+ players simultaneously online at peak. We realize this narrows the field a lot, so this is really more of a shoot-for-the-moon situation. As before, we don't expect to find the perfect candidate, and this is quite possibly the criteria we'll have to compromise on, a lot. If you don't run a MUD, you'll definitely need to be someone who is into MUDs. If you stopped playing or working on them years ago, we're not interested, sorry.
- Minimally, you're going to need to have substantial experience being part of an admin team on a MUD with players, whether commercial or non-commercial.
- Be a fan of MUDs. That doesn't mean you played them for 2 months six years ago.
- Be a coder. You do not need to be an expert – Starmourn has a dedicated coding staff – but a producer who isn't comfortable coding will not fit into this position. You don't need to be an engineer on the level Google hires, but you do need to be familiar with and decent at programming in vaguely C-like languages.
- Be a creative and disciplined thinker. You will be the chief creative force in the continued development of Starmourn. Your ability to create game design systems – not simply spew out ideas, which literally anybody can do – is crucial to your ability to do this job well. You need to be able to document designs for a team to be able to work from. If through If you make it to the final round of interviews, you'll be given a game design test that'll require you (not on the spot) to design a system with goal X and attributes X, Y, and Z.
- Be a people person. This is very important in two significant ways; you're managing other human beings and you're communicating daily with the players.
- Be self-motivated. This is literally the opposite of a job where you'd be micromanaged. You'll be asked to do things occasionally, like create small routines on Starmourn that are required for a new feature for our Nexus client or something similar, but if you're the kind of person who likes to be given a list of stuff and then work through that list, this is not the position for you. Almost all of the time, you'll be determining who, including yourself, works on what, as well as whatever that ‘what' is. You'll also be working from home, as Iron Realms has no central office. As a result, we don't care where you live, and we won't be telling you what hours you have to work - though we expect you to work hard. We have a weekly all-hands meeting on Slack once a week, and you will meet with the company president once or twice a week, but those are typically the only mandated from Iron Realms management in terms of ‘be here now.'
- Be willing to devote yourself to this. This one's non-negotiable. This needs to be the focus of your professional life. There's no way you can do it while having a full-time job or while going to school full-time. In the case of part-time positions or part-time school, it's potentially possible, but that's not a plus from our perspective.
- Be familiar with Starmourn or even other IRE MUDs. This would be great, but it's definitely not a firm requirement. Starmourn is a new game, so we understand if you don't have much experience with it. It would make the ramp-up period much shorter though.
- Compensation is based on the candidate and their qualifications here but were you to get the position, expect around $36k base with bonuses based on game performance. Realistically, this is probably not a great position for someone living in a high-cost area like Manhattan, San Francisco, or London, but for someone in an area without that kind of crazy cost-of-living who loves MUDs, it could be a really good long-term.
If you think you might be able a good candidate:
Send an email to resumes@ironrealms.com with the subject line "Starmourn Producer". And seriously, if you can't get this right, we just delete your email, because come on, what the hell?
The email should include:
- Your name.
- Your resume.
- Where you live (city, country).
- What's your MUD experience (if not in your resume), as a player and/or as an admin. This is really important. If you don't have a good answer here, it's not worth applying. We only hire people who are actively into MUDs.
- What's your coding experience, if not included in your resume?
- What experience do you have designing game systems (if not in your resume)?
- Why do you want to be Starmourn's producer?
- Tell us anything else that you think would make us feel like you're someone who could manage Starmourn.
Re: This community
This community
A Constructive Discussion on Dynasties
THE POST ITSELF.
Currently, Dynasties are in a unique place that is created due to the conflict between a unique atmospheric roleplay environment and taking every Joe, Dick, and Jane that get off the nearest transporter. Neither style is innately wrong from a character standpoint however the current Dynasty mechanics only reward one style of play despite the large upfront cost to have one.
It is very difficult in most cases to reward groups of differing sizes but give no clear advantage to the larger group. So after doing vigorous testing of many classic games from all genres I have settled on a potential solution, is this solution without bias, no. But it is a good starting point. Rewarding Dynasties with one unit of a meta currency for each IC month that the majority of their members log in. At first, I thought this was good enough, but then I realized people could just pad inactive Dynasties with level 1 alts and just go down a list of log-ins once a month to keep grinding currency single-handedly.
Therefore implementation should instead be in the form of a quest that you can only get while you are in a Dynasty. This quest should not give experience and at most some marks that scale based on level. So 1-9 would be 100, 10-19 would be 200, etc. A secondary option would reward them exactly the amount of marks that they would pay when they die. Because they can only do it once a month there won’t be any major economical impact either way. While I personally don’t really care how said quest is implemented, I did consider some interesting options that could be used, but before going too far down the rabbit hole let’s wind it back and address what the meta currency would be used for.
The membership numbers for perks can stay but some of them should also be optional to purchase instead with the meta currency. Some perks, like leadership announce and Dynasty feature, should never be purchasable. But for many smaller roleplay focused groups, having a repository, organization designs, a marks account, etc are quality of life options that there aren’t many in character reasons why they shouldn’t be able to just buy them.
By the same token, it is easy to ask, “Why not just allow people to buy it with marks?” Because spending marks do not encourage player participation, it does not stimulate the player economy, it also just rewards people that have been stockpiling. Spending marks for Dynasty Perks does not address the most important issue of rewarding players who consistently take part while not awarding large numbers. Therefore, meta-currency 'perk’ purchasing is the safest way to go while being the hardest for players to abuse AND starting everyone off on the same footing.
Next up, possible expansion of Dynasty Perks. Most of these are self-explanatory: Ships, Auxiliary Stations, Factories/Refineries, Shops, Ranks/Positions, Repositories, and Salaries.
We should be able to have Dynasty owned ships that members with permissions can borrow and fly. This makes it easier for testing and teaching to be done on an organization-wide scale rather than on an individual scale with no return.
Auxiliary Stations, when an organization owns a majority of the refineries or auto factories at a location said organization should receive some sort of benefit, right now there isn’t a good way to balance this. In the meantime, allowing Dynasties to set a station or planet as their ‘base’ should offer reduced costs after a flat payment is paid. This right should be gained either through membership numbers or a high perk cost. This would ideally operate using already existing stations and planets, but should not be implemented any time soon as it will throw off the economy especially if there is no sort of Dynasty storage ability for ‘finished’ products or a way for Factions and other organizations to purchase things like batteries, metals, repair kits, whatever. Either way, this is technically one of the least important things on the list.
As an extension of the previous point, being able to set the prices/ownership of auto factories and refineries to Factions and Dynasties, this should have permissions so that only specific people in those groups can approve org spending so that the profits then go into that org. It can be attached to the ACCOUNTS power to make it relevant.
A nice option would be Dynasty shops since the framework already exists as shown with the trade terminal artifact, it would be amazing if Dynasties could have an internal shop where the profits could be directed to the Dynasty accounts. Better yet if there could be a cut system where people in the Dynasty could sell items in it and people in the Dynasty can buy those items with a slight mark up being taken to make funds for the Dynasty itself. Or, best option, have the designs sold to the faction and those designs can be created any time someone purchases the item, therefore, paying the base crafting fee and making a profit for the Dynasty. This would also keep the tradeskills relevant due to the need to have them in order to give/sell the design to the Dynasty.
For the price of 200,000 marks, the amount of flexibility available is very limited and restricts our ability to create an infrastructure that is unique to our creative needs. If we have to start off restricted could we possibly be allowed to earn additional position slots? If not, how about a rank system within Dynasties where we can name the ranks within the Org and have them show up the same way Founder and Second Founder do in DWHO. This will help especially since we cannot give suffixes or titles in a Dynasty, so internal structure representation would be helpful.
Repositories, this should be earned as they are such an important and integral part of developing and tracking the birth of so many new and unique roleplay environments that Dynasties give us a chance to create. Due to how expensive they are, almost prohibitively so, instead of just dictating time they can be held, we should also be able to set price for that time. And perhaps different pricing depending on Dynasty Rank. Yes, this can be done manually through discussion, however, with our population in constant flux it goes without saying that no singular person is going to be on 24/7 to negotiate datashard permissions. This would go a long way with validating their current pricing.
As a further expansion of ranks/positions, being able to automatically pay people in the Dynasty for work. Based on the numbers required for getting perms, I cannot imagine larger Dynasties in the future being able to manually handle any sort of business set up consistently. This is my pie in the sky toss in.
Re: Character Concepts
Then I had a little realization.
It might just be the nature of the space opera genre, but the game seems to have attracted so many other potential soldiers-of-fortune, mercenaries, pirates, et al. that I wonder if, when the game starts, that there'll be too many mercenaries and not nearly enough clients to hire them all (or not enough targets to prey upon).
So my second idea is to play an archaeologist who's fascinated by the lost or hidden history of Starmourn's Elder Races, especially their ideas about kith use, and especially when those ideas were transmitted to the Younger Races and shaped those cultures (like the Utan Mir and the Shen/Lha Ti). And if that's not readily available, just about every Younger Race has has millennia of history since achieving spaceflight. I'm so excited to dig into the lore, especially since it's a sci-fi setting! :pleased:
The Mudbot Navigator (Multi-Client)
Re: A sad day
We will miss you! Thank you for everything!