Best Of
Re: Roleplay & You
I don't really focus on long complex emotes or expressive syntax. I want to do more with expression but not so much on long emotes, though. To me, the important part is not breaking character, which means that whatever standard I set for my character I must then go through those steps to play said character. I've been given a lot of positive feedback on not breaking character but am not really known for great RP. This isn't to say that there wasn't development and work to playing my character, I just chose to be minimal about it.
I'm not looking to make waves in the RP world but I hope I can entertain regardless!
I'm not looking to make waves in the RP world but I hope I can entertain regardless!
Aspie
5
Re: Roleplay & You
By the end of the year you'll be able to purchase chewing tar at several locations around the sector!Tanis said:I came here to chew bubble gum and pretend to be a space outlaw, and I didn't bring any bubble gum.
Oryx
5
Re: MKO reunion thread
Hoping to see a lot of folks from MKO in there! I wandered Lusternia for a bit then got taken away from MUDlyfe with grad school and jobs and such but I missed MKO so much! Never felt more comradery and storyline driven fun than that place. In any event, I have more time these days and I've been creeping Starmourne for a long while now. I am so stoked that it's about time to kick off! See ya in the stars folks.
Re: Item Customisation
Well... unfortunately you won't be able to craft dildo-shaped guns, because you can't craft actual weapons, only mods, and those don't affect appearance. Player-described crafting tradeskills will include tailoring/jewelry/cuisine. At least that will be the case at launch... you never know what might be added someday in the future.
And yes I know that's not really your point. I won't get into the details but there are going to be some differences from the way other IRE games handle it, but also a lot of similarities, including (yep, sorry) approval by admins as well as a cost to learn the tradeskill.
Why? There are a lot of places where poor writing can reflect poorly on the game. If all clothing is player-crafted, for example, and doesn't have any quality standards, the polish of the game is diminished for a new player who gets a typo-riddled item and doesn't know the difference. And that can be the case for established players, too. There's more to it than that, but that's a big part.
There will certainly be a lot more laxity regarding the content that is acceptable, due to the futuristic nature of the game as well as a more mature rating compared to other IRE games (which is self-imposed, no ESRB involvement or anything like that).
And it's possible that the process can be revised later, but for now, especially with few precedents in the game to point to regarding what's acceptable, this is what we need to do to get everything up and running smoothly.
Tecton
9
Re: What other MUDS have you played?
I can still go from Cyrene to Delos in my head, thanks to starting before autowalking was a thing.Jericho said:In the early 2000's I played Dragonball Saga, Vortex MUD, Alien Versus Predator, eventually settling on Achaea. I think I was 12 or 13 with my notebook, writing down directions on how to get to places. From Shallam to Ashtan to Thera to Delos, etc etc. I still have the character.
Xiru
6
Re: RP 'Rules' & Etiquette
I want to offer my perspective on why some guidance through the clan could be useful. However, I agree with @Zil that it's a fine line between being great or being terrible.
IRE (Imperian specifically) was my introduction to role-playing in any context. I'd never even heard of D&D and I played video games in a very arcade-ey way. That's how I initially approached Imperian, and that's fine. My first character was called Archimonde and talked about people being Online a lot.
Over time I learned things that made the roleplay more enjoyable and rewarding for me, and made others have more fun playing with me too. I made my character less of a Mary Sue and gave them flaws. It was fun to explore the storytelling side of "I don't win all the time." I got better, slowly. There was no clan with suggestions on how to get in-character better, but I think I would have appreciated it if there had been, just as a learning experience or guidance.
It's easy to see how any such guidelines could look like "if you don't do all of these complicated things your RP sucks and you should feel bad." I want to avoid that. But if somebody is genuinely interested in learning the basics, it would be nice to have that resource available.
It's like learning about "say yes" when you're doing improv with a group for the first time.
IRE (Imperian specifically) was my introduction to role-playing in any context. I'd never even heard of D&D and I played video games in a very arcade-ey way. That's how I initially approached Imperian, and that's fine. My first character was called Archimonde and talked about people being Online a lot.
Over time I learned things that made the roleplay more enjoyable and rewarding for me, and made others have more fun playing with me too. I made my character less of a Mary Sue and gave them flaws. It was fun to explore the storytelling side of "I don't win all the time." I got better, slowly. There was no clan with suggestions on how to get in-character better, but I think I would have appreciated it if there had been, just as a learning experience or guidance.
It's easy to see how any such guidelines could look like "if you don't do all of these complicated things your RP sucks and you should feel bad." I want to avoid that. But if somebody is genuinely interested in learning the basics, it would be nice to have that resource available.
It's like learning about "say yes" when you're doing improv with a group for the first time.
Re: Death
@Errant — I'm a fan of permadeath but I also recognise that IRE game aren't games that suit it. These aren't RPIs with a focus on gritty immersion and cooperative storytelling. These are competitive, wish-fulfilment vehicles with a focus on living vicariously through your character and 'winning' by stomping over and being better than everyone else. They're different animals. One encourages you to create a flawed character distinct from yourself; the other encourages you to create the best and baddest version of yourself.
You see evidence of this even in the way that targeted emotes are handled. RPIs refer to your character in the third-person, no matter whose perspective it's from; IRE/balance MUDs serve up the story to each audience of one in second-person. You attack X, X attacks you. Dying in IRE games is being a loser. It's being dunked on. Nobody wants to be that guy. It isn't just your character who loses a fight, it's you. Can you imagine the butthurt if you were to add completely losing your character to that?
Speaking of butthurt though, I think people really underestimate the humiliation of defeat. Nobody likes losing/dying. Saying you want an XP penalty because you want death to hurt is nonsense. Death already upsets people. What an XP penalty does is discourage people.
MKO had its fair share of butthurt but what it also had was a higher level of player-engagement in PvP compared to any other IRE MUD I've played. If you were a non-com on MKO, you were the weirdo. In other IREs, that's the norm; you're either the baddest of asses, or you let those few true badasses fight your battles for you. PvPers *cough* Killers *cough* love to cry 'omggg no one engages in PvP any more this game suuuucks u r all a bunch of pussies!' yet ironically they also seem to be the most vocal advocates of making death/loss as humiliating and painful as possible. It's counterproductive. The reason MKO had such a healthy PvP atmosphere compared to other IRE games is you honestly had very little to lose. If you suck and die a lot, well it's not like you lost more than 5 minutes of your time waiting for rez; you wouldn't have had any warpoints to lose in the first place (different, parallel system) but you did help the better combatants in your city by serving as good cannon-fodder. But if you win? You stand a chance of gaining a bunch of warpoints for a lucky kill-shot, and glory from your city for those little David vs. Goliath moment. Speaking as someone who always sucked at combat on MKO, no one ever hated or criticised me for it, because I was always game to roll the dice anyway. Opponents were happy for an easy target and allies were happy that at least I'm trying.
We should have that in Starmourn. A healthy spirit of competition that lets you engage at any level — because what have you got to lose? — rather than making you feel like if you can't be the best, there's no point in trying at all, because you'll only be hurting and embarrassing yourself. Negative incentives (like permadeath and XP loss) shouldn't be seen as cornerstones of a competitive environment. They are antithetical to it. Death hurts on RPIs and carries consequence because death is supposed to be rare. Do we want death and consequently combat to be rare on Starmourn?
You see evidence of this even in the way that targeted emotes are handled. RPIs refer to your character in the third-person, no matter whose perspective it's from; IRE/balance MUDs serve up the story to each audience of one in second-person. You attack X, X attacks you. Dying in IRE games is being a loser. It's being dunked on. Nobody wants to be that guy. It isn't just your character who loses a fight, it's you. Can you imagine the butthurt if you were to add completely losing your character to that?
Speaking of butthurt though, I think people really underestimate the humiliation of defeat. Nobody likes losing/dying. Saying you want an XP penalty because you want death to hurt is nonsense. Death already upsets people. What an XP penalty does is discourage people.
MKO had its fair share of butthurt but what it also had was a higher level of player-engagement in PvP compared to any other IRE MUD I've played. If you were a non-com on MKO, you were the weirdo. In other IREs, that's the norm; you're either the baddest of asses, or you let those few true badasses fight your battles for you. PvPers *cough* Killers *cough* love to cry 'omggg no one engages in PvP any more this game suuuucks u r all a bunch of pussies!' yet ironically they also seem to be the most vocal advocates of making death/loss as humiliating and painful as possible. It's counterproductive. The reason MKO had such a healthy PvP atmosphere compared to other IRE games is you honestly had very little to lose. If you suck and die a lot, well it's not like you lost more than 5 minutes of your time waiting for rez; you wouldn't have had any warpoints to lose in the first place (different, parallel system) but you did help the better combatants in your city by serving as good cannon-fodder. But if you win? You stand a chance of gaining a bunch of warpoints for a lucky kill-shot, and glory from your city for those little David vs. Goliath moment. Speaking as someone who always sucked at combat on MKO, no one ever hated or criticised me for it, because I was always game to roll the dice anyway. Opponents were happy for an easy target and allies were happy that at least I'm trying.
We should have that in Starmourn. A healthy spirit of competition that lets you engage at any level — because what have you got to lose? — rather than making you feel like if you can't be the best, there's no point in trying at all, because you'll only be hurting and embarrassing yourself. Negative incentives (like permadeath and XP loss) shouldn't be seen as cornerstones of a competitive environment. They are antithetical to it. Death hurts on RPIs and carries consequence because death is supposed to be rare. Do we want death and consequently combat to be rare on Starmourn?
Kestrel
6
Re: RP 'Rules' & Etiquette
So you're gatekeeping and saying "this thing I do is RP but this thing you do is not". Got it.
Also cool points for false equivalency and acting like anyone who doesn't do "performance art" is just playing themselves and staying IC by substituting OOC terms with IC ones.
Cubey
7
Re: Player-run Organizations/Clans
The Mournguard is an independent and privately run organisation that is focused on bettering the Starmourn sector in whatever manner necessary.
The Mournguard have a particular focus on armed intervention in regards to any threats to the Starmourn Sector and it stability, no matter who or what that may be. As such, the Mournguard possesses a number of combat personnel, hand-picked by the Mournguard's founder, Adraxus Thrake, for their courage, loyalty and dedication to the cause.
They are proactive in efforts that aid the downtrodden, raising funds, organising awareness and otherwise doing whatever it takes to make the sector a better, safer place to live in.
The Mournguard do not flinch from doing what needs to be done in order to accomplish their goal, though they do so with compassion.
------
So yeah! Rough outline of what Adraxus wants the Mournguard to become, though this is all very obviously dependent on interest from others. Even if he remains the sole Mournguard, though, Adraxus will keep fighting the good fight and doing what he can to make Starmourn better for all.
If anyone has any interest or questions, feel free to PM me or catch me on the Discord - or in game, soon!