Best Of
Re: Q+A Madness - May 2018
We're definitely trying to minimise the need for scripting! We don't have 100+ afflictions with different cures or anything like that. Most of our combat revolves around strategic choices rather than split-second command entry.Galen said:Hello, I have little experience with IRE muds (a brief spell in Imperian), but from what I remember there was a fair emphasis on scripting to be an effective player. Will this also be the case for Starmourn?
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Q+A Madness - May 2018
Hey everyone!
That time again where I'll be answering your questions about all things Starmourn. Post your questions below and I'll answer them ASAP.
To head off the obvious one:
Release date: We're finishing off the final coded systems and getting things ready! We've got a bit more content stuff to power through, but things are getting very close! We're hoping to have some more info about alpha/beta in the near future.
We sent out some teasers in the latest Iron Realms newsletter, giving some details of what we're currently working on. If you didn't get a copy, you can check it online HERE.
Have at it, folks!
That time again where I'll be answering your questions about all things Starmourn. Post your questions below and I'll answer them ASAP.
To head off the obvious one:
Release date: We're finishing off the final coded systems and getting things ready! We've got a bit more content stuff to power through, but things are getting very close! We're hoping to have some more info about alpha/beta in the near future.
We sent out some teasers in the latest Iron Realms newsletter, giving some details of what we're currently working on. If you didn't get a copy, you can check it online HERE.
Have at it, folks!
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Re: Player Shops
New bots, yes. Second hand ones have a mandatory 14 days bleach bath before delivery.Aurelius said:Does this instant delivery apply to sexbots too?
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Re: Player Shops
Items are delivered to you instantly, yes. You do need to be at a tradeterm to access the tradenetwork though. I had originally pondered being able to do in via the commsphere from anywhere, but it feels more fulfilling, especially in a multiplayer game, to gather somewhere and interact with other players!
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Re: Player Shops
Player shops are handled "in the cloud", as it were, where any player can set up a digital shopfront and sell their wares. Customers will find a tradeterminal and browse the shopfronts, and the goods inside them. There are different trade networks throughout the game, so there's opportunities for moving goods or stocking things in out-of-the-way places to make a profit.
Shop owners will configure their shopfront and wares, and can additional play some marks to boost their shopfront higher in lists and search results. The position of your shopfront when boosted is determined by how many marks you invest in the boost. If you invest 1000 marks, you'll be above everyone who has boosted by <1000 marks (you lose 15% of your boost every in-game year). If someone comes along and boosts their shopfront by 1100, they'll be above you. Non-boosted shopfronts are shown in random order, so there's no point in naming your shop AAA GUNS to get to the top of the list.
Example of setting up a shop and stocking stuff:
TRADETERM/TT SHOPFRONT CREATE TECTONSGUNS
TT SHOPFRONT SET TECTONSGUNS FULLNAME Tecton's Guns
TT STOCK GUN1234 IN TECTONSGUNS FOR 500
Customers will find their closest tradeterm, and have the following commands available:
TT BROWSE [shopfront] - See a list of all shopfronts, or view details/wares of a specific shopfront.
TT SEARCH <what> - Show a list of all matching items across the various shopfronts (boosted first, random after)
TT BUY <item> - Buy something!
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Re: You Make the Mob, S01E07: Creative Writing
say to Scholar "Can I get some Zhu meat?"
Bookish Scholar says "Sure, but I'm short handed, you gotta catch 'em yourself. Still interested?"
say to Scholar "Yes."
Bookish Scholar leads you out back to a pen filled with Zhu with a large box at one end.
"Pick out your favorite, and drive it into the big box over there." Bookish Scholar explains, clearly not planning to help.
say to Scholar "What's in the box?"
Bookish Scholar says, with a silly grin, "It's a trap!"
Bookish Scholar says "Sure, but I'm short handed, you gotta catch 'em yourself. Still interested?"
say to Scholar "Yes."
Bookish Scholar leads you out back to a pen filled with Zhu with a large box at one end.
"Pick out your favorite, and drive it into the big box over there." Bookish Scholar explains, clearly not planning to help.
say to Scholar "What's in the box?"
Bookish Scholar says, with a silly grin, "It's a trap!"
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Re: Hello Everyone!
RP shouldn't be stress-inducing. It's for fun! Don't worry about making "mistakes." 

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Re: Character gender in Starmourn - the final word
I've played a game called HavenRPG that uses this system and here are some drawbacks I've observed:magee101 said:Meh thats assuming I am using a computer and not mobile first off. Second off there is a ton more customization that can be done with a system like I proposed. Likw having a character that is heavily scarred in certain areas so you have them desced but they are only seen if you choose to reveal them etc. Sure its a bit niche but all the games i have seen use a system like this have only gotten benefits out of itMalash said:@magee101 I've seen enough genitals flapping in the wind in IRE games already, thanks. Besides, if you really want to do that, just set up a simple set of triggers to change your character description when you add or remove articles of clothing; no need for a built-in system.
@Satomi Tattoos are different, since they have a mechanical component in IRE games (and at least as far as iriil goes, they will in Starmourn). I agree, a system to make them visible/invisible makes good sense to me, since they're equipment, not just flavor.
- Players end up feeling obligated to describe every single body part, which becomes spammy and superfluous. These body parts include upper arms, forearms, hands, and be real with me here, is it really necessary to describe these all separately?
- Players become rather lazy and unimaginative with the way their descriptions flow and instead of describing an organic, overall impression of the human body (e.g., 'He is lanky of build, with long, sinewy limbs and a sallow disposition.') fixate on unimportant minutiae. (e.g., 'His athletic thighs would allow him to cover long distances. His calves are pale, skinny, and covered in hair. He has ten perfectly standard toes.')
- Such systems don't allow you to describe multiple body parts in one sentence, since you must categorise each description separately. For example: 'His eyes look like they have seen much, with a vacant, thousand yard stare. Like his cheekbones, they are sunken in, flanking a beak-like nose.' In this instance I would have to choose whether the second sentence belongs to 'eyes' or 'lowerface'. And if I choose lowerface, any time my character wears sunglasses, you would have a visible description that doesn't actually make sense out of context. If I choose eyes, you're seeing more of the face than should be visible if he's wearing a balaclava.
- Predictable breast/groin descs. I mean really. It's a running gag in Haven that the town it's set in has an uncommonly large average penis size, because unsurprisingly the dudes all give themselves 10" dicks. This problem is further compounded by men playing female characters as cartoon blow-up-dolls and giving them all gravity-defying bosoms with pepperoni nipples, since they rarely seem to have an understanding of how the female body works.
Emotes allow you to explore such attributes in as much detail as you desire when the need to do so arises. Instead of describing a back tattoo or hidden scar, describe what's ordinarily visible about your character and when you emote them undressing, emote what's revealed. From a writer/roleplayer's perspective I think this is a lot more interesting to read, anyway.
Counter system I would propose would be something like 'describe hidden (area)' — a command that lets you specify a hidden detail that isn't included in your ordinary description, but becomes visible when you remove an item of clothing. So you have your ordinary paragraph description which is always visible, and then on top of that, any time your character removes all of their torso garments it sends an echo of your hidden description, e.g., 'A back tattoo of planet earth hovers between his shoulder-blades.' But if there's nothing interesting about their naked torso, ideally you just wouldn't bother with that command at all.
I would also like a system that enables you to conceal your identity via masks/costumes but that would probably require IRE to move beyond their current system of having character names visible as soon as they walk into a room regardless of whether you've ever met/seen them before, and I doubt that's going to happen any time soon.

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Re: Space Pirates
Should totally make the person look up the ship owner in the 'database'. If the person stole the ship, then it'd relay the real owner and make things all the juicier!!
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