I've started MUSHing again, on the new Amber MUSH,
Chronicles of Amber (
amberchronicles). I blame
evilmagnus's damned
quote post
for this.
I've got a young nobleman of Amber -- a sorceror and a gentleman. I'm
building again, more or less for the hell of it.
This morning, in the shower, I had a spectacular inspiration for what
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I actually started in on a rewrite a couple of years ago. Never finished it. Still looks good, though, and I'll mostly use it as a starting point. But I have a pile of feature ideas in mind. (It's hard to mess with stuff that's not breaking, unless you have huge enhancements in mind.)
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I have Ideas.
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That's the biggie. But a lot of other gborkenflarg stems from that.
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Stats are problematic for a variety of reasons that AmberMUSH demonstrated in spectacular ways (and other games, albeit in different ways than the Amber linear limited-stats). It theoretically makes more sense to use a system that is geared to stakes -- what people want to get out of the scene, more or less. Think more Prime Time Adventures or Dogs in the Vineyard in orientation.
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...in a Manly way, of course.
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TruthsIncorporating some of what Scott says below, I would say that each character has "truths", which can't be controverted by a conflict, unless the player that controls the character elects to set aside a particular "truth" as part of the compromise process in resolving it ( ... )
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