Log edited with Logedit 2.7.0pl on Sat May 5 14:31:25 CDT 2007 Using configuration file /home/dunemush/.logeditrc Editing out: @admin @chat DOING/WHO arrive/left @mail pages ANSI O-spam Timestamps Regexp stripping: Mailbox cleared, Message * marked for deletion, Semaphore, Halted, Queue Logged by Ide Word-wrapping at 72, 0, 2 ----------------------------------------------------------------------- Ide says, "This talk is titled MUSH and ideas from new RPGs" Ide says, "Earlier I asked how many people here played tabletop RPGs, and how many had heard of sites like Story Games and the Forge" Molikai plays Tabletop. Heard of the orge, don't go there: Don't know Story Games. Frequent - near constant - visitor to RPG.net. Purpurea has only played D&D, Tristat...And not often. :) Ide says, "From what I heard it sounds like a couple of people played tabletop (TT) and had heard of those sites -- anyone else who didn't hear that earlier question?" Trinsec never played it, no people to do it here, but sounds fun regardless. Swift says, "DND here on TT" Ide agrees that RPG.net is also very good. Dee says, "I've played CCGs, but not Tabletops." Trinsec has played some CCGs too. Ide says, "My third question is, how many people here roleplay on a regular basis? Say, at least once a week? You can define roleplay however you want." Molikai says, "CCG?'s I know TCG's.." Molikai raises a hand. Dee says, "Collectable Card Games" Purpurea roleplays on an irregular basis. It *averages out to* about once a week..? :) Swift says, "I roleplay on mush at least once a week, but no longer in TT" Dee raises a hand too. Trinsec hums.. "I had done regular RP on a MUSH years ago. I'm slacking lately, but I've done it hardcore before. Molikai says, "At times, several times a week." Kitna raises a hand three. Ide says, "OK, great" Ide says, "what we're going to do here is present several concepts from new RPGs. I'd like everyone to follow along with a couple of basic assumptions." Trinsec sits down and listens. Ide says, "First is that while many people RP without any mechanics or systems at all ('freeform RP' you could say), we're going to focus on RP systems and mechanics. Second is that these ideas from 'new RPGs' aren't necessarily 'new' ideas -- just ideas from recent games. However, recently there has been a critical mass of new games with similar ideas -- in other words, something is changing in the landscape of RPG systems and mechanics. We're going to see how to apply this to RP on mushes." Ide says, "If anyone has a question at any time feel free to raise a hand and ask it -- we'll move to open discussion shortly as well." Ide says, "The premise of my talk is that most RP systems on mush take one of two forms -- freeform RP, with little in the way of mechanics to decide how the story unfolds, and GM-run RP, where admin and staff hold the ultimate decision on how the story unfolds. Naturally, both forms can occur on the same mush, but in that event GM-run RP usually takes precedence. There are a wide variety of systems that fall between these poles -- these systems give you the ability to decide how the story will unfold with either less of a GM-presence, or no single 'GM' at all. Here are three concepts to think about: scene framing, narrative control, and setting ownership" Ide says, "How many people here have played a RPG with a GM -- or DM, or Storyteller, etc.?" Purpurea handraise! "If you mean.. D&D?" Ide says, "sure" Balerion says, "I have, way back in the day." Dee says, "nope" Dee says, "but I've watched before" Swift nods Molikai raises a hand. "Exalted, Shadowrun, Various WoD Games, Deadlands... I can g oon? :) Kitna has also watched, but not played. nails played D&D, but that was before you were born. Ide smiles. "So some people here are familiar with how this works. The GM presents a scene to the player(s), and the players react. The GM decides what the setting and the situation are -- the players have little control in this setup." Molikai was explaining this to someone yesterday, in fact. :) Ide grins. Dee nods. nails says, "And the DM is usually a short balding troll-like creature with white hair and a red robe." Purpurea says, "And a d21." Ide says, "If you've RPed on a mush, it's not atypical for players to set up a scene between themselves without a GM of any kind" nails says, "That randomly appears, dolls out cryptic wisdom, then disappears again." Ide chuckles Ide says, "But at the same time, it's typically mush policy that the players may not seriously affect the game world (the setting) with these situations without staff approval or a go-ahead." Trinsec nods, very familiar with that one on a Trek MUSH. Molikai has had some thoughts on that, but yeah. Ide says, "So, you can see that this issue ties together two of these concepts -- scene framing and setting ownership. Narrative control is a similar idea -- basically, who has the right to say how stuff happens to or with your character. We deal with this a lot in mush -- consent policies, full consent, in-character actions = in character consequences (ICA=ICC), etcetera." Kitna nods. Ide says, "OK, I want to have time for discussion, so I'm going to move to specific examples, but first I want to make a proposal. I'm proposing that when MUSHes do put some kind of RPG system into their game, the majority of the time they're using a GM-led system, such as Storyteller, D&D, or something similar to that model" Molikai says, "Yeah." Trinsec agrees with that for the 'big events'. Ide says, "however, it should be obvious that MUSH RP is very different from tabletop -- just consider the player:GM ratio first of all, the asynchronicity of when players log on, etcetera." Molikai says, "Whether or not the specific /scene /is, the actua lgame engine is certainly designed that way, on the games I've been on." Ide nods, right. Trinsec nods. Ide says, "What often ends up happening is that players spend most of their time RPing among themselves in a system designed to be run by a GM" Ide says, "The second part of my proposal is: this is a bad way to run a mush. The second part, of course, is my opinion ;)" Trinsec thinks it depends. Ide says, "but let's move quickly to examples, and then discuss" Swift withholds judgement until hearing reasons and alternative suggestions Ide says, "For the last thirty-odd years people have designed RPing games as we know them today. But in the last five years there has been an explosion of small press (i.e. designed by one or a couple of designers/publishers) RPGs, mostly facilitated by the internet -- as well as some RPGs produced by companies much smaller than those that produce DnD, White Wolf, and so on. Some of these games have got a lot of attention in the communities in which they circulate -- I'm going to mention a few. First, Dogs in the Vineyard, and second, Primetime Adventures. Both of these games use GMs -- but share some aspects of narrative control and scene framing with the players. A third, lesser-known game I'll mention is called Shock: social science fiction. In this game, there is no single GM -- the roles of the GM are shared among the players" Ide says, "In Dogs in the Vineyard (DitV), players RP characters in a kind of American West that never was -- playing gun-slinging watchguards of a Mormon-like religion. Players get a great deal of say in deciding what happens to their characters and how." Purpurea raises a hand. Ide says, "In Primetime Adventures (PTA) players collaboratively decide what scenes will actually occur, and what the goals of those scenes are." Ide says, "go ahead, Purpurea" Purpurea says, "I was mostly wondering how players decide what happens to their own characters, in these games? If that isn't beyond what we're discussing.." Ide says, "no, good question" Ide says, "let's take PTA as an example" Ide says, "when you RP in PTA, the players first decide what kind of scene you have, the setting, and what their character's goal is for the scene. The goal is very important -- it's explicitly stated. You decide who gets the goal by a simple conflict resolution system -- not unlike rolling dice to hit in any other game -- that's something I should highlight, actually. Many of these games use conflict resolution systems (dice-rolling, card-pulling, or whatever) that are very familiar, but often with some kind of new twist. But many still use a basic luck/chance mechanic. However, when you 'win' a roll in a conflict resolution in some of these games, you don't always get complete say in what happens next -- does that answer the question, Purpurea?" Purpurea says, "Enough, I think. :)" Ide says, "OK -- I'd like to wrap up the formal part of this talk in 45 minutes, so I'll move on to the last game I mentioned, Shock:, and then go to discussion." Ide says, "I wanted to mention Shock: simply because it's a 'GM-less' game, or as some people would say because players take on the roles of the GM -- 'GM-full. At the beginning of the game, the first thing players do is create the game -- the setting, and the situation their characters find themselves in. Then, each player gets 'ownership' of an element in the setting -- they have say in how that element is presented, what it does, its history, and so on. This is very interesting with respect to mushes, because it asks you to think about how you could use a similar system of 'setting ownership' without the say-so of staff, freeing up players for more creative and seamless RP" Ide says, "There's one last thing I want to mention -- How many people here know what a twink, griefer, powerposer (I could go on) is? ;)" Dee does, sadly. -___-; My game gets those..." Purpurea says, "Might be better to ask who doesn't?" Trinsec smirks. Ide chuckles, "exactly. Many of these games rely on a foundation of trust between players. Obviously there are different issues between TT play and mush play. But I would say that this foundation is key to -any- game, not just a game using some of the ideas we talked about. In that respect, we can address problem players as an issue of its own -- indeed, you'd have to do that on any mush" Ide says, "OK, it sounded like Swift had some comments to bring up, and Molikai as well? Anyone else, feel free to raise a hand or let it loose.To summarize these concepts, we talked about scene framing, setting ownership, and narrative control. Obviously there are others, like relationship mechanics, abstract resources, etc. that we can discuss too." Dee says, "When you talk about GMing and power posing, I immediately think of Irregular Webcomic. *coughs and goes back to sitting quietl Trinsec giggles and loves that comic. Ide grins Kitna will have to look into that one. Swift says, "Well, first off, I don't think that the system you use should determine how much or little impact the players have on the game. I have a lot of input here, so bear with me. I run a DND game with traditional DM's that run scenes, handle player requests and queues, things like that. However, we have also implemented a tiered system of scening whereby we allow players to run PRP's (Player run plots) and eventually become PM's (plot masters). The PRP system is designed to allow players to submit an idea for a plot for either their characters or other characters and can be anything from player/character development to battle scenes. These ideas, yes, have to be approved by staff so they match with themeliness of the game (no rayguns in a fantasy setting, etc.) but as for the guts of the ideas, we leave that to the players to decide. PM's get to run slightly more themeatic affecting plots than PRP's, and when/if the PM's make DM status they are full fledged DM's, they can alter the game flow, implement new theme ideas, things like that. " Ide listens. Swift says, "The reason for all of this is two fold: The original idea of the game should be 'protected' in that you as game owners have a specific reason you started your game, and an idea (no matter how general) of how you want it to go. We implement a system like this so that we can let the players affect their (and other's) characters, but to do it responsibly, and to do it in a manner that allows the game to grow and progress instead of getting mired in personal interests. I, personally, see a game as a team effort...the players trust us as staff to do our jobs, we as staff trust the players to play the plots and help us progress the scenes...we're both there for a reason - ones to direct the flow of RP, and ones to fulfill the goals of RP. That said, I think you raise some interesting points and (not necessarily unique) ideas for game design. I think what you're saying is in line with what I've been doing on my game, but maybe in a slightly broader scope." Ide says, "great stuff Swift, I'll let others respond to that before I do :)" Swift nods, "That's all I had at this point (in case others are waiting to see if I'll completely scroll the screen)" Ide grins Dee says, "I've been trying to do that on my game too. Players can input what they want to see on my game; races, buildings, etc. But I let them freeplay mostly."" Ide says, "do you use a specific system, Dee? A character +sheet, conflict resolution mechanics, etc.?" Dee says, "No. Its more of a social game, but I would like to find a was to do the magic system without having to code something that specific. Its...like...a balancing act. My players have been very good about the rules about magic so far, but you never know. ;)" Ide nods :) Dee knocks wood, lol. Ide says, "Swift's game is a great example of adapting a system (DnD) for mush play" Jules ! Ide says, "Swift, your team basically has taken DnD and added a separate system that makes sense for a mush, right?" Trinsec wonders what about heavy game mechanics to basically be the 'GM' itself? Automatic, so to speak. And the players can do anything within the game limitations. Swift nods, "Yeah, though I have to say, if you do something like that, you /need/ to consider the system you're working with, and then implement your secondary system(s) to work within that framework as believeably as possible." Ide notes Trinsec's comment and will hold it for a moment for Swift's response Ide says, "There's one major advantage to Swift's approach:-- 2 million DnD players. But, Swift, do you disagree that DnD is not the ideal system for a mush setup?" Dee puts a hand up. Swift says, "Not at all. DND is extremely broken when you get a character past, say, level 9. If I had to do it over again, i probably would either revamp all the rules within the framework, or would design my own system outright." Ide says, "so, Trinsec was wondering about a 'virtual' DM -- if anyone here has played H&S muds, that's an obvious example" Trinsec wasn't necessarily thinking H&S here, but that's an easy example yeah. Ide also notes that these new RPGs are in many ways designed to fix some of those problems in this framework, Swift Ide says, "What would be other examples Trinsec, real or for the future?" Trinsec says, "Well, a fully coded econ system, combat system, etc. Fully coded skills system, so one could RP but one could also purely rely on the engine." Balerion says, "FiranMUX." Trinsec says, "FiranMUX has that?" Balerion says, "They've got all of that. I'm not sure whether they eschew "GMing" at all, but they've got a massively coded system in place, in any case." Ide nods, yes Trinsec. Trinsec says, "Well, I'm not eschewing GMing per say, just want to make it easier to do anything without admin" Ide says, "they do some GMing, but rely on systems -- caveat, I've never played Firan" Trinsec says, "Rules are enforced by the game mechanics." Dee says, "what about the Star Wars games? They tend to be pretty mechanized." Balerion says, "They definitely fit then." Trinsec says, "Starwars games? They're very often 'freeform' as far as I've seen." Ide says, "There's one thing to note about games like Firan -- there's a difference between coded combat, and coded setting ownership, or scene framing" Trinsec says, "Compared to startrek games, starwars games are very underdeveloped. The ones I've visited anyway." Dee says, "I played on one where you even had to code what level of force you could use when you chargen. o.o I guess its been awhile since I've played on." Dee ahhs. Swift raises a hand Ide says, "Dee, you had a question/comment? Then Swift." Dee says, "Sort of a comment. I think the system may also depend on the genre of the game." Dee says, "examples...I have two games, one online and one offline in development. The online one is a social/relationships game and magic is just a fanciful addition to that."" Ide says, "like a loose, swashbuckling system for a pirate game, or a detailed, technical system for a squad-based WWII game?" Dee says, "yep" Ide says, "good point" Dee says, "my other game is probably going to have timeline based plots, because its a game based on a television series with a set history." Ide says, "this is an excellent point actually -- the system frames the RP. It's not just an 'add-on', in my opinion" Dee says, "So there'd be GMing there. :)" Ide says, "Dee, you should look into Primetime Adventures" Ide says, "go ahead, Swift" Dee hasn't heard of that? Ide says, "http://www.dog-eared-designs.com/games.html" Balerion raises a hand. Swift says, "I would like to say this though, one thing that makes it harder for people who run /any/ mush, but I like to think specifically RPG mushes, is lack of community support. And that works both ways - when people need code, do we protect our own and tell them they have to do their own? And to those of us just starting out - have you been offered help from another game/admin? If so, did you turn it down out of a sense of 'No, I want to do this on my own', or did you let them help? This touches on a completely different lecture, but if you're not out and talking to people about what works for you and listening to what does and doesn't work for them, then the chances of your system getting off the ground, no matter what you use, is greatly reduced." Ide notes he'll wrap up in 15 minutes or so, but will keep logging for everyone else Dee has two coders, but only one is still active *cough* Ide says, "totally, Swift" Ide says, "Balerion?" Balerion says, "The thing about something like PTA, vs.... Well, a quick example is ElendorMUSH, which has a stat and skill system, but it's there basically for the coded combat system which is basically an "auto-DM" for violent conflict. The difference between PTA and Elendor is that players don't have to learn pretty much anything about _how_ skills and stats interact, what's an appropriate action in certain circumstances, etc. They don't learn rules. They learn commands. A system like Shock or Burning Empires or PTA, players have to learn the rule set to be able to get through it. I'm not sure how much time can necessarily be demanded from players to learn abstract rules on top of everything else -- creating a character, maybe running through character generation, etc., etc." Balerion says, "What I find particularly difficult to sort out for a MUSH is not just the rule learning aspect, but how to handle those grey areas where the rules aren't specific to a situation." Purpurea taps her chin... Ide says, "looking at a game like DnD, in my experience, most players don't know the rules at all -- the GM has that responsibility. This is a generalization of course -- but I agree this is an issue when you start to use these ideas we're talking about. However there's a flipside -- when players are allowed more responsibility in these decisions, I think it increases their investment in the game -- and hence they may stick around more than on a game where they have less responsibility" Swift nods, "As an aside, we do get a lot of players who have to be told what is what and when to roll what and how. People learn the system as they play a /lot/" Trinsec thinks freedom also comes into play. Ide says, "how so?" Trinsec says, "Although, maybe not too much. WoW is a prime example of no freedom and having 7 million players, mrm." Dee says, "lol" Ide chuckles Balerion says, "If you can code a system that automatically handles everything behind the scenes -- all the number-crunching -- players will be happy." Ide would love to make a mush with real-money transactions too ;) Balerion says, "Even if it can only handle a few things." Trinsec says, "Well, my idea was, it's niecr to be able to decide your own actions than follow a path carved by thousand players before you." Ide nods, exactly Trinsec nods to Balerion. Purpurea has a fun idea. Ide says, "Balerion, since many of these games do have specific mechanics, it's codeable" Ide nods to Purpurea? Swift says, "Conversely Balerion - some systems (like d20) specifically are liscenced so that you can do no autocoded resolution. If you're running a system you're not completely familiar with, /read the liscence/." Purpurea hopes she can type this. Straining to stay active on a few places right now... >) Balerion says, "Made my own to deal with that. :)" Balerion says, "You know the system which I think would be easiest to transfer to a MU* and which would be very GM light? WUSHU [http://en.wikipedia.org/wiki/Wushu_(role-playing_game)]" Dee says, "bordering on MUD territory here. ;)" Molikai was waiting for someone t omention WUSHU. ;) Balerion says, "Heh." Dee :> Swift nods, "Which may be the answer for some. Though not for everyone. That's the hardest thing to get across to new people who want to start 'X'-MU* - there is no magic bullet answer. Purpurea says, "Idea: Make a coded system. Dice? Luck, that sort of thing... But make it *very* abstract. Perhaps even provide a way to re-code pieces of it in a (non-MUSHCode?) language while in-game, have players define their own skill sets, their own abilities, and mix it all together. Then have them come up with reasons to why it works, and go from there. --The 'core' system would be able to handle the mixing of the different styles. And I admit that could become outrageously complicated, but... Thoughts?" Trinsec says, "Sounds interesting." Trinsec was thinking skillsystem advancement a la eve online with a skills list taht can be expanded as seen fit. Dee says, "I must have been very lucky up until this point. My players are so well behaved about magic skills, save for one or two."" Purpurea says, "I mean like.. D&D meets M:TG abstract. Nutters. And the system balances it." Ide says, "one advantage of using an existing system -- or rolling your own -- is that all the parts are designed to work together, to reinforce one another, ideally anyway" Purpurea grins. Ide says, "not to say all RPGs have coherent systems" Trinsec hehes. Trinsec knows a few that had utterly sucky systems. Purpurea says, "Trying to break from my insanity, are you, Ide?! ;)" Ide grins Dee says, "you know whats funny. All my players have been basing their magic sort of around d&d and -I- have been the one counter acting that." Purpurea says, "'Magic' is a Trademark of WoTC. ;)" Trinsec probably wouldn't use DnD quickly. Nice idea but doesn't fit my sort of thoughts. Ide notes the time and will be going idle -- it's game time here in Seattle -- but please keep discussing, as I'll keep logging. And thanks everyone for coming. I hope you'll go away with a few new ideas. And note the description of the mush object here for more links. MUSH and new RPGs --------------------------------[ References]-------------------------------- System Does Matter: http://www.indie-rpgs.com/_articles/system_does_matter.html GNS theory reference: http://www.indie-rpgs.com/articles/1/ The Forge forums: http://www.indie-rpgs.com/forum/ Story Games forums: http://www.story-games.com/forums/ Indie Press Revolution: http://www.indiepressrevolution.com RPG.net: http://www.rpg.net Planet Story Games blog feed: http://planet-sg.ogrecave.com/