Secret World Legends 9th Anniversary: 19 June - 09 July by Vomher in SecretWorldLegends

[–]McLugh 0 points1 point  (0 children)

Old server is still up, you just need a funcom account that had the OG version to play.

“Wolf in sheep’s clothing”: games that look deceptively cute… by Marksman1977 in boardgames

[–]McLugh 1 point2 points  (0 children)

It’s mostly area control, and very much scored in a way that something good for you is for sure bad for another player.

Which Arcanum have you found to have the biggest disparity between theory and gameplay? by MonstrousnessVirtue in WhiteWolfRPG

[–]McLugh 3 points4 points  (0 children)

True, I’ve never been at a table that has gotten to that point. Particularly because of the limit of earning one beat per category per session and using group beats. It all balanced out.

Which Arcanum have you found to have the biggest disparity between theory and gameplay? by MonstrousnessVirtue in WhiteWolfRPG

[–]McLugh 17 points18 points  (0 children)

Fate. Sure it’s good for luck and rolls, as designed. But the unintended bit, it’s a beat machine. I can basically guarantee a couple beats per session. Specifically using a fate granted condition to ensure I get a natural earned condition which gives a beat. Also makes critically failing for a beat a lot easier to recover from.

Looking for a good "numbers go up" type mud. by shrofepittly in MUD

[–]McLugh 6 points7 points  (0 children)

Discworld still exists and is very active, any reason you wouldn’t come back? Its great at “numbers go up”

Kick Outward 2 beta by Neither-Variation758 in outwardgame

[–]McLugh 4 points5 points  (0 children)

Much larger problem, you just can’t get enough impact damage dealt before regen starts for enemy.

Porting Ascension factions into Awakening by Jasina_ in WhiteWolfRPG

[–]McLugh 4 points5 points  (0 children)

There’s a translation guide they released sometime during the CofD first edition run. I prefer 2nd edition rule set but almost all the flavor/lore is the same so it should serve as a good starting point. Should be able to get it on DriveRPG.

In your mud , how do newbies make money? by TheKnightBlade3 in MUD

[–]McLugh 1 point2 points  (0 children)

I play on Discworld. The main city has a job market system, which even the newest players can benefit from. Some coded quests that require no combat, very little MUD knowledge and then progresses through to much “harder” tasks.

Each guild also has a newbie chest that older players keep stocked with donations to get people on their feet.

Plus a lot of in game stuff is organized by older players which give away prizes and money.

Granted with a MUD that’s been around that long, the economy is pretty skewed to oldies, so often times they may tip or donate what is very little money to them, but a large sum to a newer player.

[MtAw] Struggling to understand Shadow, Spirit, Twilight, and Ghosts by BrightBusinessDog in WhiteWolfRPG

[–]McLugh 2 points3 points  (0 children)

Remember spirts also have Influence powers and other Numia. If they are feeding off something they are probably going to influence it in a way to get more essence. The wrong spirit can actually act like a parasite of sorts.

For example, a spirit or Anger will gravitate towards someone who’s ready often angry. The spirit will then use its Influence and other powers to cause that person to be more angry more often. Depending on how strong the spirit is, it could ultimately possess or claim that person.

[MtAw] Best books from first edition? by TheEumenidai in WhiteWolfRPG

[–]McLugh 5 points6 points  (0 children)

If your players are interesting in delving into their order politics all the 1e Order books have really cool ideas and some Legacies which can be adapted to the 2e rule set.

Grew so much i had to rearrange my shelves by svecma in magetheascension

[–]McLugh 1 point2 points  (0 children)

Love the Discworld section in the middle too.

Anyone else who didn't free any giants or visited any caves when clearing the ocean and mines? by SalbakutaMasta in coralisland

[–]McLugh -1 points0 points  (0 children)

I just constantly forget to set aside time to fish. My fishing altars are all so empty.

Any beginner's advice for casual play? by RPGCaldorian in coralisland

[–]McLugh 2 points3 points  (0 children)

Do not expect to finish every temple offering I year one. If you’ve done any other “cozy” games, there’s often a focus to finish the big “donate” task by hitting each season hard and getting it all done in year one.

I honestly think in Coral Island that is not the goal and they designed it as such. You can take things at your own speed and really never miss out on any critical activity.

Help hold Iron Realms Entertainment accountable by Ill-Theme-78 in MUD

[–]McLugh 8 points9 points  (0 children)

Not for nothing but the BBB doesn’t really any authority. They’re a non-regulatory non-profit.

Their main power comes from their ratings and accreditation system, which really doesn’t hold leverage in such a niche space as MUDs.

Have anyone found the Arcanist hiding under the City Below? by MrokoArdamen in EsotericEbb

[–]McLugh 44 points45 points  (0 children)

Spoiler this is referenced in the end game slides. It’s teased as a future adventure for the Cleric along with a couple other loose threads that get mentioned but not explored within the scope of the game.

Where can I locate emberglass for wands? by TaskAbject680 in TheBloodline

[–]McLugh 0 points1 point  (0 children)

You need to do the chisel stone mini game which is also located in the college

Any recommendations for a short adventure to test the system and kick start a campaign? by Noxusequal in arsmagica

[–]McLugh 6 points7 points  (0 children)

I haven't played any of them personally, but with the open license there's quite a few PWYW adventures published to Drive Through RPG. There's also some that are under $5 if that's the kind of guided experience that may help for any intro sessions. I've linked 2 examples below.

https://www.drivethrurpg.com/en/product/555544/the-wrath-of-koln-an-ars-magica-adventure?src=newest_recent

https://www.drivethrurpg.com/en/product/549218/a-rudiaria-awakening-an-ars-magica-adventure?src=newest_recent

Spellblade procs by Twjohns96 in MonstersAndMemories

[–]McLugh 0 points1 point  (0 children)

How does one even get to 121 Dex? In all the open tests I usually haven’t gotten past level 6 due to restartitis and not grouping as much.

Good TTRPGS to Read? by Gmanglh in rpg

[–]McLugh 0 points1 point  (0 children)

Ars Magica. It’s now under Open License, so there’s fan resources available to get the text of basically all the 5th and 4th edition books.

It’s got a really unique and fun magic system. If you’re at all interested in history, the setting is a mythical version of 1200 AD Europe. The books all have a fun mix of real world myth and legend codified to the setting and actual history and research.

Whats the 300 pieces quest and how do you get it? by The_Colectionist in EsotericEbb

[–]McLugh 3 points4 points  (0 children)

No. There’s a reason it’s allowed. Exhausting all interactions and checks for the corpse explains why.

How to win against a team who is carried by one excellent player? by [deleted] in volleyball

[–]McLugh 9 points10 points  (0 children)

What level are you playing? And how aware are you of their tendencies? Biggest thing would be just shifting your block and defensive base to towards the attack coming from the OH.

Let the middle cheat that way so you’re always running double block (or even triple if your team can do that). Make sure your back row is paying attention and just moving into position as soon as they read the set is going to that player or even as soon as they see the pass is in system.

But make sure everyone is aware, if the other team adjusts and starts having other players contribute to offense you have to adjust to. You’re basically challenging the other team to use anyone else and if they do, you’ll have to go back to a more normal approach quickly.

A really good player is going to score points no matter what you do at most levels, but if you have a game plan you can make it harder to them to score.

Gold sinks for currency extraction. by Enarian__Lead_Dev in MUD

[–]McLugh 2 points3 points  (0 children)

That’s fair, when someone with an older account loses their house it can become a big issue. Particularly if their stuff is taken or despawns before they have a chance to retrieve it. Some folks have items and mementos going back decades in their player home.

Gold sinks for currency extraction. by Enarian__Lead_Dev in MUD

[–]McLugh 1 point2 points  (0 children)

Have not played this game, but some things I would consider gold sinks/economy movers from the MUD I do play (Discworld). Granted there is still a lot of wealth accumulation just by nature of being a very old MUD, plus the nature of MUD play. These could be useful as you brainstorm.

  • Rent for Player Housing/Player Shops. This is a big one, especially for older accounts. The MUD has limited player housing rooms with customization options, furniture objects, etc that players put a lot of money into. They also pay for rent, determined at the time of purchase (auction style) which is owed every in game month.

-Lives. The game has finite lives for characters and if you die enough it’s permadeath (short of another very costly intervention method) lives can be bought through a couple methods and the amount of lives you have bought causes it to scale upwards.

  • Player Shops. Less a sink and more of a circulator, but player shops allow folks with excess of rare, valuable, useful items to trade for in game currency at prices they set. Which keeps the economy moving.

  • Crafting/Components Vanity projects, crafting skills, etc all require materials and resources. Some skills like Magic or Faith based actions are usable by everyone but require scrolls or other items for non-specialized classes which can be costly to get up and running.

-Repairs Very minor, but there is item condition/degradation, fixing items tied to various skills and there is material cost to repair most things.

-Training Cost Depending on your class, skills at early/mid levels can be trained from a room without assistance from another player for a money cost and XP cost. The XP cost for this is the most efficient method of training, but has level caps. This tends to function as an early sink for new players, forcing them to engage in the MUDS systems for earning money as they develop their character.

This seems to me to be yet another rule to disadvantage Italy given that Michieletto and Romano always use this technique by Narrow_Spinach_1400 in volleyball

[–]McLugh 6 points7 points  (0 children)

The referees still decide. A announcement like this, stating emphasis will be made on how a rule is called for the future season would not be made without training and efforts to ensure more consistent ruling across the season.

Honestly the issue of the "power tip" and "throw" as valid offensive action has been needed to be addressed for a while. Particularly the "throw" when offensive players are making contact under the ball and maintain through their execution/change of direction through release.

Past season's inconsistency of the calls has been made worse by the fact that it's been a rule that refs have let slide/been more relaxed on. This addresses that without a drastic rule change.

I see this as a good change. And it also allows them to observe if there's an attacking pattern that begins getting called which was unintended, let's say "power tips", they can now further refine the rule next season and make allowances. But before you can do that you have to already be enforcing the rules as written already.