Search found 73 matches
- Sun Oct 07, 2018 12:05 pm
- Forum: Rejected Requests
- Topic: Option for stripping off embellishment extra descs
- Replies: 2
- Views: 5136
Re: Option for stripping off embellishment extra descs
Alternatively, how about adding options for sale that have special appraises? Example: [##] [Price Qty ] Item [ 1] [ 15 --- ] a pinch of fine spices (generic item, no extra appraise) [ 2] [ 16 --- ] a pinch of fine spices heavily favoring anise (item adding anise-flavored embellishment) Maybe just a...
- Sat Oct 06, 2018 2:04 pm
- Forum: General Discussion
- Topic: Exile and its Implementation
- Replies: 97
- Views: 367887
Re: Exile and its Implementation
Problems as I see them and possible solutions: 1) Enacting an exile immediately pulls the target out of play. Instate a 24-48 hour grace period before the exiled is dropped in a holding room. This echoes deadly poison policy where PCs are given the opportunity to get in some deathbed RP or to arrang...
- Sat Oct 06, 2018 1:49 am
- Forum: Accepted Requests
- Topic: Include a name in Departure rumors?
- Replies: 5
- Views: 7791
Include a name in Departure rumors?
I enjoy the simple notifications when characters are liquidated but sometimes the message is too vague. Since all the subjects have been "Departure" I'm assuming this is added automatically. If that is the case, is it possible to change it so it says "<character name>'s Departure" instead?
- Wed Oct 03, 2018 2:38 pm
- Forum: General Discussion
- Topic: Exile and its Implementation
- Replies: 97
- Views: 367887
Re: Exile and its Implementation
I support the idea more RP-supportive options of supplementing PC forces. Other recent changes, such as requiring an IC Event notice or a rumor if you liquidate, underscore the game's focus on story. A few changes and additions would keep the exile command powerful without risking abrupt ends to ong...
- Tue Oct 02, 2018 3:39 pm
- Forum: Rejected Requests
- Topic: Option for stripping off embellishment extra descs
- Replies: 2
- Views: 5136
Option for stripping off embellishment extra descs
Or, "All my bacon tastes like licorice." Is it possible to code in an option for removing special extra descriptions from items? I really like the system but there are times where the appended information detracts from the finished product in my opinion. The example I'm using is fine spices. Let's s...
- Sat Sep 22, 2018 9:29 pm
- Forum: General Discussion
- Topic: [Poll] Plot Staff
- Replies: 26
- Views: 32992
Re: [Poll] Plot Staff
I voted Maybe. There are definite benefits to having dedicated staff oversight for plots, foremost among them being continuity and coherency. But I worry about encouraging a culture of players who wait for Someone Else to Do Something, rather than encouraging more pro/active roleplay. Especially sin...
- Mon Sep 17, 2018 9:56 pm
- Forum: Accepted Requests
- Topic: See door durability and/or lock difficulty
- Replies: 11
- Views: 15903
Re: See door durability and/or lock difficulty
MV is the mechanic we use to show a PC has invested some time or effort into something. I believe there was similar explanation behind adding MV cost to foraging or plant tending. 'freebie' information that helps you decide whether or not you're going to risk breaking your arm feels exploitable. I l...
- Mon Sep 17, 2018 8:08 pm
- Forum: Accepted Requests
- Topic: See door durability and/or lock difficulty
- Replies: 11
- Views: 15903
Re: See door durability and/or lock difficulty
Buzz K[ir]ill wrote: ↑Mon Sep 17, 2018 7:30 pmI prefer making it a visible action over applying a random MV cost, but that's just me.
- Mon Sep 17, 2018 1:46 pm
- Forum: Accepted Requests
- Topic: See door durability and/or lock difficulty
- Replies: 11
- Views: 15903
Re: See door durability and/or lock difficulty
How about appraise/inspect exit <direction> or something? Maybe takes some mv per attempt, so it's not too easy to case a joint?
I'd suggest it pull from an appropriate skill but maybe that's overcomplicating things too much.
I'd suggest it pull from an appropriate skill but maybe that's overcomplicating things too much.
- Sat Sep 01, 2018 11:46 pm
- Forum: Accepted Requests
- Topic: Maiming
- Replies: 2
- Views: 6290
Re: Maiming
Tattoos (permanent items) restrung as scars for missing fingers and hands, hooks and peg legs work for providing visible clues for RP partners; the onus is on the maimee to incorporate their injuries into RP. Temporary stat reductions for working overs that fall short of crippling or removing. Could...