Game news https://community.pennmush.org/taxonomy/term/14 en WCNH MUSH code open-sourced https://community.pennmush.org/node/9703 <span class="field field--name-title field--type-string field--label-hidden">WCNH MUSH code open-sourced</span> <span class="field field--name-uid field--type-entity-reference field--label-hidden"><span>Eratl</span></span> <span class="field field--name-created field--type-created field--label-hidden">Tue, 2013-07-23 16:54</span> <div class="field field--name-topic field--type-entity-reference field--label-hidden field__items"> <div class="field__item"><a href="/taxonomy/term/14" hreflang="en">Game news</a></div> </div> <div class="node__links"> <ul class="links inline"><li class="comment-forbidden"></li></ul> </div> <div class="clearfix text-formatted field field--name-body field--type-text-with-summary field--label-hidden field__item"><p>Some of you may know, or have even played on, my most recent MUSH, Wing Commander: New Horizon. I shut the game down a few months ago due to inactivity, but as of today you can now download all of the source code and a 'sanitized' version of the game database (missing player information, log contents, etc, but all code, rooms, ships, etc are there).</p> <p>It's rather an unusual example of a MUSH codebase - there's a complete implementation of a JSON-protocol client/server model that allows external processes to exchange information with PennMUSH. Included is a complete implementation of that protocol in Ruby along with many thousands of lines of Ruby and softcode systems that could be used to build any sci-fi game, or adapted to fit just about any theme.</p> <p>For more information/downloads, I've set up a page at: <a href="http://tkrajcar.github.io/wcnh/">http://tkrajcar.github.io/wcnh/</a></p> <p>I'll be around on M*U*S*H for questions/support. :)</p> </div> <section class="field field--name-field-blog-comments field--type-comment field--label-above comment-wrapper"> </section> Tue, 23 Jul 2013 21:54:47 +0000 Eratl 9703 at https://community.pennmush.org Hiring Builders for an RL City and Describers (no building)~ Willing to Teach https://community.pennmush.org/node/1091 <span class="field field--name-title field--type-string field--label-hidden">Hiring Builders for an RL City and Describers (no building)~ Willing to Teach</span> <span class="field field--name-uid field--type-entity-reference field--label-hidden"><span>MrWigggles</span></span> <span class="field field--name-created field--type-created field--label-hidden">Wed, 2012-06-13 04:16</span> <div class="field field--name-topic field--type-entity-reference field--label-hidden field__items"> <div class="field__item"><a href="/taxonomy/term/14" hreflang="en">Game news</a></div> </div> <div class="node__links"> <ul class="links inline"><li class="comment-forbidden"></li></ul> </div> <div class="clearfix text-formatted field field--name-body field--type-text-with-summary field--label-hidden field__item"><p>Heya,</p> <p>Navitas: City Limits is seeking builders, to help dig the<br /> two grid areas. We also need various supplementary room descriptions. We're<br /> willing to teach new builders how to build, as well as the 'do's and<br /> donts' for describing rooms.</p> <p>Navitas can be consider an alternative to World of Darkness games. Its<br /> a contemporary urban fantasy high action theme, based on the<br /> Dresden Files novel series.</p> <p>Navitas is also hoping to employ a 'destructible grid', in where player's<br /> role playing, can impact the grid itself. This requires a fair bit of work,<br /> with each room requiring four additional descriptions, each describing<br /> a further level of destruction. </p> <p>The areas that remain to be dug is the Deer Canyon Park, (15-30<br /> rooms) and The Burrows (15-30 rooms), the super natural shanty<br /> town underground.</p> <p>We have some tools, set up to make building in Penn easier, and we're<br /> willing to offer the builder more tools if needed. We're also employing<br /> Xterm Colors (256 Colors).</p> <p>We're still looking for general staff for when the game opens, and<br /> helping with the Grid will allow time for the existing staff to get to<br /> know you, and for you to get to know us and see if you want to staff<br /> with us.</p> <p>Please drop by, if you're interested in building or staffing positions!<br /> navitas.mu-world.net Port: 1986<br /> My name is Wiggles, I'm the Headwizard. I'm on generally on from<br /> 1pm PST to 4am PST. Even if I'm a couple hours idle, just give a shout<br /> (As I am about, might be playing SC2 or TF2) , or send an @mail.</p> </div> <section class="field field--name-field-blog-comments field--type-comment field--label-above comment-wrapper"> </section> Wed, 13 Jun 2012 09:16:27 +0000 MrWigggles 1091 at https://community.pennmush.org MUSHlist connection updates https://community.pennmush.org/node/982 <span class="field field--name-title field--type-string field--label-hidden">MUSHlist connection updates</span> <span class="field field--name-uid field--type-entity-reference field--label-hidden"><span>Meyer</span></span> <span class="field field--name-created field--type-created field--label-hidden">Thu, 2011-10-06 00:14</span> <div class="field field--name-topic field--type-entity-reference field--label-hidden field__items"> <div class="field__item"><a href="/taxonomy/term/14" hreflang="en">Game news</a></div> </div> <div class="node__links"> <ul class="links inline"><li class="comment-forbidden"></li></ul> </div> <div class="clearfix text-formatted field field--name-body field--type-text-with-summary field--label-hidden field__item"><p>Is the code that updates the "last successful connection test" field in the MUSHlist broken? "175 days ago" is the smallest value displayed.</p> <p>Hello again to all after a long absence from PennMUSH.</p> </div> <section class="field field--name-field-blog-comments field--type-comment field--label-above comment-wrapper"> </section> Thu, 06 Oct 2011 05:14:20 +0000 Meyer 982 at https://community.pennmush.org Bleach the Beginning has shut down. https://community.pennmush.org/node/972 <span class="field field--name-title field--type-string field--label-hidden">Bleach the Beginning has shut down. </span> <span class="field field--name-uid field--type-entity-reference field--label-hidden"><span>MrWigggles</span></span> <span class="field field--name-created field--type-created field--label-hidden">Sun, 2011-09-18 17:56</span> <div class="field field--name-topic field--type-entity-reference field--label-hidden field__items"> <div class="field__item"><a href="/taxonomy/term/14" hreflang="en">Game news</a></div> </div> <div class="node__links"> <ul class="links inline"><li class="comment-forbidden"></li></ul> </div> <div class="clearfix text-formatted field field--name-body field--type-text-with-summary field--label-hidden field__item"><p>Bleach the Beginning has shut down. It was open for about three years. Sadly the lack of leadership from the Headwizard, and the contentious player culture has caused the staff of BtB to shut down the game. </p> <p>The game thanks to our gracious Hoster, Cooee, will be staying up until March 2012 as a social RP mu*.</p> <p>We were working on Bleach 2.0, and we're still doing so. </p> <p>If you wish to see what Bleach 2.0 is up to, you're welcome to visit our forum at :<br /> http://bleachmu.guildlaunch.com/</p> <p>You may also request a character for the mush from the forum as well. As player creations has been turned off for the time being.</p> </div> <section class="field field--name-field-blog-comments field--type-comment field--label-above comment-wrapper"> </section> Sun, 18 Sep 2011 22:56:04 +0000 MrWigggles 972 at https://community.pennmush.org Imperium Romanorum Project: Part III (History & Historiography; Theme) https://community.pennmush.org/node/951 <span class="field field--name-title field--type-string field--label-hidden">Imperium Romanorum Project: Part III (History &amp; Historiography; Theme)</span> <span class="field field--name-uid field--type-entity-reference field--label-hidden"><span>Tyr</span></span> <span class="field field--name-created field--type-created field--label-hidden">Thu, 2011-08-04 14:24</span> <div class="field field--name-topic field--type-entity-reference field--label-hidden field__items"> <div class="field__item"><a href="/taxonomy/term/14" hreflang="en">Game news</a></div> </div> <div class="node__links"> <ul class="links inline"><li class="comment-forbidden"></li></ul> </div> <div class="clearfix text-formatted field field--name-body field--type-text-with-summary field--label-hidden field__item"><p>In my first post, I discussed briefly the setting for the game, and in my second, I talked very briefly about the "feudal anarchy" which was said to have spread across Europe in the 10th and 11th centuries. I'll talk a little bit more about that here, and will get into more depth about the history of 12th-century Europe, as well as some of the reasons why I chose this period and not, as I discussed in my first post, the 10th or 11th centuries. As I've mentioned, this game grew out of my own historiographical research, and so a brief introduction to some of the problems encountered by historians and historiographers, as well as a brief overview of the historiographical consensus, will be necessary to frame the discussion that follows properly.</p> <p>Since most people are not familiar with the distinction between history and historiography, it seems useful to begin there. In some sense, there isn't a distinction; historiography is the scholarly study of history. It's a professional discipline with certain methodological principles and practices, which determine how the historian/historiographer works with his/her material. However, in another sense, historiography can be distinguished from history-writing, in that simple history writing is more journalistic or annalistic in character, whereas historiography is scholarly; again, there are standards of scholarship and methodology that determine what the historiographer is able to do with the sources with which he/she works. The historian, in this sense, is simply reporting facts; the historiographer is engaging in a critical study and analysis of those facts and their relationship with reality. The historiographer is concerned not only with what happened and why, but how history is constructed, the intellectual exercise of writing about events.</p> <p>One of the most crucial and basic distinctions that historiographers draw is that between primary and secondary sources. At its simplest, a primary source is a contemporaneous account of the subject with which the historiographer is concerned, or an account by a participant therein or witness thereto. Examples include newspaper articles, diaries, letters, annals, public records, photographs, audio or video recordings, etc. Primary sources are the most authoritative documents we have about the events of the past. A secondary source is an account by someone who was not proximally connected with the subject of the historiographer's inquiry. Journalistic accounts, although technically a type of primary source, sometimes straddles the line, as journalists often work from primary sources and do not directly witness or participate. Essentially, a secondary source is an account by someone working from primary sources, particularly one which offers an interpretation or analysis of the subject of inquiry and does not simply relate the account of an actual witness or participant. Secondary sources can guide the historiographer's work, but primary sources are the bread and butter.</p> <p>Anyone doing research into Medieval Europe quickly runs into several serious problems, especially Anglophones attempting to research continental Europe, or England prior to about the 13th century. The most serious of these problems is language: all of the primary sources are in languages other than English, and the further back one goes, the less source material in the common tongue there is. All official documents and the majority of correspondence preserved is in medieval ecclesiastical Latin, the language of the Church and therefore of government, and the majority of correspondence preserved is between the medieval equivalent of government officials (the nobility). On the continent, anything not in Latin is in Middle French, Italian, or German; in England, a language which is recognizable to use today as English (albeit very strangely spelled and with a lot of what we would consider grammatical archaisms) essentially does not appear before the 13th century.</p> <p>Another problem is political boundaries and labels. Quite simply, the political boundaries of late-20th- and early-21st-century Europe did not exist yet, nor did the nation-states which they delineate. In the mid-12th-century, "Germany" was a geographic label which was applied to the lands north of the Alps and east of the Rhine, inhabited by speakers of Germanic dialects, which existed in a broad continuum of intelligibility. Although we commonly refer to the area in which the game is set as the "Holy Roman Empire," this is an anachronism; it was not officially known as the "Holy Roman Empire" until 1512, and even then, it was the "Holy Roman Empire of the German Nation." Although the appellation "Holy" was applied to the Empire during the reign of Frederick Barbarossa (it was called the "Holy Empire"), at this time it is still known simply as the "Roman Empire." There is no standard label for the medieval Empire, as "Roman Empire" seems too credulous by modern standards (was it actually Roman?). German scholarship often calls it the "Roman-German Empire" (<i>Römisch-Deutsches Reich</i>), and a common term in English-language scholarship is "Medieval Western Empire" (on <i>Imperium Romanorum</i>, we'll just call "The Empire"). Internal boundaries, too, differed; the modern German States, Swiss Cantons, French Regions, and their subdivisions, did not exist. Many towns and cities have their origins in this period, but they were much smaller, and have swallowed what were once distinct communities.</p> <p>Of similar significance is the fact that we simply lack a great deal of direct testimony as to the lives of large segments of the population,</p> </div> <section class="field field--name-field-blog-comments field--type-comment field--label-above comment-wrapper"> </section> Thu, 04 Aug 2011 19:24:32 +0000 Tyr 951 at https://community.pennmush.org Imperium Romanorum Project: Part II (Narrative, Community, Administration) https://community.pennmush.org/node/949 <span class="field field--name-title field--type-string field--label-hidden">Imperium Romanorum Project: Part II (Narrative, Community, Administration)</span> <span class="field field--name-uid field--type-entity-reference field--label-hidden"><span>Tyr</span></span> <span class="field field--name-created field--type-created field--label-hidden">Fri, 2011-07-29 12:02</span> <div class="field field--name-topic field--type-entity-reference field--label-hidden field__items"> <div class="field__item"><a href="/taxonomy/term/14" hreflang="en">Game news</a></div> </div> <div class="node__links"> <ul class="links inline"><li class="comment-forbidden"></li></ul> </div> <div class="clearfix text-formatted field field--name-body field--type-text-with-summary field--label-hidden field__item"><p>This is the second post in what will hopefully continue to be an ongoing series dealing with the development of ''Imperium Romanorum'', the MUSH I'm currently working on. Part I was an overview of the project. This will deal with narrative and RP, the community features that hopefully will enhance the experience of playing the game, and the administrative structure and techniques that will ideally avoid the pitfalls that have faced game admins in the past. A quick note on terminology: HC means Historical Character, and OC means Original Character.</p> <p><b>Narrative</b><br /> Although the MUSH server can be used as a platform for pure social interaction (M*U*S*H, BrazilMUX, Gateway/OGR, and PuggyMUX come to mind as examples of this sort of "game"), it is perhaps most commonly used to create roleplaying games. As the <i>raison d'être</i> of these games, encouraging, supporting, and developing RP is the central focus of admin activity. Some games have attempted to maintain their players' interest in continued participation by running story-arcs and attempting to tie others' activities into these arcs (or vice versa); OtherSpace comes to mind as an example of this strategy. Other games have taken a more <i>lasseiz faire</i> approach and simply allowed the players to RP as they see fit without attempting to connect anything into an overarching plot. Nearly all have some sort of admin-run plots which, although not necessarily connecting to an overall storyline, can be said to form one with their corpus.</p> <p>On <i>Imperium Romanorum</i>, I will attempt to do something like what OtherSpace is doing. I chose the setting because I believed that the historical situation came with certain conflicts—which are, after all, what drive stories—already present that I hoped would drive the players of the HCs. However, at the same time, most of the population was not directly involved in these conflicts, and so there is plenty of room for play that needn't be incorporated into the overall story-arc. Mid-12th-century Europe, while arguably not as violent as the preceding century or two (historians often speak of "feudal anarchy," which, although contested—quite apart from the fact that, as scholars, historians love to argue, the inherent bias in the narrative sources we possess makes it difficult to state definitively that the period was any less violent or chaotic as the preceding or succeeding centuries—reflects a certain preoccupation by tenth- and eleventh-century authors with what they understood as an outbreak of violence and chaos following the breakdown of the Imperial state), was nevertheless a period in which arbitrary authority and large-scale violence were commonplace, and the leaders were violent men. Furthermore, given the lack of recognized and authoritative institutions for arbitrating disputes, particularly among the upper ranks of society, violence was often the most efficacious means of settling a dispute, and the feudal nobility was nothing if not disputatious. The rebellion in the previous century by secular princes, assisted by radical prelates (and the papacy itself), was effectively overcome, but the Crown had not been able to destroy its opponents; instead, it was forced to compromise. Even though the assent of the princes was required for the designated heir to succeed, this was mostly a formality; where there was no designated heir, they would choose someone who was related closely by blood to a previous King. Anyone contesting the succession was in a dangerous position. However, even if the magnates in question were not actively maneuvering for the Crown, they could contest its authority over them, and their peers' position within regional politics. The authority of the magnates themselves was often challenged by up-and-coming noblemen who, through strategic marriage alliances and diplomatic maneuverings, could build a sufficient power bloc to pose a threat to the authority of their more powerful peers within the local aristocracy. The Church, as a participant in the governance of the medieval world (indeed, clerics performed many essential governmental functions because of their education and training), was often entangled in these conflicts, and the great bishoprics and abbacies, richly endowed with land by generations of Kings and nobles, often found themselves the target of this violence. I'll deal more with the specific situation with which the PCs will find themselves confronted in a later post, but suffice it to say, the tensions this created should provide rich material for conflict between noble PCs.</p> <p>So while there is a sort of over-arching plot, its exact outcome is in question, and subject to influence by the PCs. There are also a number of sub-plots which provide ties for lesser nobles to interact with their senior peers, as well as with one another. Hopefully, as players research their characters, they'll discover potential plots of which I am not aware; and players are welcome to spin their characters based upon reports or rumors from the period, or later historians' attempts to explain their motives and deeds. However, the over-arching plot is primarily of relevance to HCs, and mainly major HCs at that (I'll deal with who are major and minor HCs in a later post). Players of OCs are still going to be creating narrative, even if they're not necessarily participating in the grand game (although a significant number of OCs, mainly knights, will be, if only as bit players).</p> <p>But what is narrative? Basically, when I speak of "narrative," I mean story-telling. Roleplay MUSHes are part improvisational theatre, part interactive fiction. Players tell stories about the characters they play through their roleplay, observing certain conventions (which are quite weak in MUSHes). Narrative is basically sequential, offering the audience a series of interrelated events which culminate in some sort of resolution, ideally making clear the causal and temporal relationships between those events. Because of the size of the IC grid, which will initially encompass an area located in southeastern France, western Germany, and northwestern Switzerland, it is not expected that events will be played in the sequence in which they are intended to occur; details on the specific areas encompassed, and the way I propose to get around the problem of geography, will be offered in a future post. In concrete terms, players are encouraged to work out in advance what they want the outcome of plots or RP sessions to be, possibly as well major events occurring therein. Players should act as if they are involved in an ongoing dramatic production, the script to which has not yet been written.</p> <p><b>Community</b><br /> To keep players interested, I'll offer the following features: (1) A wiki, which will contain the majority of the game documentation (some will be offered on the game itself, but PennMUSH textfiles are very limited); (2) A bulletin board where players will be able to converse, submit original fiction, non-fiction, artwork, or other compositions (such as music), and roleplay logs; (3) hopefully, RL events such as get-togethers.</p> <p><b>Administration</b><br /> This is the hard part. Essentially, I intend to let players run their houses as they see fit, with a minimum of oversight, unless it comes to my attention that they're being abusive or are failing to take action to deal with abusive players within their houses. Players who occupy senior positions will be expected to generate roleplay for their followers. In addition, quests will be created, possibly including crusades, and a few players will be tapped to work with other players to create these as well as other tinyplots.</p> <p>The game staff proper will primarily be devoted to maintaining the game server and code, including building.</p> </div> <section class="field field--name-field-blog-comments field--type-comment field--label-above comment-wrapper"> </section> Fri, 29 Jul 2011 17:02:13 +0000 Tyr 949 at https://community.pennmush.org Imperium Romanorum Project: Part I (Introduction and Project Overview) https://community.pennmush.org/node/948 <span class="field field--name-title field--type-string field--label-hidden">Imperium Romanorum Project: Part I (Introduction and Project Overview)</span> <span class="field field--name-uid field--type-entity-reference field--label-hidden"><span>Tyr</span></span> <span class="field field--name-created field--type-created field--label-hidden">Thu, 2011-07-28 12:45</span> <div class="field field--name-topic field--type-entity-reference field--label-hidden field__items"> <div class="field__item"><a href="/taxonomy/term/14" hreflang="en">Game news</a></div> </div> <div class="node__links"> <ul class="links inline"><li class="comment-forbidden"></li></ul> </div> <div class="clearfix text-formatted field field--name-body field--type-text-with-summary field--label-hidden field__item"><p>As many know, I have been working for some time on a historical-themed game set in Medieval Germany, around the mid-12th Century, which I am calling <i>Imperium Romanorum</i>, which is how it was known contemporaneously. Although my historical studies have been getting the best of me, I've been meaning to blog about the process of developing the game for some time as a means of keeping track of where I'm at on the project as well as inviting feedback on my ideas for the game. This will be the first post in what will hopefully turn into an ongoing series, assuming I can keep myself on-track. The investigation into the history of the period was a strong motivation for me to begin work on this project, as I conceived of the game as being an educational project as well as entertainment. This blogging will ideally also serve as a means of helping others understand some of the complexity of building a game, particularly one serving as more than just entertainment.</p> <p>A brief outline of the project history: I conceived of doing a fantasy game based on pre-Christian Germanic religion some years ago, and tinkered a bit. Due to RL circumstances, the project was shelved, and I was introduced to Geoffrey Barraclough's <i>The Origins of Modern Germany</i>, which, although debatable on certain points, still serves as a strong introduction to the history; this prompted a shift to a strictly historical theme. At this point, I was still interested in a game set in the early Middle Ages, but I began to discover that there simply wasn't enough primary source material to satisfy my desire for a very strong historical emphasis in the game; the information about who ruled what, where, and how simply was not available, and I did not feel comfortable making this information up. Additionally, I felt that the period was simply not "medieval" enough; that is, in the popular imagination, the Middle Ages are associated with knights, stone castles, crusades, tournaments, chivalry, and a host of other things which did not yet exist. Eventually, I shifted the focus forward two centuries, where it remains now, briefly considering the civil wars of the reigns of Henry IV and Henry V in the 11th century, finally settling on the reign of Frederick I.</p> <p>At present, then, the game will begin during the reign of Frederick's uncle, Conrad III, and will stick to the historical chronology for the last three years of that reign, up until Frederick is elected. After that, the timeline will be allowed to diverge from our history. Players can be characters from every level of society, from lowly serfs to the great feudal princes who vied for supremacy. In general, the paradigm being used for the game is the traditional derivative-themed faction-based game such as Star Wars, Star Trek, Dune, et at.; of course, since the setting is the real world rather than a fictional universe, things can get a little trickier, and in place of Feature Characters, <i>Imperium Romanorum</i> features Historical Characters (but this is primarily a semantic difference). There are also features which, AFAIK, are unique to <i>Imperium Romanorum</i>, intended to deal with certain problems which I have encountered when I was an active RPer on multiple games.</p> <p>Given the state of communications and transportation in this period, rulers of large estates found it necessary to ride around their possessions on horseback in order to exercise their authority effectively. The Holy Roman Empire (which it was not yet called, but for the sake of convenience, I'll call it that here), furthermore, was the largest polity in medieval Europe, stretching from the North Sea to the Tyrrhenian Sea, and from the Baltic to the Adriatic. Even with the restricted geographic focus of the initial IC grid (encompassing an area now within the boundaries of France, Germany, and Switzerland), this still represents a substantial amount of ground that players potentially must cover in order to find RP. An additional difficulty is imposed by the fact that <i>Imperium Romanorum</i> maintains an objective IC chronology (the lack of concrete time progression being one of the aforementioned problems); time will advance at a definite rate. To mitigate these effects somewhat, IC time will progress in large increments over a relatively large period of RL time (at present the plan is 2 RL months to one IC year), such that players may travel as they wish, and do not have to pass up RP at one end of the grid simply because they happen to be at the other at a given moment, and they cannot be in two places at once; but they must ensure that they do not try to be somewhere they could not, based on the places where they have been ICly (that is, they have roleplayed or wrote a story about their character being somewhere) prior to a given journey.</p> <p>In my next post, I'll talk about the narrative focus of the game, and the community features I plan to include to encourage player participation. I'll also talk about how game administration will work under my current plan, to deal with the problem of the separation of "IC" and "OOC" leadership, which is another of the problems I've noticed. Future posts will include discussions of coded systems, some game design philosophy, and a bit of discussion of the theme (mainly in the form of writings on the history of the Empire and the European Middle Ages). Feedback is welcome, nay, encouraged!</p> </div> <section class="field field--name-field-blog-comments field--type-comment field--label-above comment-wrapper"> </section> Thu, 28 Jul 2011 17:45:38 +0000 Tyr 948 at https://community.pennmush.org Announcing: the Enchanted Forest roleplay project https://community.pennmush.org/node/936 <span class="field field--name-title field--type-string field--label-hidden">Announcing: the Enchanted Forest roleplay project</span> <span class="field field--name-uid field--type-entity-reference field--label-hidden"><span>Merino</span></span> <span class="field field--name-created field--type-created field--label-hidden">Tue, 2011-05-31 17:58</span> <div class="field field--name-topic field--type-entity-reference field--label-hidden field__items"> <div class="field__item"><a href="/taxonomy/term/14" hreflang="en">Game news</a></div> </div> <div class="node__links"> <ul class="links inline"><li class="comment-forbidden"></li></ul> </div> <div class="clearfix text-formatted field field--name-body field--type-text-with-summary field--label-hidden field__item"><p>This event will occur on M*U*S*H.</p> <p>From my bulletin board post:</p> <p> Ladies and gentlemen! My name is Merino, and I am here to organize a group of people to roleplay in the universe of the Enchanted Forest Chronicles series that was created by Patricia C. Wrede. Anyone who is a good roleplayer and has read the books and is familiar with the universe in question is welcome.<br /> We will be using the Risus roleplaying system, which is a very freeform system that uses only six-sided dice. Find out more at http://risusiverse.wetpaint.com/ -- but note that emphasis is placed on storytelling and actual roleplay rather than your usual D&amp;D fare.<br /> The first roleplay session will take place at 12PM, Pacific Standard Time, on June the 5th. If you'd like to become involved, or want more information, please @mail Merino with your questions or application. The roleplay will occur within M*U*S*H in a single room, and we will describe locations verbally.</p> <p>And that about sums it up. We're looking for good roleplayers. The only requirements are that you have read at least the first Enchanted Forest Chronicles book ("Dealing with Dragons", I believe) and are aware of how the Risus system works (just read it, it's a very quick read).</p> </div> <section class="field field--name-field-blog-comments field--type-comment field--label-above comment-wrapper"> </section> Tue, 31 May 2011 22:58:45 +0000 Merino 936 at https://community.pennmush.org M*U*S*H April 1 riddle https://community.pennmush.org/node/912 <span class="field field--name-title field--type-string field--label-hidden">M*U*S*H April 1 riddle</span> <span class="field field--name-uid field--type-entity-reference field--label-hidden"><span>javelin</span></span> <span class="field field--name-created field--type-created field--label-hidden">Fri, 2011-04-01 08:27</span> <div class="field field--name-topic field--type-entity-reference field--label-hidden field__items"> <div class="field__item"><a href="/taxonomy/term/14" hreflang="en">Game news</a></div> </div> <div class="clearfix text-formatted field field--name-body field--type-text-with-summary field--label-hidden field__item"><p>It's April 1, and the annual hunt for M*U*S*H has begun again. For reference and convenience, here's the 2011 riddle:</p> <p>HAHAHA! Not today! If you want to visit M*U*S*H you'll have to prove your worthiness and decode its location from this clue:</p> <p>(Important note: the M*U*S*H server detects portscanners and firewalls them off, so scanning for the MUSH port is ill-advised. The port for M*U*S*H is definitely a higher number than 1024.)</p> <pre> Say on, oh Bard, succor me with your rhyme Quoth I, because my hair with age is hoar And though I cherish all my well-spent time Beginning new is what new ending's for. 26:6:7 So like W.H, to you is my 10:12:4 riddle dedicated, it points for you. 9:11:9 In poem, line, and verse, it begs you try 3:6:4 to find what you would seek and my aim too. 103:11:7 The game's the thing at every level 4:4:8 The intimate network of soulful fun 74:6:3 I thrill as others take up the revel 38:12:2 With but the chance to play, I've truly won Merry met (I won't part), come join the fete The proof of the pudding, after it's ate. </pre><p> (Hints will be posted as the day continues - keep trying)</p> </div> Fri, 01 Apr 2011 13:27:28 +0000 javelin 912 at https://community.pennmush.org Corpolitick 2.2 starting at M*U*S*H https://community.pennmush.org/node/881 <span class="field field--name-title field--type-string field--label-hidden">Corpolitick 2.2 starting at M*U*S*H</span> <span class="field field--name-uid field--type-entity-reference field--label-hidden"><span>javelin</span></span> <span class="field field--name-created field--type-created field--label-hidden">Sat, 2010-02-20 18:19</span> <div class="field field--name-topic field--type-entity-reference field--label-hidden field__items"> <div class="field__item"><a href="/taxonomy/term/14" hreflang="en">Game news</a></div> </div> <div class="node__links"> <ul class="links inline"><li class="comment-forbidden"></li></ul> </div> <div class="clearfix text-formatted field field--name-body field--type-text-with-summary field--label-hidden field__item"><p>Corpolitick 2.2 - The Game of Organizational Dominance(TM)(R)(C)</p> <p>In the not-too-distant future, power is forged, wielded, shattered, reforged, sharpened, wielded again, broken again, and hung on the wall as a Relic of Mystery by Organizations, ranging from tiny partnerships to mammoth multicontinent corporations, from strange clans to stranger nonprofit NGOs, from Amalgamated Marketing Marketing ("We only sell salesmen who sell salesmen") to PhytoCarn Products ("Animal-based health food for plants") to Geeks'R'Us to Walt-You-Will-Have-Fun-Corporate-World.</p> <p>Corpolitick is a turn-based strategy game with a humor-cyberpunk feel about to start running at M*U*S*H (mush.pennmush.org 4201). This will be the third run of Corpolitick 2, and features new actions (bribes and takeovers), and other new features (money markets, directors). Like Corpolitick 2.1, 2.2 will feature 4-7 turns per week for an exciting game.</p> <p>Full game rules at http://mush.pennmush.org/corpolitick (or via the 'chelp' command on M*U*S*H). Create yourself a M*U*S*H character and conglomerate to the death!</p> </div> <section class="field field--name-field-blog-comments field--type-comment field--label-above comment-wrapper"> </section> Sun, 21 Feb 2010 00:19:21 +0000 javelin 881 at https://community.pennmush.org