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Roleplaying Tips Weekly E-Zine Issue #140
14 MUSH Tips
Contents:
This Week's Tips Summarized
14 MUSH Tips
- Introduction
- Recruiting
- Play With A Reasonable Number Of PCs
- Know your Players
- Require A Detailed Background And A Character Sheet
- Log, Log, and Log!
- OOC and IC
- Save Those Descriptions
- Combat
- Even More Description
- Whispering
- Be Tech Savvy
- Players: Watch your Pacing
- Players: Be a Writer
- Players: Your Handle Matters
Readers' Tips Summarized
- Popcorn GMing
- 10 Teacher's Tips That Apply To GMing
- Wear A Mask
- Choosing Party Leaders
- Another Good Lovecraftian Resource
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Contents
A Brief Word From Johnn
Very Brief Indeed
I'm feeling under the weather as I write this, so I'll keep
my ramble short this issue. :) This week's tips are about
MUSHes, an online form of roleplaying. I've never played in
a MUSH but it sounds intriguing! For the readers who've been
requesting MUD & MUSH tips, I hope there's an item or two of
value to you here in #140.
Johnn Four
johnn@roleplayingtips.com
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RAVENLOFT AND PLANESCAPE EXTRAVAGANZA!
We are now featuring a huge selection of out-of-print
Ravenloft and Planescape materials. As always, all orders
from Roleplaying Tips subscribers get a free item from our
secret Resurrection page! Thank you for choosing The Hero
Factory for your gaming needs!
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Contents
14 MUSH Tips
A Guest Article By Eric Olson
- Introduction
Inspired by Daniel Howard's excellent article on Online
Gaming, [ http://www.roleplayingtips.com/issue135.asp ]
I thought I would share a few more tips of my own. I've been
Storytelling WoD games online for about 18 months now. I
should note that I use a MUSH environment. I have no
experience with Play by E-mail games.
MUSH (Multi-User Shared Hallucination) environments use a
live chat where you describe your character as doing or
saying something. Most of the MUSHes you'll find have a
specific theme, such as World of Darkness or Wheel of Time.
However, some allow people to use some of their space to
run their own private tabletop games. I personally use a
MUSH called Online Gaming Resource (OGR), which is available
by connecting via telnet to eccles.tzo.net, Port 670, to
run my chronicles on.
While it's much more than just a place to run a tabletop
game online, that's the aspect of the MUSH that this article
applies to the most. If you're familiar with MUDs, MUSHes,
and other M***s, then I suggest you check it out for the
many other features it offers. I also used WebRPG for my
early chronicles, but when they started to charge, I
switched.
You will have to apply to the staff of OGR for space to run
your game. However, this is a very easy process and I've
never been turned down. You'll also want to download a MUD
client. A list of them is available on Online Gaming
Resource's Webpage, located at www.ogrMUSH.com. You can go
directly to their list of clients by going to
http://www.ogrMUSH.com/links-clients.html.
I personally recommend SimpleMU or zMUD myself, in that
order. The client has better user interface than the telnet
client that comes with Microsoft Windows. Finally, if you
do decide to run an online chronicle at OGR, feel free to
send me a message there (my handle there is Eustacio) and
I'll be glad to help you with getting used to commands. In
addition, the staff has always been willing to help with a
specific problem.
With all that out of the way, here are a few more tips for
running a chronicle online, along with a few suggestions for
those new to playing in an online chronicle.
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Contents
- Recruiting
This can be quite a headache. You want to start a game
online, but you need players. There are a few different
ways to handle this. If you're a regular on a message
board, float the idea by the board as a whole. If you're on
a fairly large message board, you might want to send out e-
mails to people who you think you would like to game with.
Otherwise, you could have twenty people saying they want to
play, which is too many.
You can also advertise on the MUSH itself. For example, OGR
has a message board that is dedicated solely to the games
run on their MUSH where you can post advertisements to.
After your initial recruitment, you'll find that recruiting
for additional PCs or new chronicles goes much easier the
second time around.
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Contents
- Play With A Reasonable Number Of PCs
This may sound obvious, but people tend to think that since
the chronicle is going to be run online you can handle
fifteen different player characters. Nothing could be
further from the truth for most Storytellers. I've found
my personal limit is six players and I prefer to run
chronicles with four to five players. Don't fall into the
temptation of allowing every good character concept into
your game. You may have to reject excellent ideas because
you don't have space. Most players are understanding when
you include in the rejection, "I simply don't have enough
space in this game. However, I'll certainly contact you
when we start a new chronicle".
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- Know your Players
Recruiting players is always an interesting challenge for
any Storyteller. I've found a great way to do this is to
become a member on a message board and getting to know
people there. You'd rather be playing with people you like,
right?
It's likely that by doing this you'll have an idea of the
personalities of your players before the game even starts.
Either float the idea on the message board itself or e-mail
a few people who you've established an online friendship
with and see if they're interested. This is also a great
way of weeding out gamers whose styles don't match yours.
If you do post on the message board, explain what the game
type is and the maximum and minimum number of players you
want. This means that if you cap your starting players at 4
and get 7 submissions, you can weed out the 3 that you don't
think fit. Also, Instant Messenger programs are useful to
chat between game sessions and get to know your players
better.
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Contents
- Require A Detailed Background And A Character Sheet
While this certainly applies to a tabletop game as well,
this is an essential part of an online chronicle. By
requiring this, you not only get a better understanding of
the character and all the normal benefits of a background
history, you also get a great picture of the person's
writing skills.
Since the MUSH environment requires players to spend most of
their time writing/typing, knowing that your players can
write well--describing events, actions, their characters--is
critical for you to understand.
For example, is the background littered with major spelling
errors? Expect typos during the sessions. Are the skills
justified? Did they follow the proper character generation
rules? This simple step takes care of a lot of headaches
down the road.
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Contents
- Log, Log, and Log!
Most MUSH clients allow you to log the screen to a text file
on your hard drive. This is a Storyteller's dream come true.
You have a complete record of the session. That means if
your players went and insulted the Prince or made a couple
new contacts, you can go back and flesh them out further and
bring them back later in the chronicle.
House rules that you make up on the fly for odd events (it
happens in every chronicle) can be looked at later in the
week and tweaked or scrapped. It even allows for quotes to
be done on a weekly basis by a player or the Storyteller
without that person having to write things down every five
minutes and ask, "What was that quote again?".
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Contents
- OOC and IC
Most of the services at a MUSH have an Out of Character
local channel which can only be heard by those in the "room"
(where you're playing your game) and isn't public. Use this
for Out of Character comments and questions to the
Storyteller or Players.
The In Character local channel is often distinguished by the
lack of "OOC" at the beginning of the line. Most
Storytellers don't like a lot of OOC Chatter, but right
before a fight, you might say "OOC And the Mortal Kombat
Soundtrack starts up" to indicate a fight.
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Contents
- Save Those Descriptions
You can often create objects in an online game. You can
describe them and keep them for later use. This means you
have your Prince or Werewolf Elder's description on you,
easily accessible, at all times.
Now, most places have a limit to the number of objects you
can build. A way around this is to create one object called
a Description Holder and put multiple object/character
descriptions on that. Then you rename one of your other
objects when you need it and give it that description.
Perfect for contacts and other minor NPCs who don't show up
often, but are important.
On a related note, if you're savvy enough in your
descriptions, you can create an online character sheet that
lists all your important abilities, attributes, and other
items of note. This can be a real time saver and is useful
if you find yourself losing your paper or Word copy.
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- Combat
The single biggest pain of online gaming by far is the fight
scene. You have to make sure the fight is challenging, but
you don't want it to drag on. A twenty minute fight in a
tabletop game is likely to last up to an hour or more
online, simply because of players and the Storyteller
describing the action, rolling online dice, and other
factors.
Speeding up combat is critical online. In general, use less
numbers of opponents but make them stronger. Extra Health
Levels or Armor can ensure a challenging fight while
allowing all PCs a few rounds of combat.
If you must use a lot of enemies at once, give them less
Health Levels so that PCs can cut them down quickly. Also,
announce the initiative order at the beginning of combat. If
you have a system where you should roll for initiative every
round, consider a house rule of only rolling at the
beginning of combat.
Most online gaming services have a dice rolling command, so
you should be set there. Make sure your players set it to
publicly roll dice so that you see the results of their
rolls. It makes it very hard to cheat on dice rolling to
boot, another side benefit. ;)
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- Even More Description
When a Storyteller has to describe everything, it slows
things down. Encourage your players to describe their
attacks for you, be it a fireball, a sword thrust, or a kick
to the head. It gives you something to quickly play off of
after the enemy dodges or is hit and takes damage.
Also, let players describe their own dwellings, their cars,
and other personal items. It's one less thing you have to
worry about. After all, you are logging and can look it up
later if you need that information. It's rare that you'll
need an exact map of a PC's house anyway. Just knowing that
it has two floors and a basement with a front door and a
back door into the fenced in yard is plenty for most
Storytellers.
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- Whispering
Daniel Howard mentioned this in his list of tips in Issue
#135, but it is definitely worth repeating. Whispering, next
to logging, is an incredible tool for Storytellers. Using
whispers, called pages in a MUSH environment, allows you to
split up the party.
In games like Vampire: the Masquerade, where PCs often have
personal agendas, it can allow a lot of development of
subplots to occur. Also, you can privately page people to
roll various checks and give them the information without
other players knowing that something is up (aside that
Player X rolled dice).
When a player has a rules argument or is concerned about
something, they can bring it up to you in a page and you can
deal with it privately. However, I do suggest that you ask
rules questions and disagreements to be delayed until the
Storyteller can deal with them easier (the party is
discussing something amongst themselves, after the session,
or whenever) and that they be done in pages.
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- Be Tech Savvy
When I was organizing my first online chronicle, the
technical difficulties were hard to overcome--and I'm
majoring in Management Information Systems! Make sure you're
familiar with setting up the program, creating an account,
and all of the commands you're going to need. Then make sure
you're able to walk other people through the same process.
Again, having your players talk to you via Instant Messenger
programs can help you in walking them through the setup.
After the first few sessions, technical problems only come
up if a computer breaks down or the service you're using
shuts down for some reason.
Another common problem is firewalls. College networks are
the biggest culprit here. Many colleges do not allow access
to any MUSH, MUD, MOO, etc. This is because many colleges
block certain ports from student use for security reasons.
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- Players: Watch your Pacing
If you're gaming with people who take a minute or two to
type out their responses, don't type in several character
actions separately. It's difficult for other players and the
Storyteller to keep up with. Instead, use a longer action to
accomplish all three.
For example:
Bob grins.
Bob says "Hello there".
Bob extends his hand.
This is frustrating to both other players and the
Storyteller. You could easily combine that into one "pose":
Bob grins, extends his hand, and says "Hello there".
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- Players: Be a Writer
By this I mean writing things out instead of telling the
Storyteller what you're doing. Show us, don't Tell us. Take
the above example. That's a lot more interesting to read
than telling the GM on the OOC (Out of Character) channel,
"My character grins, extends his hand, and says 'Hello
there'."
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- Players: Your Handle Matters
If your name is "Joe" and your character's name is "Fred",
then when you join an online chronicle, try to get the name
"Fred". It allows easy character identification and adds to
the overall affect. Be advised that "common" names are
harder to get, just like on any major message board. If
you're playing an online game, you may want to seek out an
"odd" name for your character just so you can have that
handle. It makes a big difference online!
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Readers' Tips Of The Week:
- Popcorn GMing
From: Yettimann
I live in a small community where there are only a few RPG
players. The particular group I play with is vehemently
anti-D&D 3E. All four of us are fine with this, but it
severely limits our player options. To make things worse, we
only have one person who enjoys being GM (the rest of us
enjoy being player characters), and it's usually only
possible to get two people together at a time (he's not
normally one of them).
We dealt with this problem for a while, but stumbled on a
great new system: popcorn GMing. If you only have two
players, each player makes two characters to control. Then
each player becomes DM until he gets bored and says "your
turn." We usually ended up switching off at major plot
points to keep both of us guessing. The system only works if
both players are willing to keep themselves from cheating,
but it's also a great way to ease a player into becoming GM
without putting too much pressure on him/her.
We usually have five PCs with a two-man game. The GM's
characters are only used for battle (otherwise they are used
by the other player) and the extra character is always a
minotaur fighter who is the pack-horse of skills. He is
loaded up with the bare minimum that would be necessary to
wander the world and survive (fire building, tent building,
etc.) so the PCs can worry about nothing more than extras
(orienteering) and whatever their class/kit calls for. The
minotaur is usually a non-weapon fighter so he can
participate in battles, but they can almost never hinge
around him.
The system isn't perfect, but the plot is often surprisingly
smooth, and a game can be finished in five hours with
minimal planning (a dungeon here and there, and anything
else either GM might have in mind).
If you're looking to play on the road, then dice are always
a problem. Find somebody in a statistics class and have them
explain a "random table of digits" to you. You can find one
on the internet and they are just as random as dice rolls,
but don't require more space than a sheet of paper (or seven
if you find a really huge one). They are also great for
secret rolls - they don't make any noise.
[Comment from Johnn: I couldn't find a decent explanation of
"random table of digits" online, but this link should give
you a rough idea of what Yettimann's tip is about:
http://science.ntu.ac.uk/rsscse/pose/level1/book8/sectionb.htm ]
- 10 Teacher's Tips That Apply To GMing
From: Geoff N.
- Be prepared, but be prepared to improvise.
- Know your audience; their taste and style should
determine more about what you do than your own.
- Be the boss, but don't be a bully.
- Know your stuff, don't be afraid to admit when you don't
know, but know enough that you don't have to do that very
often.
- Learn how to discern when someone is vying for attention,
and when they are genuinely distressed. Learn what to ignore
and what really needs attention.
- Never, never forget that you are there for them. If it
weren't for them, you'd be in an empty room by yourself.
- Stay balanced. This is not the most important thing in
life, even though it will take all that you can give and
then some. You can always improve, but you need a life.
- Take care of ground rules up front; they can only meet
your expectations if they know what they are.
- Don't argue with them in front of the group. Chances are,
you will lose. Don't force a power struggle if you can
compromise or at least use reason. Nothing wrecks the show
like a heckler with a bruised ego.
- Did I mention, be prepared? A few seconds of dead time
can quickly and easily turn into minutes of problems, or
more. Also, the better your preparations are, the better
your improvisations will be.
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Contents
- Wear A Mask
From: Damon B.
Hello I've been reading Roleplaying Tips for over a year but
this is the first time I've decided to write in. In your
pokerface article I was thinking about how an inexperienced
GM might have trouble with his poker face and, since it is
near to Halloween I came up with the idea of wearing a mask
to hide your face. There is a wide variety of masks out
there and some may even work for certain NPCs or monsters.
Or, you could pick an all-around GM mask for everything
except for when you want your facial expressions to act out
an NPC's actions and reactions. It may take a while to get
used to but I think that after a few test runs players and
GMs alike could begin to enjoy it.
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- Choosing Party Leaders
From: Shawn M.
One tip I've seen on choosing leaders is to let the NPCs do
it based on the situation.
In a Shadowrun campaign in which I played a decker, the GM
would have the NPCs contact a PC who had the skills and
reputation for the job he wanted done, and hire that
character to accomplish a task for a certain amount of
money. The PC would then hire the rest of us to help him.
Sometimes they wanted a piece of data, and they hired me;
then I'd cooperate with the GM by deciding what the best
approach was to infiltrate the target and jack directly into
their internal network instead of trying to come in through
their ICE from outside. Obviously, I'd need people who could
fight and people who could infiltrate silently to get me in.
Other times, the NPCs wanted an item or a person, and would
hire one of the other characters, who would hire me to help
by breaking the security systems, ordering the computer to
unlock vaults, etc.
This approach had the advantage that not only did it not
matter much if somebody didn't show up to play (the GM could
always have an NPC decker hire the other PCs if I couldn't
show up), but it clearly established the hired PC as the
leader, and therefore allowed him to rotate leadership
duties by simply hiring a different character.
There are pitfalls, of course; if you hire the PC in-game,
and he chooses not to pay the others an equal share, the
players might be insulted by this. If you hire the PC
secretly to avoid this, they might suspect this is going on.
In some groups this isn't a problem, in others it is. The
best solution to this is cooperative players; however, not
every campaign even views it as a problem.
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- Another Good Lovecraftian Resource
From: Dariel R. A. Quiogue
For Mythos-related stories and non-Mythos fantasies with
some really striking imagery, I'd like to recommend the
stories of Clark Ashton Smith:
http://www.eldritchdark.com/wri/
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