Avatar of Ellri
  • Last Seen: 3 yrs ago
  • Old Guild Username: Ellri
  • Joined: 12 yrs ago
  • Posts: 3731 (0.82 / day)
  • VMs: 5
  • Username history
    1. Ellri 12 yrs ago
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Status

Recent Statuses

7 yrs ago
Current Peace is a Lie, there is only Passion. Through Passion, I gain Strength. Through Strength, I gain Power. Through Power, I gain Victory. Through Victory, My Chains are Broken. The Force Shall Free Me.
3 likes
8 yrs ago
"Never was, never will be."
8 yrs ago
We find that our favorite damage type is collateral.
8 yrs ago
We do not corrupt mortals. We teach them enlightened self-interest.
8 yrs ago
Peace is a lie. There is only passion (for cookies).
2 likes

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Most Recent Posts

In Mahz's Dev Journal 9 yrs ago Forum: News
GM/Co-GM editing each other's posts can be risky if they get into a conflict (which does happen occasionally), but what Mahz has spoken of in the past, @JBRam2002, is adding a "0th post" to each tab, where GM and co-GMs all have full edit permissions.

Though it could be interesting if posts could have a checkbox thingy available only to GM/Co-GM for making any later post a "GM post" with the same edit permissions as the 0th post. Sort of a system for distinguishing GM announcements.




We made it fairly simple for our RP when it comes to sheets and dealing with dropouts.... any dropouts that never posted in the IC, we ask the mods to hide the sheet post of. But more importantly, anyone who gets their sheet approved is asked to post it in a hider. That way, its easier to scroll to find a specific sheet.

Oh, that reminds us of a useful feature we think we recall from the pre-guildfall guild... ability to disable signature on a post-by-post basis. That could perhaps be very useful for certain CS/IC tabs to make reading even more streamlined.
In Mahz's Dev Journal 9 yrs ago Forum: News
Interesting feature.

Granted, in the ideal situation, that feature won't ever be needed.
Needing to use it usually means that someone hasn't been cool like the Fonz.

Any other specific features you are working on, Mahz?
In Mahz's Dev Journal 9 yrs ago Forum: News
Indeed. Star wars has the futuristic feel to it, yet it claims to occur a long time ago. When you look at it like that, you can either add both tags, or neither. One of the two would simply not fit right.

anyways, we presume tying the tag system to the search system is a feature that will take far more work to implement, right?
(same goes for filtering away tags (i.e. hiding everything with a tag))
we've re-read those PMs several times over the past long while, and unfortunately nothing has sparked.
In Mahz's Dev Journal 9 yrs ago Forum: News
@Mahz

Excellent start. looking forward to seeing more.

Just out of curiosity, would you say Star Wars belongs in "Ancient" or "Future"? (any can answer this, not just the Guild's dark overlord)
no worries. Pretty sure that "demand" was a joke anyways.
Right now, it probably wouldn't make much difference. We just don't see anything for Urd to do. Nothing that would truly make anything of note happen.
As much as I love you guys I'm not getting up at 4:30 AM to start the contest

What? BLASPHEMY!

on a more serious note... it is understandable.
none. our muse for this still eludes us. Nothing has happened to spark any response from Urd.
seeing how its years since we played games in that series, III and IV kinda bleed together, but they're both from the era when those games had a certain quality (for the time). (the stuff after is so different it does not bleed in). But we would think that an RP based on that setting would be a character-focused NRP.

NRP because people control factions, yet also character-oriented, as not all factions would be major forces. Some could literally start as a few (or even one) individual(s), either independent or as part of another.

The setting should be relatively easy to decide, as the system could support all sorts of stories, depending on the sort of factions brought in. however, what you would have to determine early on to make an RP based on this, is the main story to follow, and how much branching you want to it. Basically how you decide ingame which campaign to play. We'd, at least initially, recommend having a strong limit on number of factions involved. The more players, the more factions can in theory be involved, but its better to have fewer to promote more interaction.

As a turn-based game system, you can even implement "turns" into it for things like recruitment of new forces, though it can be beneficial to loosen up some elements of it (perhaps have a GM decide when a turn "cycle" is over and recruitment can once more happen, rather than force everyone to post in a specific order.

does this help your idea, @Timemaster?
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