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Anorexic Doormouse.

Okay, so,  it's 5:50am mootime, and 1:50pm my time.

The whole Moo is dead, utterly, and, as I'm discovering, it usually is for long periods at this sort of time of day. I get bored, I crave RP and can get none, because most of you people are asleep, and even when you wake up, you have educations to get, and jobs to go to. I work nights, so I have entire days to fill, and I get really, really bored!

So, to pass the time I thought I'd spam the forum with random ideas about things that would be cool!


Would be nice to see drugs having more effect on you than just a shift in your statistics. With the script engine, would it be possible to have the odd random hallucination, or messages about how you're feeling hitting the player?

Cars exist! Are motorcycles going to happen ever? I want to be a Hells Angel, and never wash my jeans!

Have drugs outlawed. Having to break the law to get your fix is good for RP, and adds another avenue for people to wheel, deal and steal for.

Make scooters, then have a bruce-like delivery system, delivering pizza's around the dome!

Log in more often so I don't get so bored and come up with loads of random ideas that will probably never see the light of day!

I'll take donations of drugs and beer as a substitute to people logging on more when I'm around.

okay, I'll shut up now.


Actually, I like alot of your ideas.  Though the drugs thing..  I dunno.

I think it technically -is- illegal to be -addicted- to them..  but, I dunno.

Its weird.

I had the scooter idea after I started playing Vice City.
I have an experimental test bike, but it's buggy as shit. The problem with a bike is that the rider is exposed and must be vulnerable to attacks, grapples, etc and must stay with the bike object. The look_place must be carefully managed and one of the objects (either the player or the bike) must vanish (in one respect) when the rider gets on the bike or we'll have some messy stuff.

In short, enclosed vehicles are a LOT easier to deal with then unenclosed ones. Rest assured, I want to support unenclosed vehicles, and a lot of variety in them. Powered scooters, pedal bikes, motor bikes, hover bikes, gyroscopic balancing conveyances (kinda like a Segway, kinda like that bitching bike concept from Bombadier - google it), roller blades, etc all fall under the same notion of exposed transit.

Where's the 25th hour of the day?

Fuck 25th hour, I want at least 30 hour days.


It'd make the fact I work 60 hour weeks seem far less daunting.


I can't wait to see what you guys come up with.
Wish I could contribute…
..don't really know what'd I say except HELL YA to everything but....

Erm, yay :)

Just like to note that Drugs being illegal would indeed open up alot of avenues, and I R wondering what people think about it.
I'd like to point this post toward the CP movie picks thread, where there was a short discussion on City of God, and the real stuff it depecits, such as the upper class keeping the lower class subdued on drugs and booze and with weapons, so that they are so busy killing each other and getting high too orginize and have a revoulution.
I think it tends to be the illegal things one does to obtain the drugs that tends to be where the conflict is.  

if one is craving a fix, are there any uncontrollable actions?  if the drug comes into view do they automatically try and steal it?

beyond hallucinations to physical actions

-Oakie

I've seen several characters roleplay drug addiction really well and then the opposite, where there is no addiction.

It can be hard to RP it, either your not sure how too do it, or because the conflict and the pain and the addiction are more on the inside (in the characters head), so other characters don't see it.

Drugs are good, and if you roleplay them people will think that you're cool. :beatnik:

(Edited by ReeferMadness at 4:52 pm on Dec. 29, 2005)

Quote: from Nemisis on 11:47 am on Dec. 28, 2005[br]I've seen several characters roleplay drug addiction really well and then the opposite, where there is no addiction.

It can be hard to RP it, either your not sure how too do it, or because the conflict and the pain and the addiction are more on the inside (in the characters head), so other characters don't see it.


+1.

I searched for a better topic about drug abuse but I couldn't find one.

I'm thinking it would be cool if the messages like 'Joe looks pretty haggard, like he could use a fix.' got worse and worse, the longer you went without a fix.  So eventually you'd have something like..

'Joe is sweating bullets and shivering all over, mumbling to himself."

People will reply with something like "But that can be RP'd" However, people usually don't, from what I've seen anyways.
This would be a tool for the player more than anything else.  It would tell the player how long it's been since they had a hit, and how bad they should be fucked up from it.

Not everyone remembers when they last took a hit.

I have seen a few good players RP addiction, and they will go for a few days without a hit, and than they become giant blubeering morons, or they becom really violent. But to make it a bit more realistic it would be cool to have that system, but would it be enabled after taking one hit of a certain drug? Or would you have to ask an admin to enable it for you, because someone who does drugs once isnt necessarily going to become addicted.
Salvatore, although your last post may have some releveance today depending on the drug, in the year 2091 (thats right, right?) the drugs are SO much more potent and harmful that after one hit, you -should- be addicted. I believe if you fight the addiction, after only, and ONLY 1 hit then you can work off the haggard looking message. I know I've seen mine disappear in previous characters. But here in the future (insert mark hammil soundbite "THE FUTURE" here) drugs are like instantly addictive, and stay that way unless you've only done it once, or you go through detox (very very painful) (fun though).

My six pence.

I wouldnt be surprised if drugs in this type of a society, but still there must be ways to kick the habit. I see more and more people smoking, because they know they wont live to see themselves die of cancer. So does this futuristic society really not care for their own safety?
with clones, life has been cheapened. It no longer sustains the value it has currently in the past.  Clones are cheap, life is cheaper. Kill'm all, then do it again the next day. Drugs are just one way to make the hell of life more bearable, at least for a few moments or hours.
Quote: from Nemisis on 4:08 am on Mar. 18, 2006[br]'Joe is sweating bullets and shivering all over, mumbling to himself.'

I haven't bothered searching back for this to see if it's mentioned (I'm sure I read it somewhere but I could be making this stuff up)…

...but couldn't this just use a slight variation on the Plague coding structure?
It'd require a different trigger, and different ways of staving off the symptom messages (in addition to those already there, perhaps), but essentially it'd work fairly well, I think.

Yes it will mean less player-driven RP, but it will also mean that Junkie Bob can't act like everything's okay when in 'reality' he should be shaking so bad he can't flick off the imaginary ants crawling all over his skin.

Perhaps different symptom messages relative to different drugs... and it kicks in after a different time period relative to how much was taken? (Tolerance is an interesting variable...)

If the script runs off stats, then the little skinny kid with nothing but what they got in chargen will get wiped out way quicker than someone who's poured UE into whichever relevant stat is required (again, see Plague code). That's realistic, no?

...and then, I don't know. Do you have it get to a climax - where if the person survives, they're clean, if they don't, they're toast? ...treat them with detox in the same way as a Plague vaccine (except... without the 'vaccine' part)? Would they be totally off the drug after going through withdrawal like that, or would they have residual occasional symptoms (is an addiction for "life" (or until detoxed), or something you can suffer through?)?

Even if you know they're coming, automated symptom messages are scary things, they'd add an interesting element to the concept of drug addiction.

Ooo…detox. There's an old detox script about...but back to drugs. Oh yes, I like drugs. I can honestly say most of my characters have revolved around drugs use in some sort of fashion. Whether it was V for the combat goomba, or everything under the sun for junkie. Its really beyond me why this is such a big deal, I mean...whats not to get? You're on drukqs...act high. :paranoid:

Maybe some one-sided echoes would be choice. Stuff the player see's but nobody else does. I mean, it doesn't help if Hostess Mini Muffin is talking to her boss rping that she's sweating ballocks yet is discreetly trying not to reveal she's high but SUDDENLY automatticaly emotes "Hostess mini muffin stares off into space, abruptly widening her eyes and screaming!" Well, not quite...but you get the point. Default drug induced messages would just fuck things up. When you have a character who is a serious drug fiend, you're nearly high all the time (if you can afford it) and everyday life can start to become a challenge that just revolves around your drug induced state. People aren't intimidated/confused/amused by default messages. Its the random weird shit that fucks with there heads. Combined with a decent rep, you can be about as likely to fuck a sewer rat as you are too pick a fight with the biggest guy in the room (or the pickle jar). Keep them on there toes. People should be wondering what the fuck you're on and how much you took...not going "I KNOW THAT MESSAGE. You took two hits of Marcy and one of X."

The only thing I'd like to see which isn't properly represented is the crash. Sure, some stats go up and some stats go down...but there is no timing. The problem with drugs is that you get nice and high...then you have no place to go but down. Once you starts crashing, you gotta find something else to compensate with...whether its a hit of sunshine or some of the anals you found underneath the mattress. Otherwise you're plunged into hell.

Also, not everybody see's the same things or has the same concept rolling through there heads when they're mangled. Thats what stimsims are for. :deal:

So maybe scripting drugs is brilliant...but it could help reflect the mental state of the user to the player. But fuck all, if you really need some consulting on what to do when you're high. Ask me. I'm a professional.

…I wasn't suggesting scripted high messages.
Scripted comedown messages. :D

I know. I didn't actually say that, but it's what I was talking about.

Other than one guy I know who thought that the way he felt on Tuesday after a big Saturday was just the fact he happened to be having a bad day, nothing out of the ordinary - comedown is comedown is affecting most people faiiiiirly consistently (in relation to stats, build, experience etc).

The only issue I can find other than letting it be a straight scripted experience (which yes would detract, but nyeh, people aren't RPing things, a helping scripted hand isn't all bad, imho), is the issue of tolerance / experience - not sure how that would be factored in. That is what the script kids are for, yay! :P

(See also: random timing on most/all effects, based on (n)Stats, perhaps)

…I'm also sure that there could be messages that are included in the script and only echoed to the player in question... perhaps it could go through stages (is that possible?) - starting off being primarily in the character's head only with the occasional "Hostess Mini Muffin flinches slightly, brushing off invisible ants", leading eventually to the fun Trainspotting type scenes with projectile vomiting and general feeling like death.

And these are strong drugs, so "eventually" is what, a day or so? ;)

...I did find in the older entries that discussions of this sort were rejected due to "giving the players a reason why not to use drugs" - I don't think that comedown messages will do that. It's not a downside of using the drugs - it's a downside of not using the drugs.

I current don't know how to assign or do "rolls" based off of stats in $cripts. Its definetly possible and if such tools could be put out there, there would be many more possibilties. :1337:
This is something I -think- has been mentioned before.  I've definitely thought about it before, but I personally strongly dislike the diesese messages that your forced to deal with.  Perhaps if there were @messages that you could set, so you could personalize them.. but I mean, if I've had 'ebola' or some other disese for.. two weeks, I'm hardly going to be 'hiding my blood covered finger and hoping no one notices'.  It's fucking ebola, someone has noticed.

Those were just plain annoying, and HALF the time, they would interupt a perfectcly good series of emotes that were portraying the same thing in my own words.  Like..

'.glance around slowly as I .rub some blood from my nose, as if daring the group around me to comment on it.'

'.narrow my eye at Bob as he starts to open his mouth.'

'You reach up to scratch your nose and it feels wet, bringing your hand up higher you see that its covered in bright blood!  You stuff your hand into your pocket quickly and pray that no one has noticed!'

Those messages make me not want to emote my illness because I'm afraid my emotes will get interupted as I am forced to bend over and puke all over the floor, when perhaps I'm already bent over a toilet.  I think of it as code enforced metaposing.

Every person deals with addiction and coming down diffrently in real life, yes, there are generalized ideas of what someone on heroin goes through when there coming down but HOW that person deals with it is not general at all.  It's specific to the person.

Personally I would be annoyed if I had to deal with generalized drug addiction messages everytime my character didn't take his fix.  

An increasingly dramatic (as more time passes) message that replaces 'He is looking haggard and could use a fix.' would solve the problem without forcing messages that portray a persons character acting in a way that there controller might not agree with, on the controller and those characters around them.  While, it would still give everyone a good idea of where that person was in there withdrawl stage, so both the player and the players around them could emote and speak accordingly.  

I think what really needs to be discussed in more depth is how quickly someone comes down from drugs, what the withdrawl is probably like, etc.  Perhaps people aren't RPing drug addiction as much as they could because they just don't know WHAT to RP it like.  I have no idea how soon I would need to take my next hit of V-202 before I started to get.. Get what?  Irritable?  Dilusional?  Upset?  Emotional?  Snappy?  Suicidal?  Fiendish?  Angry?

I have never had a disease as of yet, but I would imagine it would be pretty bad if I was emoting it, and doing a good job, and than something like that came up and completely ruined it. I think it would be much more realistic to have subtle things, not puking and the such, but a nose bleed, something that has a less chance of 1.) ruining an emote like that,  and 2.) can kind of let the player know he should begin to emote his symptoms, and act as a cue. I know not all players would be good at emoting all that, but it would be better than ruining someone who is emoting something like that really well…

Wow, that really doesnt make too much sense.

The biggest problem with the bad side of things is :
Most players won't RP it.

You can tell a player he's sick and he'll pose as being a tough adamant golen. Other times you give a player a hint of how they feel and they extrapolate it so beatifully that you want to delete all other players and keep just the good ones. We have both ends of the spectrum and a lot more of the middle of it.

Sometimes we as DMs need to enforce the bad side of things on players so drastically we have to break our own rules. And as in anything that involves more than one people, everyone has to be trated the same, the ones that do a good job at RPing being fucked up by ebola, drugs, being hurt and the others that are on "a severly weaken state" and are drinking at the Drome, smoking cigarretes and threatening people left and right while saying "It's just a flesh wound".

That being said, we encourage you to RP your character's current status the way you think is right. If the automated message pops up just do it like most players do and an "ooc Ignore the automated message, my RP is way cooler and better" we all do it be it to correct a mispelling, a return that was hit prematurely or simply to correct something that was out of place.

I've seen Nemisis roleplaying perfectly addiction to drugs, and I've seem a handfull of people beyond the overdose line (that means one of your stats is negative) facing a whole gang like they were superman. And to fix the problem, we have to enforce meta-poses (as much as we hate them) to make the players face the fact that they're on a situation they can't be their normal self.

The automated messages are there, we know they are ugly and bad, but you, the players that RP you character's condition have all the freedom you want to disregard them. It is for the other ones that think their character is a ninja superman pirate.