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The Dresden Files => DFRPG => Topic started by: Minion on June 03, 2006, 12:41:18 AM

Title: Dresden Files MUSH
Post by: Minion on June 03, 2006, 12:41:18 AM
Slap me, Fred if I shouldn't be posting this here. :) Or remove it. But don't take away my mojito because I need that.

Once the game system is out I am opening a MUSH (online text based RPG for those not that geeky). It's called Semiautomagic.

No, it's not in Chicago and no there's no canon characters. (Unless Jim wants to stop by. . .oh, I shouldn't say that as Shannon has said she'd kill me for encouraging any sort of behavior!) :)

For those who're unable to play the oh so nifty system with a tt group there will be a place online for you.
Title: Re: Dresden Files MUSH
Post by: iago on June 03, 2006, 12:58:39 AM
No slapping!  Post away!
Title: Re: Dresden Files MUSH
Post by: KitsuneSam on June 03, 2006, 05:27:19 PM
That would be awesome. ^___^
Title: Re: Dresden Files MUSH
Post by: johntfs on June 04, 2006, 09:00:31 PM
What's the link to it?

Edit, nevermind, here it is:

http://community.livejournal.com/semiautomagic/profile?mode=full
Title: Re: Dresden Files MUSH
Post by: Minion on June 04, 2006, 09:54:22 PM
Yea, the jc community is pretty bare right now. I'm awful at updating and RL kicked me pretty hard with a million things and *excuseexcuseexcuse* This is why my book will never get written. :) I'm too easily distracted.

If you want to log into a bare room and read way needing to be rewritten news files as my proof reader was so clearly absent when I wrote them you can find us at semiautomagic.com 4324.
Title: Re: Dresden Files MUSH
Post by: Mickey Finn on June 05, 2006, 02:48:12 PM
When the MUSH goes live, you should change to port 1313 ;)
Title: Re: Dresden Files MUSH
Post by: Minion on June 06, 2006, 04:15:13 PM
1313 is, I'm pretty sure, already taken on the host I have. It was going to be 4321 as that's what we'd been using before when we ran our other game, but the other game wasn't taken down and so on and so forth. :)

To answer a few inquiries I've gotten:

The game is set in the Baltimore/DC area. (Brush up on your Poe, folks. It'll come in handy!)

Timewise it's going to be during the war in an unspecified timeframe. DC is unofficial neutral territory for assorted reasons that will be made clear in game when it starts. Baltimore? Well, it'll be reclaiming it's title as murder capital of the world I imagine.

The grid is not going to be large at all.

Players will be limited to humans. No elves or spirits or werecritters or vampires.

As the swords are canonly tied up there will not be Knights of the Cross. There will be other options available to religious crusader types, of course.

I think that covers it all for now!
Title: Re: Dresden Files MUSH
Post by: Rechan on June 08, 2006, 02:02:40 AM
Awww, humans? ._.
Title: Re: Dresden Files MUSH
Post by: Mickey Finn on June 14, 2006, 01:52:07 PM
Hey, don't knock the humans. You can do a lot of interesting things with humans.

Of course, you're talking to someone who often plays mortals on vampMUSHes.
Title: Re: Dresden Files MUSH
Post by: finarvyn on June 14, 2006, 02:35:48 PM
The game is set in the Baltimore/DC area. (Brush up on your Poe, folks. It'll come in handy!)
Just thought I would mention that the "official" non-Chicago city setting for DFRPG is going to be Baltimore. I'm not sure how easy or hard it would be to change yours, but Rob recently revealed this information on the DFRPG main page.
Title: Re: Dresden Files MUSH
Post by: iago on June 14, 2006, 06:46:09 PM
The game is set in the Baltimore/DC area. (Brush up on your Poe, folks. It'll come in handy!)
Just thought I would mention that the "official" non-Chicago city setting for DFRPG is going to be Baltimore. I'm not sure how easy or hard it would be to change yours, but Rob recently revealed this information on the DFRPG main page.

Honestly, if the MUSH goes in a completely different direction, or chooses to blend things together with our version, great!  One of the big points we'll be making in the game is all about how the setting is yours to take charge of.  Make the world you want!  It's entirely possible the Baltimore that the MUSH folks want isn't the Baltimore that we end up creating.  And that's fine.
Title: Re: Dresden Files MUSH
Post by: Minion on August 24, 2006, 07:57:39 PM
Argh. Not that things are not moving along and all. . .but. . .but. . .

I cannot stop thinking about a pulp mush. :( Partly because I've been watching Sky Captain. Partly because we're gearing up for a pulp miniature game. Partly because preorders for SOTC soon! Yay!

And, let's face it, Harry would make an awesome pulp hero for a certain author to come app.

So, argh! Trying to stay on track is very hard right now when pulp calls my name. :)
Title: Re: Dresden Files MUSH
Post by: Mickey Finn on August 24, 2006, 08:08:53 PM
Pulp's good for you. All that fiber.
Title: Re: Dresden Files MUSH
Post by: Mickey Finn on December 29, 2006, 04:37:21 PM
*Coyote peeks in, looks about*
Hello?
Title: Re: Dresden Files MUSH
Post by: Northcott on January 25, 2007, 07:24:43 PM
I've always thought that the root FATE system would make for a better set of MU mechanics than any other on the market, given FATE's leaning toward co-operative storytelling.  I'd be interested to see where this idea goes.
Title: Re: Dresden Files MUSH
Post by: CBeilby on January 29, 2007, 06:39:49 PM
Hi, Minion.  I don't know if you're out there or still working on this project, but Fred pointed me to this thread.  I just wanted to let you know I'm doing the same thing, my game set in San Fransisco.  I was hoping you might want to partner up on this, and we develop the two games as sister games, perhaps.
Title: Re: Dresden Files MUSH
Post by: Northcott on January 30, 2007, 03:23:57 AM
Awesome.  Just awesome. :) 

I've long held that FATE makes an ideal system for MU's given the co-operative story-focused nature of it.  I'd love to see both these games really fly.

Edit: Now I'm waiting to hear of the small town, Twin Peaks/Northern Exposures, freak-magnet MU set in the Dresdenverse. ;)
Title: Re: Dresden Files MUSH
Post by: CBeilby on February 01, 2007, 07:00:31 PM
Hey all. 

City of the Mists is looking for  a Builder/Descer, but there's a special requirement.  To be considered, the applicant must be familiar not only with the Dresden Files, but also with the San Francisco bay area, with local residents being preferred.

We're also looking for a coder familiar with TinyMUX, and willing to help train coders.  Full job specs to follow later.  Minion, if you're out there, maybe we can do this as a joint venture for the two games, use the same code.

Anyone interested, please PM me or email me at cityofthemists@gmail.com.

Thanks.
Title: Re: Dresden Files MUSH
Post by: Northcott on February 20, 2007, 06:51:35 PM
Out of curiosity, has anybody considered setting such an MU in a small town (population of just a few thousand)?  To my way of thinking, small towns with a high traffic volume have always seemed the ideal for this kind of thing.


Just some thoughts off the top of my head.
Title: Re: Dresden Files MUSH
Post by: Mickey Finn on February 20, 2007, 07:53:56 PM
CB, I don't know jack about San Francisco, but if you need plot/character/npc developers, yell. RL is kicking my ass right now, but by the time you need folks, I may be available to help.

(Minion, same offer is still open)

I have years of experience with this on MUSHes (Amber, Masq, Elysium, Star Wars, Cajun Nights, Castle Falkenstein: Paris, etc, etc), and work best when working with others, tossing ideas back & forth.
Title: Re: Dresden Files MUSH
Post by: CBeilby on February 20, 2007, 10:15:48 PM
CB, I don't know jack about San Francisco, but if you need plot/character/npc developers, yell. RL is kicking my ass right now, but by the time you need folks, I may be available to help.

(Minion, same offer is still open)

I have years of experience with this on MUSHes (Amber, Masq, Elysium, Star Wars, Cajun Nights, Castle Falkenstein: Paris, etc, etc), and work best when working with others, tossing ideas back & forth.

Mick, you're more than welcome to come in and help us out with story stuff.  We'd love to have you. 
Title: Re: Dresden Files MUSH
Post by: Kiriath on February 20, 2007, 10:18:26 PM
Banyan Tree MUX. http://oz.mushpark.com/

There's also Battlestar Pacifica, sort of kind of.

I play on a multitheme MU currently and it's frustrating on occasion. Smaller scales look really intriguing. :D

(City on the Mists? What's the address?... :)
Title: Re: Dresden Files MUSH
Post by: CBeilby on March 11, 2007, 12:09:24 AM
(City on the Mists? What's the address?... :)

cityofthemists.mudmagic.com port 3300, but we're still in the construction/coding stages, so closed to non-admin login at the moment.
Title: Re: Dresden Files MUSH
Post by: Claire on March 11, 2007, 01:21:06 AM
This sounds so cool!  I can't wait to see what you guys (or gals) come up with.  And if there's any need for help with story lines, I'm your girl!  Just let me know!
Title: Re: Dresden Files MUSH
Post by: CBeilby on March 11, 2007, 01:35:27 AM
*laughs* I love all these offers of storyline help.  Yes, I'll let people know when the time comes.
Title: Re: Dresden Files MUSH
Post by: Rechan on March 11, 2007, 08:38:40 AM
Hey Minion, how cometh SemiAutomagic? The building/coding I mean.

Will the Mush be primarily 'you have a storyteller and some players', or can playeres have their own plots?

If it's the former, would the storyteller work with the players so that they have little pieces of their background woven into the story when it comes to light it's a shocker?
Title: Re: Dresden Files MUSH
Post by: Mickey Finn on March 11, 2007, 02:45:13 PM
I can't actually speak for either of them, but most MUSHes welcome player made plots. Some exclusively use them, some mix them with staff-made plots, but few discourage the players from plotting ;)
Title: Re: Dresden Files MUSH
Post by: CBeilby on March 11, 2007, 03:04:31 PM
I know we definitely will be welcoming them on City of the Mists
Title: Re: Dresden Files MUSH
Post by: Rechan on March 11, 2007, 11:00:12 PM
So when a player makes a plot, do they instigate it themselves, or coordinate overly with the GM?
Title: Re: Dresden Files MUSH
Post by: CBeilby on March 11, 2007, 11:05:56 PM
I'm planning on providing them with GM Tools, and allowing them to run the game, although major plots may require approval by the staff.
Title: Re: Dresden Files MUSH
Post by: Rechan on March 11, 2007, 11:09:28 PM
Aah; so players would be moonlighting as a GM for plots that would involve their backstory or something.
Title: Re: Dresden Files MUSH
Post by: Northcott on March 11, 2007, 11:10:34 PM
I'm planning on providing them with GM Tools, and allowing them to run the game, although major plots may require approval by the staff.


I peeked at the other posts in this thread, but didn't see the answer to this question: are you planning on using the Dresden Files RPG?   Or are you basing it off SotC, FATE, etc?
Title: Re: Dresden Files MUSH
Post by: CBeilby on March 11, 2007, 11:13:38 PM
We're basing it off Fate 3.0, but there will likely be differences from the final Dresden Files game as published.
Title: Re: Dresden Files MUSH
Post by: CBeilby on March 11, 2007, 11:15:11 PM
Aah; so players would be moonlighting as a GM for plots that would involve their backstory or something.

It doesn't even have to be tied into their own background.
Title: Re: Dresden Files MUSH
Post by: Rechan on March 11, 2007, 11:32:46 PM
It doesn't even have to be tied into their own background.

Just using that as an example. I mean if one PC decides "I'm going to go work for the Fae/Mob" and turns to a GM and goes "If you want to force my hand due to my connections, go ahead".

Quote
We're basing it off Fate 3.0, but there will likely be differences from the final Dresden Files game as published.

By different from the game as published, do you mean Rules wise, or just Universe wise (since I know it was said previously that you have your own ideas about Baltimore's supernatural makeup and the like)? I can also imagine that Fate would likely have to be tinkered with to fit the MUSH programming.
Title: Re: Dresden Files MUSH
Post by: CBeilby on March 11, 2007, 11:39:13 PM
It doesn't even have to be tied into their own background.

Just using that as an example. I mean if one PC decides "I'm going to go work for the Fae/Mob" and turns to a GM and goes "If you want to force my hand due to my connections, go ahead".

Well, that all depends on how they integrate themselves into the storyline/

Quote
Quote
We're basing it off Fate 3.0, but there will likely be differences from the final Dresden Files game as published.

By different from the game as published, do you mean Rules wise, or just Universe wise (since I know it was said previously that you have your own ideas about Baltimore's supernatural makeup and the like)? I can also imagine that Fate would likely have to be tinkered with to fit the MUSH programming.

System wise.  We're developing the code now, so our Magic System, Advancement, and a few other things will likely be different.
Title: Re: Dresden Files MUSH
Post by: Rechan on March 11, 2007, 11:47:16 PM
IN that case, where do you pick up Fate 3.0? :D
Title: Re: Dresden Files MUSH
Post by: CBeilby on March 11, 2007, 11:50:31 PM
I've got Spirit of the Century, but the System Resource Document is available at http://www.faterpg.com/dl/ (http://www.faterpg.com/dl/).  However, this is still for 2.0.  Currently the only way to get 3.0 is to get Spirit of the Century.
Title: Re: Dresden Files MUSH
Post by: Rechan on March 11, 2007, 11:58:39 PM
Ha! Turns out I all ready had that; I thought that was an earlier version.
Title: Re: Dresden Files MUSH
Post by: CBeilby on March 29, 2007, 12:34:03 AM
Actually, the Spirit of the Century System Resource Document is available here. (http://www.crackmonkey.org/~nick/loyhargil/fate3/fate3.html)

I won't be posting MUX specific rules, such as our Magic Rules, until the game is closer to opening.
Title: Re: Dresden Files MUSH
Post by: Ebenezar McCoy on April 07, 2007, 09:44:25 PM
How come you don't want to do it in Chicago? Why don't you want to use canon characters? I am sure the answer is within the thread somewhere, but I am weary from all the reading. Sue me.
Title: Re: Dresden Files MUSH
Post by: Rechan on April 07, 2007, 09:48:44 PM
How come you don't want to do it in Chicago? Why don't you want to use canon characters? I am sure the answer is within the thread somewhere, but I am weary from all the reading. Sue me.

The same reason that the Dresden RPG is not set in Chicago, using Canon characters.
Title: Re: Dresden Files MUSH
Post by: CBeilby on April 07, 2007, 09:50:16 PM
To prevent affecting Jim's ability to write the books, and protect him from people saying that he stole their ideas.
Title: Re: Dresden Files MUSH
Post by: Rechan on April 07, 2007, 09:51:55 PM
To prevent affecting Jim's ability to write the books, and protect him from people saying that he stole their ideas.

And here I would have thought it would be due to Jim handling all of Chicago in his books, and it would be somewhat dumb to have Big Powerful Harry Dresden able to swoop in and solve any problem instead of the characters.
Title: Re: Dresden Files MUSH
Post by: Ebenezar McCoy on April 07, 2007, 10:10:45 PM
Indeed, that sounds proper. Thanks CBeilby!
Title: Re: Dresden Files MUSH
Post by: CBeilby on April 07, 2007, 10:59:31 PM
And here I would have thought it would be due to Jim handling all of Chicago in his books, and it would be somewhat dumb to have Big Powerful Harry Dresden able to swoop in and solve any problem instead of the characters.

Well, there's that too, plus I don't think that City of the Mists would work too well for Chi-town.
Title: Re: Dresden Files MUSH
Post by: Rechan on February 24, 2008, 01:49:14 AM
Is this thing still happening?
Title: Re: Dresden Files MUSH
Post by: CBeilby on April 05, 2008, 07:49:07 PM
*finally gets logged back in after nearly a year* Yes, although we're way behind schedule.
Title: Re: Dresden Files MUSH
Post by: JHarris on April 13, 2008, 11:49:46 PM
I'm interested in talking to you about City of Mists - could you possibly send me an email at jayharrison1@gmail.com

Thanks!
Title: Re: Dresden Files MUSH
Post by: dhcalva on April 21, 2010, 04:22:47 PM
Since we're nearing release for the RPG, are there still plans in the works for a MUSH?
Title: Re: Dresden Files MUSH
Post by: SaintAndSinner on April 21, 2010, 04:28:55 PM
The livejournal site has been deleted.  So, maybe not...
Title: Re: Dresden Files MUSH
Post by: dhcalva on April 21, 2010, 04:34:12 PM
That rather sucks.  A few friends and I were talking about trying out hand at a MUCK (Similar to MUSH).
Title: Re: Dresden Files MUSH
Post by: svb1972 on April 21, 2010, 04:37:11 PM
DresdenVerse consensual roleplaying mush?  That sounds horrid.


Title: Re: Dresden Files MUSH
Post by: iago on April 21, 2010, 04:40:19 PM
DresdenVerse consensual roleplaying mush?  That sounds horrid.

Aw, come on, don't harsh on the idea like that. If it ain't your bag you don't gotta engage with it.

Evil Hat has a long-standing history with MUSHes in terms of its roots. Rob and I know each other *because* of MUSHing -- AmberMUSH specifically -- back in the day.
Title: Re: Dresden Files MUSH
Post by: dhcalva on April 21, 2010, 04:43:26 PM
I don't know much about MUSH, but I have resources in the MUCK community.  And a probably a place to host the game as the owner is a Dresden fan too. ;)  But it looks like a huge undertaking to do this right, so we'd need help...
Title: Re: Dresden Files MUSH
Post by: svb1972 on April 21, 2010, 04:47:03 PM
Aw, come on, don't harsh on the idea like that. If it ain't your bag you don't gotta engage with it.

Evil Hat has a long-standing history with MUSHes in terms of its roots. Rob and I know each other *because* of MUSHing -- AmberMUSH specifically -- back in the day.
I have a long-standing history with MUSHes too.

Amber, several TNG's, DragaeraMUSH, Pern, SC, and many more.

It requires a very good and strong staff to be able to pull off.
It also almost always invariably ends in disaster when the good staff loses the time availability.
Title: Re: Dresden Files MUSH
Post by: iago on April 21, 2010, 04:53:34 PM
It also almost always invariably ends in disaster when the good staff loses the time availability.

That may be so, but your cynicism about the endeavor is no cause to crap on someone else's fun.
Title: Re: Dresden Files MUSH
Post by: GrimGent on April 21, 2010, 09:22:38 PM
I've heard of precisely one Dresden Files MUSH out there, called "Soulfire." No idea how active it currently is, though.
Title: Re: Dresden Files MUSH
Post by: derek on January 25, 2011, 11:03:31 AM
Well, for what it's worth, My wife and I are (slowly) tinkering with a mud on the side, as well.  I'm working off the Dawn of Time base, but I'm early in the process of stripping it down and rebuilding it. If you're bored and feel like talking about it, drop me a PM.

The current plan is to start with Aspen, Colorado and Muncie, Indiana.
Title: Re: Dresden Files MUSH
Post by: Ryan_Singer on January 25, 2011, 07:14:05 PM
I would love to play.
Title: Re: Dresden Files MUSH
Post by: derek on January 25, 2011, 07:29:41 PM
I don't have much of anything to play yet, but if you feel like stopping by and saying hello, the address is crankysg.com port 5000
Title: Re: Dresden Files MUSH
Post by: Anher on January 27, 2011, 03:32:50 AM
The current plan is to start with Aspen, Colorado and Muncie, Indiana.

Ah Muncie, it shows up a lot more often then I'd expect.
Title: Re: Dresden Files MUSH
Post by: vultur on January 27, 2011, 08:08:43 AM
A Dresden MUSH would be very cool; if it gets going I'll definitely participate.
Title: Re: Dresden Files MUSH
Post by: derek on January 27, 2011, 01:32:18 PM
Soulfire is still up (I'm not sure who it belongs to, but I did check the other day.) It's the one that's set in New Orleans post-Katrina.

soulfire.fawkes.us port 7777


And, yes, Muncie is a goofy place. Should make for a good setting.
Title: Re: Dresden Files MUSH
Post by: Anher on January 27, 2011, 03:18:15 PM
Yes it is, and yes it should. I spent a lot of time there and still have plenty of relatives in the area.
Title: Re: Dresden Files MUSH
Post by: xanaphel on July 17, 2011, 09:03:44 PM
Are any of these projects actively pursued?  If not, I may be interested in helming it myself... recent interest in the Dresden Files universe, and the need of a code/MUD project, turned up this page to me.  I don't want to redundantly reproduce someone else's work, however, or tred on toes!
Title: Re: Dresden Files MUSH
Post by: derek on July 17, 2011, 11:37:17 PM
Mine's in deep hibernation, if not dead outright.  I just checked soulfire and it looks like they've basically walled it off at this point, accepting no new players not invited by people currently on the game. 


Title: Re: Dresden Files MUSH
Post by: xanaphel on July 17, 2011, 11:49:47 PM
Is there any interest still?  Any particular reason it died off, or folk just being too busy and the like?

If anyone's still holding interest in a text-based game in Jim Butcher's world, we should certainly collaborate.  Post here, send a PM, email, however.  I rather enjoy such creation, and with the right enthusiasts, it could be a terrific project.
Title: Re: Dresden Files MUSH
Post by: derek on July 18, 2011, 12:07:49 AM
I never saw much interest but mine's hibernating simply because life has intruded and I've not had the time to fool with it. 

If you do decide to put one up, drop the address in here and I'll stop by from time to time to say hello, at the very least.

Title: Re: Dresden Files MUSH
Post by: xanaphel on July 18, 2011, 12:13:15 AM
I understand that all too well.  I recently tried to build a game from the ground up by myself, and it proved to require more than my pair of hands could provide.

If a couple other people, at the least, are interested and willing to contribute, that would be a splendid start.  I've learned against creating just for me - too much work, while enjoyable, with little payoff.  It's hard (or not as fun, at least), to roleplay by yourself!

It seemed like, from this thread (though a significant portion was from a fair time ago) that there was a fair amount of interest.  Although, that's hard to gauge off a single thread.  Curious to hear whatever thoughts lurk out there.
Title: Re: Dresden Files MUSH
Post by: derek on July 18, 2011, 01:04:58 AM
Yeah, it's not easy to do it yourself but unfortunately if you're not willing and able to do the lion's share of the work yourself, you're gonna have a hard time drumming up enough interest to support it. It stinks but I'd rather be honest than blow smoke. It's (a little) different if you've got a core of people interested and dedicated up front.  However, when you're starting from scratch, you've got to have enough of a framework built to attract interest from people who will actually be of help...and even then, don't hold your breath.

I intend to continue slogging away on mine but it's largely because I want to see if I can code up some of the crazy ideas I've got in my head. It's just gonna have to wait awhile longer before I can get back to it again.

I think the sad fact of the matter is that these sorts of games are dying. Most of the people who still play them already have homes and there's very little new blood coming into the community.

All that gloom and doom aside, this world is nearly perfect for a MU* and it's a shame that it's not happening.

Title: Re: Dresden Files MUSH
Post by: xanaphel on July 18, 2011, 02:11:57 AM
Yeah, it's not easy to do it yourself but unfortunately if you're not willing and able to do the lion's share of the work yourself, you're gonna have a hard time drumming up enough interest to support it. It stinks but I'd rather be honest than blow smoke. It's (a little) different if you've got a core of people interested and dedicated up front.  However, when you're starting from scratch, you've got to have enough of a framework built to attract interest from people who will actually be of help...and even then, don't hold your breath.
Oh, quite familiar.  It's what I expect, really.  Merely hoping that there is (or will be) interest enough to make it worthwhile.  Although given the popularity of the books, I can't imagine it not existing!

I intend to continue slogging away on mine but it's largely because I want to see if I can code up some of the crazy ideas I've got in my head. It's just gonna have to wait awhile longer before I can get back to it again.
That's at least half the reason I want one to play with again, myself.  My latest I was playing with craft systems, plants that grow over time, and all the like.  I didn't have a concrete theme, though, so it eventually lost aim and direction.

I think the sad fact of the matter is that these sorts of games are dying. Most of the people who still play them already have homes and there's very little new blood coming into the community.
It's definitely tough.  There's no easy way to spread the word to all the fans of the setting, to perchance pique their interest enough into giving it a whirl.  And even those with the potential to be interested, as you say, may have a comfortable home already.

All that gloom and doom aside, this world is nearly perfect for a MU* and it's a shame that it's not happening.
That's another reason the Dresden world appealed to me.  I've been angling towards something more modern - it's easier for people to immerse themselves that way, if they're unfamiliar with the setting - yet with the flair of magic and otherworldliness.

I'm booked through the next week or two, but my rough-cut plan is to start on some of the core concepts and code thereafter.  It seems the DFRPG is based off FATE 3.0, so I'll likely do some research into that to familiarize myself with it all (I found a useful link somewhere here to the HTML version).  I hope to work something out, get a workable framework into place and ideally find some more steam to launch from there.  May start a blog to report progress and all.  I have generic code I wrote before that would port nicely - mail/item delivery, fully functional banks with wire transfers (add USD and other currencies, or stick with just the one...?), and so on.

Someone in this thread (sorry for the lack of credit at the moment!) suggested using a smaller town, as opposed to a big city.  To allow the game grid to be more dense in usefulness and value, instead of an immense spread of largely useless rooms.  I'm fond of this idea and hope to work with it some.

That makes me wonder about some general questions.  What are some DresdenVerse features that one might consider essential to the theme? 
Title: Re: Dresden Files MUSH
Post by: Arcteryx on July 18, 2011, 03:33:32 PM
Whoa... talk about thread resurrection...! This would be a pretty neat thing to see revived. I didn't play in them much b/c I wasn't able to find one that appealed, but I'd love to see something like this take off. I'm short on technical skills, but I'm a good brainstormer, good with ideas and would happily help out :)
Title: Re: Dresden Files MUSH
Post by: xanaphel on July 18, 2011, 03:42:11 PM
Whoa... talk about thread resurrection...! This would be a pretty neat thing to see revived. I didn't play in them much b/c I wasn't able to find one that appealed, but I'd love to see something like this take off. I'm short on technical skills, but I'm a good brainstormer, good with ideas and would happily help out :)
I was going to make a new thread... but with all the information contained herein, it seemed silly!

Glad to know there's still interest!  I'm hoping to borrow what DFRPG did and use the FATE system for the game, so there would be a strikingly common ground between the two, but more on that as information flows back and forth...

With work and RL and other shenanigans (... finishing the long-awaited 'A Dance with Dragons'), I'm a bit occupied throughout the next week or so.  However, my goal is by then to have the groundwork roughly imagined so that work can begin in earnest.  I'll likely start up a forum or something then, so I'm not straining with the powers of necromancy to keep an undead thread kicking.
Title: Re: Dresden Files MUSH
Post by: derek on July 18, 2011, 09:17:26 PM
That makes me wonder about some general questions.  What are some DresdenVerse features that one might consider essential to the theme? 

The main things I had on my high priority list were, in no particular order:
a fully functional circle system (to concentrate or isolate energy sources, etc.)
a 'mortal' world map with a nevernever analogue that would partially match up with the mortal world, but not tied directly to it, and various ways of crossing between the two. (i also planned for a third out of character realm)
firearms
tracking capabilities and a good map - tracking via scent, magic and also a 'mortal' tracking skill based upon environmental clues
burial sites with different age levels of bones for necromancy down the line
'focus items', things like harry's power rings and shield bracelet which are imbued with energy and abilities

without digging into my notes, those are things things i was most concerned about off the top of my head.

i think the idea of building a framework directly around the fate system might have definite benefits, although i have no idea how fred and co. would feel about it. once that framework was finished, it could then be fairly easily converted for any particular system based on FATE.

if you set it up with DM and player tools, it'd be different from what i think of as a mud/mush but it'd be great to play in.
Title: Re: Dresden Files MUSH
Post by: Anher on July 18, 2011, 10:08:16 PM
The main things I had on my high priority list were, in no particular order:
a fully functional circle system (to concentrate or isolate energy sources, etc.)

 I think that this is actually not terribly important with the way the rules are for casting in DFRPG. Mostly that would be something I would think a spell caster would use for color in a pose. I suppose you could code something in, but it just seems unnecessary to me.
Title: Re: Dresden Files MUSH
Post by: xanaphel on July 18, 2011, 10:22:24 PM
The main things I had on my high priority list were, in no particular order:
a fully functional circle system (to concentrate or isolate energy sources, etc.)
Soem sort of fleshed-out magic system is definitely key.  Anher suggests that the details of the circle might be more than necessary, but it could be worth considering!

Quote
a 'mortal' world map with a nevernever analogue that would partially match up with the mortal world, but not tied directly to it, and various ways of crossing between the two. (i also planned for a third out of character realm)
That would be good.  Certain 'hub' locations that connect to the opposite realm.  Like a doorway into the other (uniquely-gridded) plane.

Quote
firearms
For sure.  Bang bang.[/quote]

Quote
tracking capabilities and a good map - tracking via scent, magic and also a 'mortal' tracking skill based upon environmental clues
burial sites with different age levels of bones for necromancy down the line
Scent is slightly tough because everything (and players) must have scents defined.  Of course, they could just be more generic scents unless otherwise specified...

Quote
'focus items', things like harry's power rings and shield bracelet which are imbued with energy and abilities
The ability to build a spell into an item would surely be needed, I agree.  Whether it's defensive or wand/potion-like.

Quote
without digging into my notes, those are things things i was most concerned about off the top of my
i think the idea of building a framework directly around the fate system might have definite benefits, although i have no idea how fred and co. would feel about it. once that framework was finished, it could then be fairly easily converted for any particular system based on FATE.
I sent a PM to Fred Hicks to see his thoughts and whether or not it's a feasible plan, we'll see what the response is!

Quote
if you set it up with DM and player tools, it'd be different from what i think of as a mud/mush but it'd be great to play in.
I'm thinking more standard MU* style, that way a DM isn't required for folk to play and have fun.  What would make this world come alive would be for people to be able to create magnificent plots on their own.
Title: Re: Dresden Files MUSH
Post by: derek on July 18, 2011, 10:27:06 PM
I think that this is actually not terribly important with the way the rules are for casting in DFRPG. Mostly that would be something I would think a spell caster would use for color in a pose. I suppose you could code something in, but it just seems unnecessary to me.

Yeah, but I wasn't creating an online version of DFRPG. ;)

I was working on a mud rather than a mush, so I was more concerned about those kinds of mechanics.
Title: Re: Dresden Files MUSH
Post by: Anher on July 18, 2011, 10:58:47 PM
I was working on a mud rather than a mush, so I was more concerned about those kinds of mechanics.

I would think a lot of that sort of coding could be found and ported over from some other coding bits and then tweaked, at least for a MUD.
Title: Re: Dresden Files MUSH
Post by: derek on July 18, 2011, 11:04:11 PM
Yeah but it's often just easier to write your own code for something like this, though. It's nice when you can grab big chunks and drop them in but it's not always feasible. Just kind of depends on what you're trying to do.
Title: Re: Dresden Files MUSH
Post by: xanaphel on July 18, 2011, 11:35:41 PM
Yeah but it's often just easier to write your own code for something like this, though. It's nice when you can grab big chunks and drop them in but it's not always feasible. Just kind of depends on what you're trying to do.
I'd definitely take this approach - I much prefer a highly customized, perfectly fitted system.  Not always easier, but much more rewarding!

I'm leaning towards a mix of MUD/MUSH.  I have an eye on a MUD codebase, though I prefer the MUSH style focus on RP, which I plan to draw heavily from.  Surf down the middle and see about appealing to both sides, I figure.
Title: Re: Dresden Files MUSH
Post by: derek on July 18, 2011, 11:47:10 PM
The main conceptual problem I ran into with creating a mud out of this world is figuring out how to handle experience for non-mortals. Because they grow differently (or at least the fae do) from learning/experience, it's going to create balance issues with mortal characters.

I never fully fleshed this out but what I'd intended to do is have mortals level up 'normally' on the mud, while non-mortals would be able to save up xp and go from one static set of abilities to the next...if that makes sense. They'd be able to either buy a new block of abilities/characteristics or even bump their character up to a more powerful form of critter.

(note: I intended to make remorting cheap and easy, so this played into that sort of gameplay.)


I suppose I'm drifting to the point where we might be better off discussing possible mechanics and such elsewhere but what the heck.

Title: Re: Dresden Files MUSH
Post by: xanaphel on July 19, 2011, 03:24:32 PM
I'm more for MUSH-style trappings, myself.  I'm not sure the world lends itself quite so nicely to hacking down mobs and leveling.  Rather, XP through roleplay, weekly/staff awards, accomplished tasks (small XP bump when you successfully make a potion, for instance?).

The learning curve could fairly easily be represented by requiring more chunks of XP to be spent at a time, I think- a mortal could spend 1 point, where a fae might have to spend 5 at a time (and thus have to save it up).

Again, I suppose, this comes back to what makes DF suitable for a MU*.  For me, it's the depth of the world and endless possibilities for roleplay and character development.

And it gives me an excuse to finally make a cell phone code.   :D
Title: Re: Dresden Files MUSH
Post by: Lanir on July 20, 2011, 04:14:30 AM
I'd be interested in this but I don't really have much to offer. I've tried helping people flesh out grids before and while the results are okay, it takes me way too long to be worth it. I'm good at making systems do what I want, but my coding skills are pretty lousy.

Thinking the main code you'd need would be something for the magic. Stuff like circles could just add to the difficulty, which you'd have to plug in manually in too many cases to be worth the headache of trying to automate a guessing system. Item code and rote spells would just be shortcuts that give the spell code values for you.

Scent would be a bit troublesome to really do right. Best you could get would be a generic system that works but doesn't tell you much or a more detailed, realistic system that was very patchy. Well sketched out in some places, virtually absent or extremely generic in others. Scent would also need to be on locations and would give you clues about some things if you go more realistic.

One odd question is MUSHes have varying degrees of consent. Would probably have to think a bit about that and make sure it plays nicely into the ideas DFRPG uses for concessions. This one's just a random thought, I need to re-read that section to see if it's actually something to think about or not.
Title: Re: Dresden Files MUSH
Post by: Linnemir on July 20, 2011, 04:25:10 AM
What about Tiny Mux? Good, solid code, and it's been around for a long time. Brazil is still doing upgrades.

Or - what about one of the rp chat rooms? You/we could get a private room to start and jump directly into rp at http://worldbroadcastingsystem.com/ - Ask for an admin named ruthe, and I can guarantee that you'll get service with a smile without any deals with the fae!
Title: Re: Dresden Files MUSH
Post by: xanaphel on July 20, 2011, 02:37:02 PM
Code: [Select]
[quote author=Lanir link=topic=172.msg1173197#msg1173197 date=1311135270]
I'd be interested in this but I don't really have much to offer. I've tried helping people flesh out grids before and while the results are okay, it takes me way too long to be worth it. I'm good at making systems do what I want, but my coding skills are pretty lousy.[/quote]
Once it gets going (hopefully very shortly; as soon as this book is done!), whatever you found yourself able/willing to toss in would be welcomed.

[quote author=Lanir link=topic=172.msg1173197#msg1173197 date=1311135270]Thinking the main code you'd need would be something for the magic. Stuff like circles could just add to the difficulty, which you'd have to plug in manually in too many cases to be worth the headache of trying to automate a guessing system. Item code and rote spells would just be shortcuts that give the spell code values for you.
Yeah.  It shouldn't be too bad, really - just break magic down into its different types (Necromancy, Psychomancy, Thaumaturgy, etc...), and Evocation, and just define what can be altered/controlled by the type of magic.  I would like to make it generally more free-form, or at least, for evocation.  Such as "evoke fire at bob" would attempt a fireball at bob, whereas "evoke fire" would do so at the room, and "evoke fire as shield" would make a barrier.

Scent would be a bit troublesome to really do right. Best you could get would be a generic system that works but doesn't tell you much or a more detailed, realistic system that was very patchy. Well sketched out in some places, virtually absent or extremely generic in others. Scent would also need to be on locations and would give you clues about some things if you go more realistic.
I always wanted a scent system, honestly, but it's difficult to do correctly.  Every person could have a generic scent that changes depending on their activities: rooms they hang out in (stinky if they're a sewer lurker), flowery if they dose up regularly with perfume, and so on.

One odd question is MUSHes have varying degrees of consent. Would probably have to think a bit about that and make sure it plays nicely into the ideas DFRPG uses for concessions. This one's just a random thought, I need to re-read that section to see if it's actually something to think about or not.
A great point I hadn't even considered.  Myself, I lean more towards non-consensual, if for no other reason it allows for more fleshed out, unexpected play.  I would say either non-consensual, or only require consent for extreme action (i.e. murder).  If anything that might be ill towards you had to be consent, it always felt to me more like a narrative than a multi-person, cooperative story.  That might just be due to the game environments I grew up in though.
Title: Re: Dresden Files MUSH
Post by: xanaphel on July 20, 2011, 02:42:08 PM
Or - what about one of the rp chat rooms? You/we could get a private room to start and jump directly into rp at http://worldbroadcastingsystem.com/ - Ask for an admin named ruthe, and I can guarantee that you'll get service with a smile without any deals with the fae!
Honestly, part of the reason for this is that I want to make a game!   ;D


What about Tiny Mux? Good, solid code, and it's been around for a long time. Brazil is still doing upgrades.
I'm entirely unfamiliar with MUSH/MUX code, personally, and always felt they were handled a bit rough-around-the-edges.  To make a game especially unique, I found it best to start from the ground up... and if you start with a code base that has much existing, you spend too much time/effort modifying/removing the systems that aren't right, which often results in breaks...

The only hard part is nailing down the specifics - how stat systems should work, magic, and all that.  If it's more roleplay-geared, than the majority of it (like fight code and all that) isn't so essential.  As long as there's good support for dice rolls and folk to resolve disputes, it should give good grounds  to flourish.  I sent a message to Fred asking if it was possible to use the systems found in the DFRPG, and if so, that answers a lot of questions.  If not, it still shouldn't be too troublesome!
Title: Re: Dresden Files MUSH
Post by: Linnemir on July 20, 2011, 02:59:10 PM
Honestly, part of the reason for this is that I want to make a game!   ;D

I'm entirely unfamiliar with MUSH/MUX code, personally, and always felt they were handled a bit rough-around-the-edges.  To make a game especially unique, I found it best to start from the ground up... and if you start with a code base that has much existing, you spend too much time/effort modifying/removing the systems that aren't right, which often results in breaks...

Better your than me, then! I set up the TinyMux code on my pc, and actually had a few friends playing, but it was a ton of work and mainly beyond my knowledge base (Brazil helped me a whole lot!)  :)

The only hard part is nailing down the specifics - how stat systems should work, magic, and all that.  If it's more roleplay-geared, than the majority of it (like fight code and all that) isn't so essential.  As long as there's good support for dice rolls and folk to resolve disputes, it should give good grounds  to flourish.  I sent a message to Fred asking if it was possible to use the systems found in the DFRPG, and if so, that answers a lot of questions.  If not, it still shouldn't be too troublesome!

As a player, I always found the Mush/Mux etc. a difficult environment, but I don't use it often and just don't remember the codes to make things happen. I'm 'way more familiar with the chat room setting. It's also a plus to me that I don't need anything more than my browser to play there!

But I was just throwing the idea out ... no problem ...
Title: Re: Dresden Files MUSH
Post by: xanaphel on July 20, 2011, 03:08:03 PM
Better your than me, then! I set up the TinyMux code on my pc, and actually had a few friends playing, but it was a ton of work and mainly beyond my knowledge base (Brazil helped me a whole lot!)  :)

As a player, I always found the Mush/Mux etc. a difficult environment, but I don't use it often and just don't remember the codes to make things happen. I'm 'way more familiar with the chat room setting. It's also a plus to me that I don't need anything more than my browser to play there!

But I was just throwing the idea out ... no problem ...
Using a MUD base, and starting from the ground up, allows me to make it as easy as possible for people to use, intuitive and simple.  Someone I know built a browser-based MU client that is most excellent, and I'll for sure set that up as well - so if you don't want to, or can't, use a desktop client, your browser is all that would be needed.

I usually felt like MUSH/MUX games had too steep a learning curve just to understand commands and everything, which is another reason I hope to stray from it.  I'd like to make somewhere that any Dresden Files fan can pop in and play, after learning some basic commands (movement, emote).  Complexity/depth for those who seek it, but not necessary upfront. 
Title: Re: Dresden Files MUSH
Post by: Linnemir on July 20, 2011, 04:09:57 PM

I usually felt like MUSH/MUX games had too steep a learning curve just to understand commands and everything, which is another reason I hope to stray from it.  I'd like to make somewhere that any Dresden Files fan can pop in and play, after learning some basic commands (movement, emote).  Complexity/depth for those who seek it, but not necessary upfront. 

Totally agree on the learning curve. I used to play several mu's and still have the Simple Mu client on my comp, but if you don't use those commands regularly, you really *do* forget what's what and how to do which! I think that offering both options (client AND browser-based) would attract a much greater number of people. Gotta remember, not everyone who reads our beloved DF books is a computer geek or gamer!
Title: Re: Dresden Files MUSH
Post by: derek on July 20, 2011, 05:47:54 PM
Thinking the main code you'd need would be something for the magic. Stuff like circles could just add to the difficulty, which you'd have to plug in manually in too many cases to be worth the headache of trying to automate a guessing system. Item code and rote spells would just be shortcuts that give the spell code values for you.

It's really not that bad. It'd just be a system or room/char flags that affect how much latent energy is available to work with and how effective a spell is. It's not trivial but it's not that bad to code, either.

There wouldn't be much point in it for purely roleplay purposes, though.

Quote
Scent would be a bit troublesome to really do right. Best you could get would be a generic system that works but doesn't tell you much or a more detailed, realistic system that was very patchy. Well sketched out in some places, virtually absent or extremely generic in others. Scent would also need to be on locations and would give you clues about some things if you go more realistic.

What I had planned to do (and should be simple enough in theory) is just adapt the introduction code that was already in the codebase I was working from to identify people by scent. That codebase already had a fairly extensive tracking system so it'd mostly just be a matter of tying it together than then deciding how you wanted it displayed on the map (assuming you were using one).

It would be fairly easy to apply a 'scent' description on rooms or objects if the builder wanted to use those for clues about an area.  Making that kinda dynamic would be an interesting problem but you might be able to hack something together with mob/room progs.
Title: Re: Dresden Files MUSH
Post by: xanaphel on July 21, 2011, 05:00:37 PM
It's really not that bad. It'd just be a system or room/char flags that affect how much latent energy is available to work with and how effective a spell is. It's not trivial but it's not that bad to code, either.

There wouldn't be much point in it for purely roleplay purposes, though.
But it can accent everything with a bit of flair!  If you do a bit of fiery magic in a room that's laden with fire energies, its potency could be a lot more visible.  This wouldn't be too hard to do, really.  Every room (and zone) can have their own fluctuations, changed by the weather, player interaction, and so on.  Doing fire magic would draw some of that pooled energy.

What I had planned to do (and should be simple enough in theory) is just adapt the introduction code that was already in the codebase I was working from to identify people by scent. That codebase already had a fairly extensive tracking system so it'd mostly just be a matter of tying it together than then deciding how you wanted it displayed on the map (assuming you were using one).

It would be fairly easy to apply a 'scent' description on rooms or objects if the builder wanted to use those for clues about an area.  Making that kinda dynamic would be an interesting problem but you might be able to hack something together with mob/room progs.
I'm mostly done with my introduction code, so it shouldn't be a tremendous task to add scent to it, as well.  How did you imagine it working?  Seeing someone as "a being smelling of sewer", then being able to recognize them as "George" when you later discover the smelly-being's name?  Perhaps something as simple as giving everyone a 'scent appearance', and depending on the viewer, use one or the other. 

Smell could be influenced by where a character spends their time (sewers add to their foul odor, for instance).  Objects/rooms could definitely have scents as well, and a "sniff" code could be similar to some sort of tracking, but instead pulling scents from nearby rooms/people/things.

Ideally this system would just be built from the ground up, and making it dynamic wouldn't be too tough.  I've a few ideas already, just need to detail out all what the purposes would be.
Title: Re: Dresden Files MUSH
Post by: xanaphel on July 21, 2011, 07:30:09 PM
I started a forum, temporarily dubbing the game 'Semiautomagic'.

I haven't had much of a chance to fill in the forums or anything, but anyone interested is more than welcome to pop over there and add their thoughts.  You do need to register before you can view the sections.

Again, any input is most welcome!  I hope we can great discussion going on.

http://z13.invisionfree.com/semiautomagic
Title: Re: Dresden Files MUSH
Post by: derek on July 21, 2011, 07:43:49 PM
Xanaphel, I'll hop over to your forum to talk about mechanics and such over there.  Doubt I'll have much time to chew the fat this evening but I'll be along.
Title: Re: Dresden Files MUSH
Post by: Linnemir on July 21, 2011, 08:16:45 PM
Registered for the forum, though I'm not a techie. My only coding is in html :)
Title: Re: Dresden Files MUSH
Post by: xanaphel on July 22, 2011, 04:56:58 AM
Registered for the forum, though I'm not a techie. My only coding is in html :)
Techiness not required!   ;D

Ideas, interest, and fun.  That's the goal.  Brainstorming and progress, too!  I realize I might be doing all the code myself - it wouldn't be the first time.  That's alright.  I just want to make sure other folk have fun too.
Title: Re: Dresden Files MUSH
Post by: Jin-Shei on July 24, 2011, 02:02:43 PM
Hi,

Sorry to butt into the topic so late but we've been working on a Dresden 'verse mush for a little time now and are anticipating a closed beta test shortly.  It seems silly to duplicate effort and we'd welcome interest over our way if folks care to.

We're using MUX 2.7.4.29 #1, have got a grid, wiki, CG (based on the RPG), and looking to have mortal, magic and shifter spheres.
Title: Re: Dresden Files MUSH
Post by: xanaphel on July 24, 2011, 05:12:41 PM
Hi,

Sorry to butt into the topic so late but we've been working on a Dresden 'verse mush for a little time now and are anticipating a closed beta test shortly.  It seems silly to duplicate effort and we'd welcome interest over our way if folks care to.

We're using MUX 2.7.4.29 #1, have got a grid, wiki, CG (based on the RPG), and looking to have mortal, magic and shifter spheres.

I've actually been making some good progress and have been enjoying working on a game, so I think I may be keeping up with it.  CG is finished, short of stunts and powers (I want to make an in-game editor for all those so more can be easily added).  Otherwise, CG is done a la the DFRPG.  I also want to add scent customization for it, which'll be a straightforward task, but probably saving it for last.

Do you have a website folk can poke around at for more information?

Part of the reason I dove into this was for the eagerness to make a game, particularly a DF one.  Cell phones, banks, email/snail magic, magic (of course), scents, tracking... all the good fun stuff!
Title: Re: Dresden Files MUSH
Post by: Jin-Shei on July 25, 2011, 09:54:15 PM
For sure.  I think you are aiming at mud whilst we are heading down the mush route - more IC RP than code base for us :)

http://darktides.wikidot.com/

Very much a work in progress, with some text to be removed from it - we want to encourage people to buy the books, so will be only putting up bare bones stuff.
Title: Re: Dresden Files MUSH
Post by: xanaphel on July 26, 2011, 02:37:24 PM
For sure.  I think you are aiming at mud whilst we are heading down the mush route - more IC RP than code base for us :)

http://darktides.wikidot.com/

Very much a work in progress, with some text to be removed from it - we want to encourage people to buy the books, so will be only putting up bare bones stuff.
Sort of, yep!  Entirely RP-centric, but with a codebase to provide people with a large assortment of tools to work with if they so choose.

I keep thinking over what sort of tools would make a great toolbox.  Cell phones to call friends in other places (though they'd be wonky for wizards), bank records for law enforcement to investigate questionable activity, spellcrafting for practitioners to employ their talents.  Ultimately, though, a superb set of RP utilities-- the ability to append a temporary descriptions to rooms, your own desc, customization for equipment, layered equipment (wearing socks under boots, etc).
Title: Re: Dresden Files MUSH
Post by: xanaphel on July 31, 2011, 11:07:55 PM
At this point, largely looking a tgetting in a grid of the city - the specifics of which are to be determined still.

If you are interest, any support would be fantastic.  You can register and contribute here--  http://z13.invisionfree.com/semiautomagic (http://z13.invisionfree.com/semiautomagic).  Otherwise, welcome to send me a PM/email and we can discuss anything/everything through there!

We'd welcome any good input of any kind, but that in particular.  If you want to chime in, play away, would be happy to have you.

If you're interested in working on the area, definitely check out that forum and add some thoughts there.  Both need the city specifics worked on, as well as the actual building - builders are welcome!

As soon as stunts/powers are in, creation will be complete.  There's no spellcasting or combat or anything yet, but that can all be happily left up to roleplay - and when it does go in (if combat does), it'll be so in a balanced, fair form.  After creation, my goal is going to be an extremely versitile (and easy-to-use) dice-roll command, to allow for taking circumstances, stunts, powers and the like into consideration.
Title: Re: Dresden Files MUSH
Post by: Jin-Shei on June 17, 2012, 04:06:41 AM
*necro*

We're open for Beta testing.

http://darkspires.wikidot.com/
Title: Re: Dresden Files MUSH
Post by: Jin-Shei on July 16, 2013, 09:12:15 PM
*necros more*

We're through beta and opened fully with 20 active players, and three plots happening already.


In a world where Vampires roam, where shifting shape is possible in many ways, and where those with magic have a council watching over them, Dark Spires MUSH aims to provide a world where horror, danger and politics lurk in even the simplest of interactions.

Welcome to the world of the Dresden Files.

Set in Oxford, England, where the universities, churches and city conceal a hotbed of politics and dangers for the unsuspecting and careless - and for those who think they know the truth. A place where your lover might be revealed to be a spy, a Red Court Vampire or somebody's dinner.

http://darkspires.org/wiki/Main_Page