[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.