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  • File :1243444259.jpg-(538 KB, 2000x1500, server crash.jpg)
    538 KB Server Crash OP 05/27/09(Wed)13:10 No.4680410  
    Remember me, /tg/?
    The crunch: http://1d4chan.org/wiki/Server_Crash
    The fluff: http://1d4chan.org/wiki/Category:Server_Crash_Fluff
    The beasts: http://1d4chan.org/wiki/Server_Crash_Bestiarum_Vocabulum
    The threads: http://suptg.thisisnotatrueending.com/archive.html?tags=Server%20Crash

    It's a sad time when /tg/ can't Get Shit Done. Let's finish this unfinished project. Let's get Server Crash off the ground.
    >> Anonymous 05/27/09(Wed)13:12 No.4680424
    Sad indeed. I'm with you.

    Unfortunately, what is there to be done? Crunch is too boring for anyone to do, fluff is more or less finished.
    >> Anonymous 05/27/09(Wed)13:12 No.4680426
    Starting out already on the verge of tears is not very indicative of future progress.
    >> Anonymous 05/27/09(Wed)13:15 No.4680445
    >>4680410
    >Crunch is too boring for anyone to do

    This is the main stumbling block, I think. Actually sitting down to hash out all the rules is probably going to be too much like actual work.

    Despite that, I do hope that something happens with Server Crash. I can't help with the rules as I'm a 40kfag, but I did enjoy helping when we created the fluff.
    >> Anonymous 05/27/09(Wed)13:16 No.4680462
    If nobody wanted to do Server Crash crunch, you could always adapt FUDGE or (dare I say) d20 or GURPS or... ad infinitum ad absurdum.
    >> OP 05/27/09(Wed)13:18 No.4680477
    If fluff is really what you crave, we have only 2 canon enemies: unclassified cybers and Reaper.exe. Honestly, what needs to be finished is the crunch. It's very shaky right now with a lot of holes, and statting a whole system's worth of skills, enemies, item-programs, etc. goes a lot easier with more than one Anon.
    >> Anonymous 05/27/09(Wed)13:18 No.4680479
    >>4680462
    We did talk about this, but I can't remember what was the conclusion.

    There was also some anon who said he was going to run a Server Crash game sometime during summer.
    >> Anonymous 05/27/09(Wed)13:22 No.4680505
    BAWW BAWW MY SHINING JEWEL OF AN IDEA IS NOT GETTING ATTENTION EVERYONE DO MY WORK FOR ME
    >> OP 05/27/09(Wed)13:25 No.4680528
    >>4680462
    That's what killed the project before. Fluff stopped happening, crunch was no longer visited, and all the other threads ended in "Eh, run it in ArtifIce."
    >> Anonymous 05/27/09(Wed)13:26 No.4680535
    >>4680477
    >If fluff is really what you crave, we have only 2 canon enemies: unclassified cybers and Reaper.exe.

    Fluff-wise, we have plenty: Cybers, viruses, some AI, and Olds come instantly to mind. Unfortunately, extremely few have actually been statted.
    >> OP 05/27/09(Wed)13:26 No.4680536
    >>4680505
    I'm happy to do it all myself, little sagefag, but I don't want to cut off the community from a community project. Besides, the brainstorming of a dozen fatguys is better than one neckbeard alone.
    >> OP 05/27/09(Wed)13:28 No.4680550
    >>4680535
    The Olds remain mostly vague, except in the story "The Olds That Ate Hong Kong." As far as I remember, the only AI we've come across was a highly-Integrated human on the brink of madness, and the only virus of any definition is butterfly.exe (which is a Virus Rider's creation).
    >> Anonymous 05/27/09(Wed)13:30 No.4680558
    >>4680550
    >The Olds remain mostly vague, except in the story "The Olds That Ate Hong Kong."

    And it is only better that way. After all, they are this setting's answer to Cosmic Horrors.

    But yeah, we will have to design new monsters and things.
    >> Anonymous 05/27/09(Wed)13:33 No.4680576
    >>4680410
    Don't be silly OP.

    /tg/ only gets shit done if it's fluff.
    >> Anonymous 05/27/09(Wed)13:36 No.4680595
    >>4680576
    And now we can fluff monsters. Won't that be fun?
    >> OP 05/27/09(Wed)13:36 No.4680596
    >>4680576
    Even if that were true, it means that /tg/ has never gotten shit done at all.
    >> Anonymous 05/27/09(Wed)13:37 No.4680599
    Personally, I lost interest and started writing my own cyber-rpg just for the fun of it after the fluff got shoe-horned into a boring high-fantasy-with-internet-wallpaper setting by people.
    >> Anonymous 05/27/09(Wed)13:37 No.4680602
    If we even finally agree on a system of some sort, or homebrew one together, I'd take the time to stat some bugs, viruses, et al.
    >> Anonymous 05/27/09(Wed)13:39 No.4680613
    >>4680599
    >fluff got shoe-horned into a boring high-fantasy-with-internet-wallpaper setting by people.

    Whuh? I don't remember this.
    >> Anonymous 05/27/09(Wed)13:40 No.4680626
    >>4680613
    You're probably one of those people.
    >> Anonymous 05/27/09(Wed)13:42 No.4680637
    >>4680626
    Perhaps the two of us have different understandings of the word "high fantasy".
    >> OP 05/27/09(Wed)13:44 No.4680657
    >>4680602
    First link has our system so far. Action resolution, combat, stats, health system, and how to use points to buy your statistics, class-only powers, and generic skills is there. That's it. It's rather bare-bones at the moment, but statting of beasties can be done with it.
    >> Anonymous 05/27/09(Wed)13:44 No.4680662
    >>fluff got shoe-horned into a boring high-fantasy-with-internet-wallpaper setting by people.

    I don't see the system working like that.

    This is my first time looking at the server_crash system, but I'm obviously not like 'most' fa/tg/uys as I'm more than happy to help out with number-crunching the system to make it work.
    I'm looking over the crunch data now to see how I can help.

    OP, are you the guy running the project or just a concerned fa/tg/uy?
    >> Anonymous 05/27/09(Wed)13:46 No.4680672
    >>4680637
    Well for starters:
    Virus riders = Druids.
    Hackers & crackers = Wizards.
    Lurkers = Rangers.
    Script Kiddie = Warrior.
    >> Anonymous 05/27/09(Wed)13:46 No.4680673
    >>4680662
    >OP, are you the guy running the project or just a concerned fa/tg/uy?

    The project was mostly run by a hivemind council or something. I'd assume OP to be one of those people: I'm another.
    >> Anonymous 05/27/09(Wed)13:48 No.4680687
    >>4680672
    Pff, like any other game, fantasy or not, didn't use those archetypes if you dug into deep enough into their class systems. They're just guidelines anyway.
    >> Anonymous 05/27/09(Wed)13:54 No.4680735
    >>4680673
    OK cool.

    First question to ask then if you're from the original hive mind.

    Is this system single die compliant (ie only d10s) or do peolpe want it to be Multi-die?
    >> Anonymous 05/27/09(Wed)13:58 No.4680762
    >>4680735
    It's been single-die so far, but I'm good enough with any system.
    >> Anonymous 05/27/09(Wed)14:03 No.4680813
    >>4680672
    You're reading too much into it. That's more reflective of either system's class roles than anything else.
    >> Anonymous 05/27/09(Wed)14:03 No.4680814
    >>4680687
    Games have classes sure, but the ones in the fluff are practically direct copies of high fantasy archetypes right down to firewall blocking being an optional action and weapons being called weapon.exe. Though, I think the thing that disillusioned me most reading through the threads was that nobody even bothered to consider what the net actually was or looked like or how players interacted with it. I mean, do YOU know what it looks like? Is it like tron, all blue glowing shit but with forts sitting around? Yes? Then what themed websites like ebaums or youtube or google actually look like?
    From about the "forts are cool right?" point the idea started to fall apart and become a generic fantasy setting with 'google' instead of 'double hades', in my opinion anyway.
    >> Anonymous 05/27/09(Wed)14:04 No.4680828
    >>4680814
    You know how you can customize how you view the web, down to the code via greasemonkey and all that shit? I always thought of the web of server_crash being like that- save other people's avatars, the whole world being seen through your personal piece of colored glass.
    >> noko NumberCruncher 05/27/09(Wed)14:06 No.4680841
         File :1243447571.jpg-(90 KB, 750x600, Dice.jpg)
    90 KB
    >>4680762
    Ok, I'm not a huge fan of multi-die systems, so I'll keep it in line with being d10 compliant.

    Now, given that 'basic' character gen has been padded, Where would people want be to start Crunching?
    >> Lambda !S/F56/OkWY 05/27/09(Wed)14:07 No.4680855
    >>4680841
    I'm assuming that everything currently on 1d4chan's server_crash entry is canon, then.
    >> Anonymous 05/27/09(Wed)14:08 No.4680862
    I'll remove the OP designation now. Now I'm going to stat the /b/arbarian, because why not?

    /b/arbarians never appear in groups of less than five.

    /b/arbarian foot kiddie
    Integration - ∞
    Interface - 2
    Power - 5
    Capacity - 5
    Data Scanning - 3
    Firewall - 1
    Uses the Script Kiddie damage table. Roll on the following table to determine offensive .exes.
    1 - DDOS.exe: 2d10 corruption, increases user's Capacity by 2 during use time, 20 ms use time - ranged
    2 to 4- pingblade.exe: 1d5 corruption, 3 ms use time - melee
    5 to 7 - pingaxe.exe: 1d7 corruption, 5 ms use time - melee
    8 - 5p4mm3r.exe: 1d2 corruption on hit, 50% chance that victim is forced to target the user next turn, inflicts 1d8 corruption on victim every 10 ms until they perform an Improved Success dodge, has a 10 ms use time
    9 - br.exe : User makes stupid comments for 5 ms, all allies deal 1d2 more corruption
    10 - .bat carrier. Roll 1d3 more times and create a .bat with resulting weapons. If a 10 is rolled again, upgrade to /b/arbarian Oldfag with the .bat constructed so far.

    Typing up the Oldfag now.
    >> Anonymous 05/27/09(Wed)14:12 No.4680894
    >>4680814
    I always imagined it as huge white spaces taking up an infinite amount of room. There would be little flickering bars of light scattered around with colossal custom-designed appearance forts scattered in the distance. The lights, when you got close, would be hyperlinks.

    But your idea is fine, too. Maybe that's just the default appearance.
    >> Anonymous 05/27/09(Wed)14:12 No.4680899
    >>4680862
    Infinite integration is probably a bad idea. We should probably just have it cap at ten, and barring extraordinary circumstances not have it drop lower once you've reached ten.
    >> Anonymous 05/27/09(Wed)14:13 No.4680913
    >>4680855
    So far, yes.
    >> Anonymous 05/27/09(Wed)14:15 No.4680926
    >>4680855
    stupid tripcode appearing when i'm trying to post anonymously.
    >> Anonymous 05/27/09(Wed)14:15 No.4680934
    >>4680899
    Whoops. Forgot to modify it from the base template I used.
    >> Anonymous 05/27/09(Wed)14:17 No.4680947
    >>4680828
    If it were like that, what would be the point of making a web site at all if people are just going to look at it through their own themes? You might as well just have a huge blank room or street that everyone can superimpose their personal cyber wallpaper and walk around mingling or doing whatever you do on an internet where nobody bothers making or looking at website art.
    >> Anonymous 05/27/09(Wed)14:18 No.4680957
    >>4680862
    Integration should be 1-3
    >> NumberCruncher 05/27/09(Wed)14:19 No.4680965
         File :1243448387.jpg-(17 KB, 500x400, bush_confused.jpg)
    17 KB
    >>4680862
    So from your stating we're going with Multi-die then?
    >> Anonymous 05/27/09(Wed)14:19 No.4680967
    >>4680947
    Sounds like an awesome idea to me.
    >> Anonymous 05/27/09(Wed)14:20 No.4680969
    >>4680926
    sage for sock puppet tripfag.
    >> Anonymous 05/27/09(Wed)14:20 No.4680971
    Random program- underclock.exe
    Adds +5ms to any given entity's lag on normal success or better. +30ms to run. Consumable. Every use more than once per day (cycle?) raises corruption of user by (5*number of uses today-1)%.

    This is probably one of those 'last-ditch' options to use when you just need one more hit to kill that cyber- the disproportionate amount of lag and corruption makes it unfeasible to spam at enemies.
    >> Anonymous 05/27/09(Wed)14:21 No.4680977
    Random anon wandering by who was a fan of the original project- I was planning on running a game over the summer. For rules, I was just going to rip off Don't Rest Your Head. It fits both thematically and mechanically. Its very rules light and such, so making your own system would be better if you want some more crunch, but if you just want to play a digital horror game, adapted DRYH is the way to go.
    >> Anonymous 05/27/09(Wed)14:22 No.4680989
    >>4680947
    Well, most websites would look a certain way. Personal pages would look like whatever the creator chose it to look like (probably a small box with a tiled anime picture wallpapered on all sides) and a zoo page would look like a zoo but with interactive exhibits, and a museum would look as normal or as crazy as the exhibit it was showing the week the internet closed itself off, etc.
    >> Anonymous 05/27/09(Wed)14:23 No.4681001
    >>4680965
    Everything is 1d10 -- except for damage.
    >> Anonymous 05/27/09(Wed)14:23 No.4681003
    I took most of the older fluff from right before the Old Ones were determined by mass retarded vote to have three glowing red eyes, including the old character classes, and built my own thing from the fluff up. Half-finished.
    >> Anonymous 05/27/09(Wed)14:25 No.4681008
    >>4680410

    Duzt? Is that you?
    >> Anonymous 05/27/09(Wed)14:26 No.4681018
    >>4681003
    >from right before the Old Ones were determined by mass retarded vote to have three glowing red eyes
    Yeah, that didn't stick. And if you mean "BAW NO PROBER," everything the prober could have done the lurkers and hackers do. Hacking servers themselves is a high-level Hacker function, peering through links and webrings is a Lurker ability.
    >> Anonymous 05/27/09(Wed)14:27 No.4681020
    >>4681008
    Nope.
    >> Anonymous 05/27/09(Wed)14:29 No.4681038
    >>4680977

    Additional clarification- I liked Server Crash very much as a horror game. The Internet is a dangerous place, and though you have power, it has a cost. If you push yourself too hard, you might just find your self slowly draining away, or warping into something new, and dangerous.

    If you want to do a different style of game, more upbeat and heroic, a generic system like Mutants and Masterminds or BESM might fit. Since they're effect based, you can just modify the fluff of powers a bit and it'll still work fine.

    If you are making your own system still, I'd say be careful to define what tone you want it to have first. I've designed a few systems, and without a clear idea of what you want it to do, its doomed to failure.
    >> NumberCruncher 05/27/09(Wed)14:32 No.4681058
    >>4681001
    Seems awkward to me...

    Surely you'd want to maintain uniformity throughout the system?
    >> Anonymous 05/27/09(Wed)14:32 No.4681060
    >>4681018

    I wasn't thinking of the prober, I was thinking of the surfer.
    >> Anonymous 05/27/09(Wed)14:34 No.4681072
    /b/arbarian Oldfag
    Integration - 2
    Interface - 3
    Power - 7
    Capacity - 7
    Data Scanning - 4
    Firewall - 4
    Uses the Script Kiddie damage table. All nearby /b/arbarians deal 1d3 more corruption and have Firewall 0. Oldfags can use Open System. If not an upgraded foot kiddie, use the following table to determine offensive .exe:
    1 to 3: DDOS.exe
    4 to 6: pingaxe.exe
    7 to 9: memerizer.exe: deals 1d5 corruption, use time of 10 ms, adds +5 ms to victim's lag, 1d5 corruption removes from closest ally - melee
    10: DDOSOrb1tallolcannon.js.exe: 3d10 corruption, 30 ms use time, +5 ms to victim's lag - ranged
    >> Anonymous 05/27/09(Wed)14:35 No.4681093
    >>4681060
    The surfer was just a lurker without combat ability. It was a bad concept.
    >> Anonymous 05/27/09(Wed)14:36 No.4681100
    >>4681058
    Why should all weapons deal the same damage?
    >> NumberCruncher 05/27/09(Wed)14:43 No.4681149
    >>4681100
    They don't need to, but what you can do is utilise the uniformity of the die.

    i.e. 1d2, 1d5, 1d10, 1d100, 1d20, 1d50,1d100 can all be done with just d10 and thats before you utilise systems giving pluses and minuses to the damage total.

    I mean to use the numbers effectively rather than needing the users of the system having to use multiple different die.
    >> Anonymous 05/27/09(Wed)14:51 No.4681206
    >>4681149
    Feel free to change my damage tables, then!
    >> NumberCruncher 05/27/09(Wed)14:58 No.4681262
    >>4681206
    Well at the moment I'm building some Characters to play with, and conscripting a couple of my housemates to help playtest damage & combat.

    Should be interesting... :P
    >> Anonymous 05/27/09(Wed)16:08 No.4681854
    >>4681262
    Sounds awesome. I'm glad someone actually picked up this project IRL.

    I trust you will tell us how it went?
    >> Anonymous 05/27/09(Wed)16:16 No.4681934
    We're having another go at this? Cool. How far is the crunch now? Good enough for a bit more fluff to be written?
    >> NumberCruncher 05/27/09(Wed)16:18 No.4681949
    >>4681262
    OK, we've got a party built, and we've set up a basic idea for an encounter.
    I'll report back to /tg/ on what happens. Wish us luck :P
    >> Anonymous 05/27/09(Wed)17:11 No.4682361
    Would anyone be willing to run an online playtest with some fa/tg/uys to iron out the kinks?



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