The Forge Reference Project

 

Topic: SMS Cellphone Roleplay
Started by: KorbanDream
Started on: 9/1/2004
Board: RPG Theory


On 9/1/2004 at 9:18pm, KorbanDream wrote:
SMS Cellphone Roleplay

How do I begin? - First; Thanks for your pointers to my last misplaced post, (Which is the reason I'm posting here instead?).

SMS Roleplay Concepts.
Firstly, I'd like to assume that the average person reading this is, at least, in some way familiar with Steve Jackson and Ian Livingstone's numerous novels in the C-Y-O-A, (Choose Your Own Adventure), series back in the mid eighties. For those that aren't, the basic principle is; Read storyline, choose option, read more storyline, choose option based on storyline.
Also included in the games are stat variables to randomize play. Most of the game's focus is on Global Variable change as opposed to character change, this way the world as everybody see's it changes rather than multiples of the same reality...

My Games...
I've been a hobby designer for over twenty years... On one game...
Over the past year however I've slowed the process on that particular game and concentrated on building new ones. (I currently have twenty-five games in various states between beta & "commercially" ready).

Costs.
Somebody posted a question regarding costs as obviously sms messages are not free, (unless written into your tariff?), well, I've been looking into this as I wish to start in business as a sms games company... Not so good.
The cheapest I can effectively run for is £30 per player per month!!
But this way I can at least re-imburse the player at least 50% of his/her sms costs...? - (With more players the percentage repaid would naturally increase).

Any questions, just ask... Thanks, KorbanDream.

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On 9/1/2004 at 10:54pm, JamesSterrett wrote:
RE: SMS Cellphone Roleplay

Er. So, is this SMS game a MMORPG played with text messages, or?

I'm not yet clear on how it works, from your explanation.

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On 9/2/2004 at 7:55am, KorbanDream wrote:
RE: SMS Cellphone Roleplay

JamesSterrett wrote: Er. So, is this SMS game a MMORPG played with text messages, or?

I'm not yet clear on how it works, from your explanation.



Short answer: No.

Long answer; Yes. Same size, capacity and in-depth gaming, but not online in terms of the net.
The gameplay is run through a series of options with each sms having a short storyline with several possible outcomes. The character stats impose limitations to produce an unlimited number of variations of the original story... Are you with me? - ie; your stats and another players stats would be different, meaning you could do more with what you got if what you got is greater than theirs?!

In the big game, Universe, a particular stat hides locations from the character's view meaning unless you're at a particular level, you can't reach it... Also, if you destroy a location, (Which is very possible), another player who's in the same location end's up dead?! - (Which ain't too nice but ?) and further players would only know the location as a place in history...

Hope that helped... KorbanDream.

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On 9/2/2004 at 2:28pm, Ron Edwards wrote:
RE: SMS Cellphone Roleplay

Hello,

KorbanDream, it might help if you assumed that very few of us, if any, have any idea at all about what you're talking about. But I at least, and I'm sure lots of others, want to learn. However, you're going to have to explain it as if we were rather slow, and as if we had a language barrier.

First of all, I have no idea what "SMS" stands for. Furthermore, I have no idea what the person engaged in this sort of activity even looks like - is he or she using a cell phone? A computer screen? A palm pilot? Or nothing?

Really, I'm that ignorant. You'll have to start way at the beginning.

Second, is this activity actually occurring in the world? People do this? When did it start, and how many people seem to be involved in your immediate experience? Or is this game something that you are developing, or in fact inventing?

Third, what sort of "role-playing" are we talking about? From your description, it sounds as if it's similar to computer RPGs with multiple users or maybe MUDs. But I could be very wrong about that, especially since I barely understand the differences among the current computer-interface RPGs anyway.

So help me out. Pretend I'm friendly, interested, but (sadly) not very bright or world-wise.

Best,
Ron

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On 9/2/2004 at 3:00pm, Merten wrote:
RE: SMS Cellphone Roleplay

Ron Edwards wrote: First of all, I have no idea what "SMS" stands for. Furthermore, I have no idea what the person engaged in this sort of activity even looks like - is he or she using a cell phone? A computer screen? A palm pilot? Or nothing?


"SMS" indeed stands for text-messages sent from mobile phones using the European GSM-network. The length of SMS-message is 160 characters and they can be send from phone to phone or from phone to some kind of service.

I'd imagine that KorbanDream is talking about a kind of game where the service sends an SMS-message describing a situtation or place or something and possible responses. The player then sends back the response (like GO WEST) to which the service reacts. I wouldn't know exactly, though.

There were games like that in developement around here around the time of mobile-boom, few years ago. They were using the WAP-protocol, though, which is a kind of limited browser-protocol operating from the cellphone. A kind of similar thing, but with slightly more place for text (160 is awfully small amount) and with a point-to-point connection instead of sending messages.

Hope this helps.

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On 9/2/2004 at 6:48pm, KorbanDream wrote:
The Basics...(Hopefully!?)

First: Merten is nearly spot on with his version of events. (Yes 160 Characters is DAMN small but makes for very defining storylines and no space for tangents which are unneccessary (always a bonus?).
You can buy sms, (sms is Cellphone Paging to all those the other side of the Atlantic Ocean :-) ), servers for a few hundred sterling which automate the tasks by "Reading" the incoming message body, ie; 'Go West' would generate a send message response (Whoops Tangent?)...

Second: Well the concept is actually a third generation version of play by mail, (Snail mail), e-mail etc... I guess you would call it "Re-inventing an old concept?". WAP & sms rpg's do occur in the uk but they are more of the virtual pet variety than rpg's...?

Merten - I refuse to even look at WAP as even with GPRS connection an average scenario could end up costing £50? (@ £0.01p /Kb. Kb=About 1 page...?). (Thanks for your help btw).

Third: Um, difficult one this, I would probably have to say that I have most sincerely cannibalized most forms of rpg on a what fits best method?
I've kinda crossed the boundry between true rpg, ie; D&D and pc based "Adventure rpg's" (Mainly to make the game fit evenly into the sms format).

Except for one game, Universe. This is a true exception.
I've built it from scratch and is what I call a Life Management Game.
You have a Character and you must keep him/her alive. I call it Life Management because of the available scope of what you can do and where you can go... 163'000'000 places to visit within the first map alone?
It's staged five thousand years from now and the map is the same as the name's game, a universe... All designed with the sms format in mind.

Also to answer your second question; Is anyone doing this kind of thing now? - My answer is yes but not on this scale, companies will not employ people to become "Human Servers" so, I want to set up my own company in sms games and become the first "Human Server".

The difference I want to make to the mobile games industry is that by keeping the human element I can make the games more alive by factoring my own answer if the player's arguement is valid, ie; player wants to climb a wall that hasn't been scripted for in the game.
If the game's on a server, the player just would NOT be allowed but with the human element, I can say that the height of the wall is XX meters tall and so based on your endurance stat plus your strength stat etc, etc, etc...
(It's stops missed opportunities to broaden the game as well)...

I hope this helps but just ask if it doesn't...? - KorbanDream.

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On 9/3/2004 at 7:11am, M. J. Young wrote:
RE: SMS Cellphone Roleplay

O.K., I'm going to make a stab at deciphering this.

I have a device, maybe a cell phone with an LCD text screen, maybe one of those pager messaging gadgets that send and receive text messages only. I want to play a game on it. Among my options are games that I can in essence play remotely.

Currently such games exist (I'm accepting this as what you meant) on a limited basis, in which I am sending messages to a computer which is analyzing my input and sending a response. It's thus a text-based computer RPG akin to those old Commodore interactive text games, except that I'm dealing with a remote computer via a hand-held communications device. More generally, it's a computer role playing game. The computer describes a situation and I offer an action, and it describes how my action alters the situation.

If we assume (as I believe) that such computer role playing games originally developed to emulate real role playing games, making it possible to play without the group, what you're trying to do is reverse that development but keep the technological link in the middle, such that when someone sends a text message they'll get not a computer but a person who can assess their input and provide a change in situation that's appropriate to that input. The computer would still be present as something of a referee's aid, recording current situation and past actions so that the referee can assess the response, but the game would be played between the various individual players and the live referee.

I'm also guessing that there would be no interaction between various messaging clients; each would interact with the referee as if he were the only player in the designed world.

It thus shares many features with Internet Play by Post (forum game) play or Play by E-mail play, in which the character player writes his move and the referee responds with his move. The differences would be, primarily:

• All play would be one-on-one; the actions of other players would never impact this game.• The message system allows the player to continue the game at any time in any place, and so demands that the referee be available constantly to respond, rather than responding when he has the time.• The involvement of the computer would enable much of play to be automated, including much of setting and situation along with standard responses to standard actions within it, which reduces the burden on the referee to handling those messages that are flagged as outside the computer's program.• The computer involvement also makes it possible to rotate referees rather randomly (relative to the player), as the world and most of the situations are already present in the computer, so the referee's primary (possibly only) function is to adjudicate declared actions which are outside the computer's parameters; thus no individual referee needs to fully understand the continuity of play, as long as the system is able to provide easy access to anything the player has done before that might be relevant (e.g., the player trying to "climb the wall" has in the past "scaled a cliff" and "shimmied up a tree"; can the system recognize that this is relevant information for the referee in adjudicating whether "climb the wall" is possible?).


Have I got it?

--M. J. Young

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On 9/3/2004 at 8:21am, KorbanDream wrote:
RE: SMS Cellphone Roleplay

Spot on...! - But for one small detail.

M. J. Young wrote: I'm also guessing that there would be no interaction between various messaging clients; each would interact with the referee as if he were the only player in the designed world.
--M. J. Young


That's where my "Human Server" idea kicks in. By keeping a single reality EVERYONE is affected by everyone else! - Communication between two other players would run through me (Thus making it a bit long winded but ?) and so would each of their circumstances, ie; you blow up a building that just happens to have another player in it, that player takes damage accordingly...(Maybe even dies from it?) That way every action of every player has in some small way a serious impact on the game, even without trying? - (While beta testing one of the players died in an accident and became a part of that game's history...?!).

BTW; I don't intend to use a computer at all, the equipment I intend to use to set this all up is nothing more than a mobile phone, palm handheld and a laptop for archiving...(Use what the players are, know how they feel)... I want every element to be human driven otherwise it's just another server game?


...(Now why didn't I say it like that in the first place...?).

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On 9/3/2004 at 1:07pm, Rob Carriere wrote:
RE: SMS Cellphone Roleplay

One minor point for the Americans trying to picture what on Earth this looks like: There are two ways to get an SMS message out into the world,

1. From an ISDN of GSM phone, or
2. Using SMS server software on a computer.

Case 1 would be the common one. Here you are typing in the text of the message using your phone's keypad. In other words, 887733323 spells URDEAD. As the example indicates, there's a premium on abbreviations in this medium :-)

On most phones, the display will show the currently selected letters as you type. So, the example above, the first few displays would read

t
u
up
ur
urd

etc...

The system is wildly popular among teenagers as it's a lot cheaper than an actual voice call (voice calls using GSM are always long distance and at a steeper rate than "regular" phone long distance calls). I'm putting regular in quotes because in most of Europe GSM has a market penetration deep in the 90% and quite a number of people are actually dropping their "regular" phone in favor of the GSM.

S "77-777-444-1-444-66-1-999-666-88-77-1-8-44-88-6-22" R
--

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On 9/3/2004 at 1:27pm, Tobias wrote:
RE: SMS Cellphone Roleplay

Before you read the rest of my post, I'll warn you - I am extremely sceptical about this. I will tell you why - because I cannot see any advantage to this type of play to either you or the users at the other end that isn't outweighed by the difficulties.

However, that might be due to some misconceptions on my end, which I'll try to clear up by asking some questions, if that's ok by you.

1.) How many players would there be?
2.) Would play be at scheduled times, or 24hrs?
3.) Would play be sequential or simultaneous?
4.) Does the software/hardware include a database?

(You mention not using a computer at all, but a mobile phone, a palm and a laptop for archiving. I find that extremely unclear, but will assume you mean that there is no active computer processing input between you and player (thus allowing a laptop for archiving - but archiving what? will you need to type stuff out?). Note: in my view, a palm is also a computer - so I'm not sure what it would add, compared to the mobile phone).

5.) What kind of messages would you send? Could you give a short example of play, chopped up in 160-character messages?
6.) How are you going to keep 163'000'000 places on the first map alone in mind, while 'I want every element to be human driven otherwise it's just another server game?'

I'll start with those questions. I have more, but maybe many of them will be answered with these first 6.

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On 9/3/2004 at 1:55pm, Christopher Weeks wrote:
RE: SMS Cellphone Roleplay

I'm with Tobias on the skeptical but unclear end of things.

On the other hand, I think it's an exciting opportunity for a game that sounds much more automated than what I think is being discussed and moderated (for constant expansion of the engine and world) by human beings. And I bet there's a serious profit potential.

I'm imagining a bunch of places in a MUD-like game where a bunch of activities can be performed by characters and there's also a system for handling unknown actions. That system shunts the request to the queue for the current set of referee-admin-programmer types who will make a decision about the action, then potentially improve the game to include that kind of action by plugging the text of the request into the pre-architected tools.

I'm also psyched about the idea of extending this kind of game with a VXML gateway to avoid the monsterous typing on a phone hassle and just running the game through voice telephony channels, or at least having that as an option. I used to have an extension at Tellme.com that would read MSRP (and some other data) for any LEGO set back to you if you spoke the set's number (or typed it on the keypad) into the system. It was a simple DB lookup program to help make buying decisions while shopping clearance aisles, but the opportunity for very sophisticated stuff is there.

Chris

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On 9/3/2004 at 5:50pm, KorbanDream wrote:
RE: SMS Cellphone Roleplay

Tobias wrote:
1.) How many players would there be?
2.) Would play be at scheduled times, or 24hrs?
3.) Would play be sequential or simultaneous?
4.) Does the software/hardware include a database?


Answers are, in order;

1.) Well. I've planned for around 500 or so but technically as many as my network provider can handle...? - Each game has been designed with the ability to hold thousands at a time so...?

2.) I've thought very hard about this; I'm not too keen on getting messages at 2, 3 or 4 am so I've decided to run it over scheduling, four per day, monday thru friday. I've called it an update system.

3.) I'm a little unclear on this one? - I'm assuming you mean will players take turns in their actions or will everyone be bombing me at once?
Well. Depending on the game, action will be simultaneous, (Bombing all at once!), but the reply is more scheduled, (The order in which I reply to is the order I receive them in)...

4.) There is no Hardware/Software to speak of, just a mobile phone and something called a Basepack which is your character sheet and Inventory.

btw: Palm's have the ability to send, receive and store sms messages, either via infra-red or bluetooth to a mobile phone, they also have a wonderful collection of database programs allowing me to organise the storylines of the games.
The laptop will store old sms, ie; 10Gb hard drive equals roughly thirty years (I said roughly! :-) ), sms storage or there abouts...?

5.) Example of play.
The closest I can think of is text-based adventures like, Hitch Hikers guide to the Galaxy style...Except without the rather expensive, (in this case) and sometimes pointless command system, (0.10 GBP to say "Go West" is a little over the top). Most of my games have a form of menu system which at each location gives you all unhidden locations, ie; Universe has Tradeports, (Universe is set in space), the menu system would highlight the key locations like; Bar, trade counter etc and avoiding the drivel...
Once at sub-locations, the menu system zooms in accordingly.
Also, I should just point out that the systems used reward long term players unfortunately? - If you know where you want to go, the address, (unless destroyed by circumstance), is static and will always be the same?
Universe Example: The bar, (Deck 2, Room 15), in Tradeport 013 in the Epsilon Sector of the Delfina would be ((DFA032)-Optional) EPS083TRP013D03R15
This way, if you know where you're going, you type the address and the storyline, (ie me), calculates how long it would take to get there from your present location, ask for confirmation and then set the journey planner in motion...

6.) The game Universe is nearly twenty years in the making, I've built some element of it every day of my life since I was around seven and I know the majority of it (all 163 million), almost backwards, (That and the immediate area that you start in only has 13'996 places with a limiter scenario to slow the rate of escape from that area :p)...

Whew! - (Breathing in, deeply?!)

Christopher Weeks.
Hi. There is no server, voip, mainframe or anything. I'm using a palm to hold the most frequently used content messages, a nokia to send and receive the messages and a laptop to store the old messages/data, the rest is all in my head, where it started from.
As for profit potential, well, I'd love to say loads but as it turns out I'm gonna be ending up with seriously less than planned...?! :-(

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On 9/3/2004 at 7:02pm, Marco wrote:
RE: SMS Cellphone Roleplay

I'm unclear too.

Are you gonna respond to 500 people txt msging you at once by manually typing replies to them?

Are the response menus stored somewhere (on your palm?)

I'm clearly missing something here.
-Marco

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On 9/3/2004 at 7:57pm, KorbanDream wrote:
RE: SMS Cellphone Roleplay

Marco wrote: Are you gonna respond to 500 people txt msging you at once by manually typing replies to them?

Are the response menus stored somewhere (on your palm?)
-Marco


Short answer: Yes - On the palm using one of several palm database applications.

Long Answer: Yes most definitely!
Palm's messaging program has an inbox with folder management similar to Outlook Express. I can store relevant data on the palm using memory cards for additional storage space as required, (In theory, infinite?).

500 people sending a text message at once to an ordinary phone would if not kill the server, kill my phone, (RAM issues?), but the phone also has the same ability, (inbox, file & folder management and memory card expansion), with two to four hours between my sending schedule and ninety percent of all messages just being a matter of cut and paste, the remaining ten percent being 'Option Other...?' as I call it, I've worked out I can handle approx 200 per hour!
The other bonus of both phone and palm combination is that instead of sending as I go, there is a unique ability to send outbox, similar in nature to dial-up email accounts, called Connect & Send which literally throws the entire contents of the outbox at the server and everyone receives their update around the same time...!

PS - Tobias: I greatly welcome skeptical behaviour, it keeps me on my toes and stops me becoming lazy. I enjoy as much as loathe somebody saying "But that's like...(Insert game X here?)", it keeps me and my games fresh, (and later will prevent heavy solicitor fees Ha! Ha! :-/).

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On 9/3/2004 at 11:44pm, Merten wrote:
RE: SMS Cellphone Roleplay

KorbanDream wrote: 500 people sending a text message at once to an ordinary phone would if not kill the server, kill my phone, (RAM issues?), but the phone also has the same ability, (inbox, file & folder management and memory card expansion), with two to four hours between my sending schedule and ninety percent of all messages just being a matter of cut and paste, the remaining ten percent being 'Option Other...?' as I call it, I've worked out I can handle approx 200 per hour!


With a mobile phone and Palm, I very, very much doubt that you'll run into some difficulties sooner or later. Typing, even with functional keyboard, is hell, let alone if you don't plan to force some kind of command set for the players to use (Like GO (direction), USE (item)). Which, of course, would greatly limit the player options. Some kind of server application which could handle the most basic requests like moving around, would sound like a sensible approach. Are you planning to use some kind of automated parser/answer mechanism for such commands?

Also, 160 characters is a very, very short amount of text, especially if you're trying to communicate something else than bare fundamentals ("Room. Three doors, East, West, North. Angry bartender. Want a beer?"). I'd think that character-to-character communication is also a bit of a challenge?

Marketing an SMS-based game which lacks the (arguably unnecessary) buzzwords like graphics and multimedia-messages, might also be hard. Not to mention the cost of SMS's for both the server and the players - if moving around costs something like 10 cents (in Euro scale) per message (I really have no idea how much SMS's cost in UK) per movement, it'll end up to be quite expensive for the player. Unless the game has really slow pace.

I might be wrong, though. It's been several years since I had anything to do with the area, work-wise.

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On 9/4/2004 at 4:57am, Marco wrote:
RE: SMS Cellphone Roleplay

The idea of a person providing template menu responses to 200 player requests per hour seems like a missapplicaiton of effort. Why not use a server?

-Marco

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On 9/4/2004 at 5:23am, greyorm wrote:
RE: SMS Cellphone Roleplay

Alright, so I'd pay .10 cents to basically say "Go West" until I knew what was out in that direction and could say "Go to the Fuzzlebush" instead of spending a couple bucks just looking randomly around and trying to figure out what to do. Hrm...sorry, I think I'd pass without something to keep me engaged and interested each step of the way, as there is in a Choose Your Own Adventure book.

And really...160 characters of text? That doesn't sound vaguely engaging, to me. How about you run us all through an example of play with three or four players -- a real, live, exactly as it was happening example, as though written exactly like a play-script, as exists in nearly every RPG manual known to man.

(You know the drill:
EXAMPLE OF PLAY
Bob: I climb the wall.
GM: Roll d10 + Strength.
Bob: 15.
GM: You easily clamber over the wall. You are now in the garden.)

Now, no commentary on "how that isn't like my game will play at all" -- I'm not interested, it's an example of the format I'd like to see in your response, not a supposition of the content of the response.

Thanks.

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On 9/4/2004 at 7:54am, KorbanDream wrote:
RE: SMS Cellphone Roleplay

Morning All! - (Don't you guys ever sleep?).

Marco wrote: The idea of a person providing template menu responses to 200 player requests per hour seems like a missapplicaiton of effort. Why not use a server?
-Marco


Answer: Because of these three...

01) sms server program - Circa £3'500.00
02) Then I'd be laptop bound (and my laptop only has 2hrs batt life?).
02b) Which means an external batt pack which means briefcase and if I'm gonna be weighed down with all that I'd be better off on a desktop and then I'm office bound?!
03) I can't find one (sms server) I like, (or it's price)...?

However: If I could find a messaging program that has message rules like outlook express for the palm then I truly am laughing...
(Example of Message Rules: Read Message X1 body content, If body contains XX move message to folder X and reply with message X2 - Outlook Express seems to have what I'm looking for almost perfectly but I can't seem to find one for the Palm or Pocket PC...?).

Greyorm.
Hi. I've got a journey planner system for most of the games which set out random encounters, accidents and other variables.

In Universe the JP sets out what, if anything, will happen, ie; how many encounters and their reaction to the player's circumstance, etc.
Accidents are things like parts of your craft malfunctioning and celestial weather warnings etc. (Celestial Weather also includes non-orbital debris and is a bonus as much as a danger, when salvage is concerned).

When I said that if you type in a known location and then start the journey, I didn't mean you were magically teleported to it, I meant the random encounters were calculated based on the length of the journey.
Some trips can take years (game-time) and the encounters could amount to quite a bit more than "Just enough to keep you interested"...

As for the play example, I'll have a deep dig, I haven't played a proper universe game in over a year now, (concentrating on other games and a move across the country)...?

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On 9/4/2004 at 9:20am, KorbanDream wrote:
SMS Game Example...

Rough example of someone going to a trade counter from docking...

========================
Welcome to EDU019.
Please be advised a visitors pass
is valid for 96 hours.
Access is granted to:
01: Enrollment.
02: PZ Customs.
03: Commercial Deck 01.

================
(Player Chooses 03).
================

Commercial Deck 01.
Where would you like to go?
01: Katenya.
02: Traidcom Portal.
03: Trade Counter.
04: Passager Lounge.
05: Other...?

==========================
(Player Chooses 03: Trade Counter)
==========================

Welcome says the merchant offering
you a cargo manalog. On screen,
the manalog offers you the following:
01: Buy Cargo.
02: Sell Cargo.
03: Salvage Trade.

=====================
You want me to continue...?
=====================

This is the best available example I can think of without going into the game's world detail and explaining every element?
The terms used would be explained within the Basepack (Character management pack), issued to all new members...

Hope this clears any misconceptions.

Greyorm.
Simultaneous play would be a repeat of the above per player. Any interaction between players would come over as storyline, (For example; how do you know the merchant above isn't played by a human and not just an npc...?), this way I get npc's with live emotional content behind them. Direct interaction between two human players occurs through the storyline and the only giveaway as to wether it's a human or npc is if they're standing next to you, playing with their mobile...?!

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On 9/4/2004 at 11:35am, Marco wrote:
RE: SMS Cellphone Roleplay

Hi KorbanDream,

Brief examination through Google suggests there are many free SMS server solutions of one sort or another (I readily accept that they may not meet your needs for one reason or another--one seems to send only "30 messages at a time"--but that hardly seems a limiting factor for you). Using them would require some programming skill (although it doesn't look seriously difficult to me--I found one with a Java API).

I would then make the input and output automatic, plug the computer into a wall and be "up" 24 hours.

I understand if you lack the programming skills--but if you felt this was going to pay enough to get you on your palm during the majority of the day, I think it's safe to say you could hire someone and have them create a tool for you to inter templates--as well as an interface to allow human, custom, interaction when you are awake/you feel like it.

-Marco

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On 9/4/2004 at 1:06pm, KorbanDream wrote:
RE: SMS Cellphone Roleplay

Marco wrote:
I would then make the input and output automatic, plug the computer into a wall and be "up" 24 hours.


Hi. The problem I have with servers is that the game HAS to be structured around server entry and not server entry based on gameplay.
An example of this is that nearly every location has a trade counter, (sometimes more than one?), true I could use the game location addresses to log the players location and then have all template links running parallel but then every location would end up looking the same (and boring the heck out of Greyorm, hehe!). ie; option two is the same type of location at address 1, 5, 500, 10'000 etc...? - All leading to say the intro message at the trade counter?

When it comes down to the mechanics of the game, (the boring bits like moving around and descriptions etc, anything not combat or stat related), what would work the best would have to be OE's Message Rules and I think I read something about series 60 mobiles are able to interpret AT Commands! - Message rules on your phone at last!

Indeed a server would be easiest in terms of programming but at the same time if the pc based server was to send me every option other, I'd also have to track at least the last five or so of that player's game to find what option other actually is? - Similar to turning up late at a table-top game, (What's everyone doing?)...

So, although it'll be doing my eyesight in, the easiest, cheapest and most responsive way of doing it, is to have me as the rules server processing each message individually... Sigh!?

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On 9/4/2004 at 1:58pm, Marco wrote:
RE: SMS Cellphone Roleplay

KorbanDream wrote:
Marco wrote:
I would then make the input and output automatic, plug the computer into a wall and be "up" 24 hours.


Hi. The problem I have with servers is that the game HAS to be structured around server entry and not server entry based on gameplay.

I don't understand this--can you give me an example of what this problem is?


An example of this is that nearly every location has a trade counter, (sometimes more than one?), true I could use the game location addresses to log the players location and then have all template links running parallel but then every location would end up looking the same (and boring the heck out of Greyorm, hehe!). ie; option two is the same type of location at address 1, 5, 500, 10'000 etc...? - All leading to say the intro message at the trade counter?


What does "have all template links running parallel" mean? Why not have each location just have a specific that can be extended by special circumstances?

I mean, if they look different, they look different--if they look the same ... they look the same.

I'm missing something here.
-Marco

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On 9/4/2004 at 4:07pm, KorbanDream wrote:
RE: SMS Cellphone Roleplay

Ahem. Yeah I wrote that under the lack of influence of Caffeine? - Sorry?

What I meant was that most server based games only have a three way option response like left, right and back or something similar.
A virtual pet game has a very limited set of defined options like feed, clean, heal etc. But in an rpg, tangents tend to happen more and there's very rarely ever anything that's that straight forward agreed?

Running all the pre-written messages parallel to each other. So that wether you're in Epsilon or Ganymede, Trade Port or Sino it makes no difference in the content of the message. If you enter a trade counter you get the same message accross the map as an intro to the trade counter.

Like I said, it makes it damn boring and very sub-standard to what the game actually is.

I could just make a set of bog standard messages that are basically nothing more than "you are here" & "Your options are" and have mini-adventures instead of full blown scenarios and whack it all on a server and have done with it BUT...

(Once on a server the idea of tangents and element x could become quite hard to implement on a changed daily basis as well?)...

I've been addicted to the idea that rpg's are NOT just a set of lists and tables and a fairly half-hearted storyline since I first played Cyberpunk in the 80's. At their heart contains a dedicated chaos theory with random tangents, twists, turns and the unexpected all designed by their creator to encourage imagination and inspiration.
Therefore, I am prepared to work hard to add element x to my games to give them that extra touch of realism. Some may argue I'm going over the line a bit with this stubborness and that I should just throw it on a server and make money, (Namely my partner?), but the enjoyment of others is the reason why I wanna do it live!

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On 9/4/2004 at 4:17pm, Marco wrote:
RE: SMS Cellphone Roleplay

Well, I still don't get it. I mean, I see no reason that each area couldn't be specially described, have it's on menus, and dynamically change them during the game based on input from other players, a game-master superuser, and random events.

I'm guessing there's still stuff I don't understand.

I mean, have you ever played Infocom games? I realize they don't have menus--but everything in there is different and unique to that location.

-Marco

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On 9/5/2004 at 11:11am, Doug Ruff wrote:
RE: SMS Cellphone Roleplay

Hi KorbanDream,

I've been lurking his thread for a while, trying to get my head around how this project would work in practice.

I'm thinking of three possible models, please feel free to tell me I've missed the point by limiting what you are trying to achieve to this list:

1) The C-Y-O-A model - you set a starting location (and quest?) for the player, and give them a description of their situation. They then have a fixed number of options (1 - Fight Orc. 2 - Negotiate with Orc. 3 - Flee to location X. 4 - Cast a spell.) They choose an option, this triggers the next 'location' which is sent to them. Just like a Fighting Fantasy gamebook, except you could have some standard commands ('rest', 'drink potion') that could be used in addition to selecting a menu option.

The main advantage of this model is that you could run this from a server without human moderation. I believe that a game of this type was attempted way back, using the Fighting Fantasy licence, but using standard telephones and a 'call minding' system which spoke the locations to you.

The main disadvantage is lack of player choice - it's not an RPG, it's an electronic game book.

2) Human moderated, player uses SMS to send each action they will take. ('I go to the bazaar and buy a new sword', 'I try to climb the wall and enter the palace through a window.'

Main advantage here is the much greater choice the player has.

There are two disadvantages here and IMO they are both 'dealbreakers'. One is that you need to moderate every single move the player makes. The second is that the cost to the player would be obscene.

3) The 'play by mail' option. The player submits a 'turn' by SMS, this would include multiple actions and much broader plans. (I scout the goblin camp, attempting to kill any guards using my bow. I then ride into the middle of the camp, setting the tents on fire and rescuing the princess in the confusion. If I am wounded heavily, I will flee.

You moderate this and send a response based on your knowledge of the situation and the character's abilities.

A bit like the PBM game Saturnalia (and many others, I'm sure.)

The advantage is that you can cover much more ground in one SMS exchange. You lose a bit of character freedom, but not much.

One disadvantage is, as before, you have to moderate the turns and each turn will take longer for you to process (meaning more work and less profit for you!)

The much bigger disadvantage is that Play by Mail and Play by Email games already do this sort of thing much better and have a much longer heritage.

So although SMS is a new medium for roleplaying, I'm not sure that there is anything in the actual design of your game that is new, and hasn't already been done better in another medum.

So far, the only real benefit I can see is revenue - in England people will spend a remarkable amount of their money on SMS messaging and download services. I am assuming that in order for this money to come your way, you wil actually have to rent one of the 'premium' SMS numbers, and will need to set your own tariff in order to recoup this money. Let's say that this is a modest 25p.

The C-Y-O-A model becomes instantly unviable at this point. It would cost several pounds to finish even the most basic adventure, and for that amount of money you would be better off selling a gamebook as a downloadable program (Have you considered this, by the way?)

This really leave PBM as the only viable option. However, I'm not sure how large a market you could attract, as PBM isn't a mass-market activity, although you could raise the fees above 25p and still remain competitive.

Hope the above is useful without being too harsh. I'd be happy to discuss this with you further, either through this post or by PM.

Regards,

Doug

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On 9/6/2004 at 12:44am, erithromycin wrote:
RE: SMS Cellphone Roleplay

I'm intrigued by the project, but, like Doug, I'm somewhat unconvinced about the potential of it logistically.

What concerns me a little more, however, is not the process of playing the game, but what's going to be done in the process of playing. Some games function well with minimal information transmission - chess is a classic example, but it's also got quite a quantity of information storage, in the form of the board, and a record of past actions.

How you address this is just one of my concerns - the second is what meeting these challenges, on your side, or on the players' side, is all in aid of. You could run the game as a set of look-up tables - leaving description of locations and events to a pamphlet or something that you send out to competitors, but then you're talking about a CYOA again, and I can see that that's not what you're after. So you're after the flexibility of response that writing each one will give, and all I can say is that it'll be a) more work than you imagine, however much work you imagine, and b) almost impossible to regulate - you have an advantage in that the maximum size of a player submission is regulated - no tremendously convoluted plans to wrap your head around, but also no real ability to go completely into depth. Unless there's a shared information space ("You see a TERM", etc.) you're going to need to put things into context, and that's context you won't have room for because of the medium.

If it's going to work, it's going to have to be small, and compact, which seems to me to complicate the issue of how you'll make it work as something where players have a wealth of options.

Ignoring the business of how it'll work, my main question is this:

What are players' characters expected to be doing? You seem to be focusing at the moment on how you'll turn what a player says into what a players' character does within the gameworld, which is a vital part of system, but, well, where's the rest of it? What you're concentrating on at the moment is handled in most table-top games by talking, and that's not the whole of a thing, is it?

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On 9/6/2004 at 8:51am, KorbanDream wrote:
RE: SMS Cellphone Roleplay

Morning All!

Doug Ruff.
Hi! - I'm afraid to tell you but... I belive it's a corruption of all three models you describe. I've tried placing it in a single category but it just won't have it. See If you can define it any better, here's the main elements...
(Try to ignore the sms side as I only started transfering it to sms about a year and a half ago...).

1 - Open ended character management. Control your character as though he/she was actually alive, monitoring when he/she need's to eat, sleep and in some cases, breathe? - (Nothing new to rpg's).

2 - Stat based play. Over the years, (and more recently due to sms restrictions), I've shrunk everything I can into a stat. The character has 15, a craft has 21, a firearm has 6 etc... Also the reason I invented a BasePack for it (which really is nothing more than a twenty-six A5 page booklet full of inventory control and stat management?).

3 - Total interaction - Nothing really different from any other game I suppose?

4 - Twin gameplay. A scenario based game and a lifeplay. This is where you just exist, earn cash, make a living etc. The way you enter a scenario is through this medium, (As in you stumble upon it ie; listening to someone in a bar or...).

I've seen it working. and it works, very well as a 'hobby' with a group of friends but for the game to 'grow' it needs a larger audience, therefore I need to go commercial. My original plan was to have a membership scheme where members get a rebate on their messages. But by having a membership system I can only run with so many members per month which means I need to charge around the £30 marker, (£1.00 per day). The good news is that I can easily reimburse the message costs if someone is prepared to actually pay the membership?
(BTW; the reimbursement is based on 4 sms per day, 112 per month or £11.20 @ 0.10p per sms) - I'm really only giving them back their own money but ?

Incidently, I'd love to discuss ANY approach to an alternative medium... As I've been calling this an rpg for years but I've always felt that it's not really an rpg, I mean just because a game has character management, stats and a voiceover doesn't automatically make it an rpg right?


erithromycin. -(Hmm?).
The main reason I invented this was as an aid for kids to learn how to budget, (money management), their pocket money. I'd say at least fourty percent of the game's smaller scenario's involve needing a larger craft upgrade when they clearly don't have the cash, leaving the question how do I earn enough? - Money management.
The main go here, do this side of the game is entirely up to them.
The best way to describe it is soul hopping, you place your soul in the character's body and imagine you're there right? (as with every rpg).
I've set the ground work, I've also set triggers throughout the entire map.
These triggers are what set scenario's in motion, ie; Messiah 415a (Pirate faction), place an Envocon, (Environmental Construction) under embargo, player character has the choice to either go kick butt or ignore it as a not my problem? - You are just free to roam but with a set of added limitiations, much like the real world.

Marco.
Could you point me in the direction of some of those free servers please as I've been trawling the web for the past xx months trying to find one that follows OE's message rules and haven't found one...
(Thanks in advance)...


Hope that helps a little...?

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On 9/6/2004 at 9:18am, Tobias wrote:
RE: SMS Cellphone Roleplay

Thank you for your answers, Korban. I am still skeptical, but it's wonderful to see you're trying to be constructive and get this things to work. So would I actually, which is why I'm critical.

Doug's comments (and those of others) make a lot of sense to me. Your example has shown me you can have a somewhat engaging dialogue with 160 characters (let's say I was pleasently surprised - it ain't shakespeare, but it doesn't need to be), but that means that some of the forms (like this one:)

3) The 'play by mail' option. The player submits a 'turn' by SMS, this would include multiple actions and much broader plans. (I scout the goblin camp, attempting to kill any guards using my bow. I then ride into the middle of the camp, setting the tents on fire and rescuing the princess in the confusion. If I am wounded heavily, I will flee.


Aren't possible within one SMS. Multiple would be possible, of course, but then I think you're just using the wrong medium for the game (just use PBeM - which will become easier and easier with Palms like you want to do with SMS anyway).

So you're 'stuck' with shorter messages.

I'm going to try to see whether I can build how this would work, hypothetically.

Say, you (somehow) get 100 players to start with. You'll want to update them a few times a day - say, at 0900, 1300, 1700, and 2100 (you're human, you've gotta sleep and do social stuff as well). You give all players a 1 hour 'window' to SMS you in (otherwise you'll not be able to return an answer on time). In this our, you kick back and do nothing. Then, after the hour, you skim those 100 SMSes. Say it takes you about 30 seconds each to look at them, and see whether they are 'standard' or 'special' (and, since you want RPG, let's say about 30% are non-standard). So you're one more hour in. Then, you spend 2 minutes a piece on the special SMSes to reply to them (1 more hour) and you have 1 hour left to do the remaining 70 SMS'es, which is basically you getting a fairly standard description (from your DB, I should hope) for the new situation they are in.

Typing this, it occurs to me you might want to have a seperate cost for 'normal' or 'special' message handling - say a regular user is allowed to make 1 in 5 SMS'es 'special' without incurring extra cost - that would get your response time down as well.

I'm not clear what your system for outgoing SMSs is, but I sure as hell hope you're not using the phone keys and typing each reply out by hand that way - I'd really want a database to cut'n'paste replies with. This might drop the customisation of the response a little, but you also have to consider the opposite point - consistency. If things aren't somewhat consistent, users will not trust your responses or believe they have a real impact on the proceedings.

Note that you're now getting up at 0600, and working 12 hours a day. If 100 people are using your system at 50% intensity, at a cost of 10eurocents a message, you're getting in 100*4*.10*.50 = 20 euro's a day. One month, about 600 euro's. (To be fair, if it's at 50% intensity, your work load should also drop, so your income could be double. So call it 1200 euro a month).

Will that work? To make more, you'd have to either increase your income per SMS, increase the number of users while keeping turn-around time the same, or speed up your turn-around time.

I'd like to see you make this thing work, don't get me wrong.

To be fair, I wouldn't play this game - getting 4 SMSs a day, in a game where I knew there were such a ton of options, players, etc., i would feel lost, wouldn't get to make a (Gamist) impact, have to rely too much on my own imagination to make the world come alive and fun (and no knowledge of whether my fantasy matches your concept of the world). That, at least is my feeling. I mention this not to discourage you from your idea (I think it's pretty cool), but to show you where my answers are coming from - I may be overly critical because I wouldn't actually want to play the game.

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On 9/6/2004 at 11:54am, KorbanDream wrote:
RE: SMS Cellphone Roleplay

Tobias.
Your estimation is actually quite spot on!
In fact the only difference between what's in my Cashflow Forecast and what you said was to include an external payment system. Instead of having any revenues generated from the sms, have an additional cost of membership and have the sms costs repaid back to the players from that revenue... Merely a matter of playing with the figures at the end of the day but the revenue generated is actually more per message this way.

A flat rate of say £30 GBP is a more pleasing to 'the public' as quite often they know they're being stung when it comes to 35p per message BOTH ways! - Besides, If I opt for the membership scheme, I don't have to buy a gateway server and end up in 10's of thousands in debt before I even start on a single character...

The other reason for choosing the sms format was that in my mind it fit perfectly with the Labyrinth system.
(Labyrinth is an easter-egg hunt style prize system, ie; walk into a room and you are greeted with a " You have won a prize!" sms, merely a marketing gimmick but effective enough to increase the player base!).

Outgoing sms. - For anyone reading this, DON'T ever try to send a lot of sms before templating them first, it really hurts your wrist!
I used to have an old Nokia 9000 Communicator and it had a keyboard and file and folder management of sms'. I just replaced this with a standard mobile and a palm. The palm is what's going to hold the sms as the default program operates in more or less the same way...
(Yes cut n paste is the only feasible way but finding a database program that allows sms storage is starting to look bleak?)

As for the feeling of being lost, if you did then I would say that would by my fault as the "GM" (for want of a better title?), for not defining it clearly enough... The basics are described at the start of the game, (only three sms), as an intro, if you like, to your new character.

As it turns out, I think I've found the server I've been looking for. It should fit the requirements of all the games except for Universe which I think the only options for it are to bring it out live, turn it into a 3d game, (no chance?) or have a really, really large bonfire in my back yard...?

(I think I'm gonna go have a bath with a couple of razor blades after this...?) ;-/

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On 9/6/2004 at 12:07pm, KorbanDream wrote:
RE: SMS Cellphone Roleplay

Doug Ruff wrote: 1) The C-Y-O-A model - you set a starting location (and quest?) for the player, and give them a description of their situation. They then have a fixed number of options (1 - Fight Orc. 2 - Negotiate with Orc. 3 - Flee to location X. 4 - Cast a spell.) They choose an option, this triggers the next 'location' which is sent to them. Just like a Fighting Fantasy gamebook, except you could have some standard commands ('rest', 'drink potion') that could be used in addition to selecting a menu option.

The main advantage of this model is that you could run this from a server without human moderation. I believe that a game of this type was attempted way back, using the Fighting Fantasy licence, but using standard telephones and a 'call minding' system which spoke the locations to you.

The main disadvantage is lack of player choice - it's not an RPG, it's an electronic game book.

2) Human moderated, player uses SMS to send each action they will take. ('I go to the bazaar and buy a new sword', 'I try to climb the wall and enter the palace through a window.'


What if your mixed the two?
Had a fighting fantasy system of fixed options with an included " Option Other...? " That allowed the player to choose his/her own next move if they didn't like any of the fixed ones?

Technically it's still an e-game book but with a more interactive storyline and a much larger outcome. If you can imagine that that's what I've been trying to do with Universe then you'll get more of an idea how the game plays out...

Sorry, I misread what you were saying.
(It's amazing what a marlboro and a black coffee can do?) :-)

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On 9/6/2004 at 1:48pm, erithromycin wrote:
RE: SMS Cellphone Roleplay

Now it starts to get fascinating.

What's in this book? (the basepack, neh?) 26 A5 pages is quite a lot of text, so is this where the 'background' is contained?

I think that Doug's idea of a limited set of actions with the option for a 'special' is certainly a good one - one thing that you might want to consider is formulating a 'language' of action for more basic things - "visit customs declare cargo - visit dockside bars enquire about contraband" and, as suggested, 'specials' for more complex stuff - "see what rumours I can start about the presence of an untapped ore asteroid in the belt near the station".

This notion of the game as one where the focus is on resource management is made even more interesting by the constraints of the medium of communication - in addition to money, time seems valuable - setting things up such that 'special' actions force you to take more time over something is one approach, but there are other questions, such as management of idle time - you're not always going to get responses in favourable windows, so you'll need a way to manage those.

Further to that, incorporating a trading element means that you could, should you so desire, actually run a sort of parallel commodities market, with updates arriving every morning - local demand and such like. Of course, by this point, you're basically running a text-based version of Elite, and, well, I'd play.

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On 9/6/2004 at 3:01pm, KorbanDream wrote:
RE: SMS Cellphone Roleplay

erithromycin wrote: Now it starts to get fascinating.

I think that Doug's idea of a limited set of actions with the option for a 'special' is certainly a good one - one thing that you might want to consider is formulating a 'language' of action for more basic things


There are several elemental languages already devised, the two most important are the Address locator system which as I already stated is used to simplify travel and navigation, the other which can be used in all games, server based or otherwise, known as the ITEC system, which stands for If Then Else Cheat System - A simple but almost programming language that's similar to using excel...

ie; ITEC(IF=CASH(<=10000),THEN=CASH(+10000),ELSE='X'))

The above is an example of using the ITEC to always make sure you have at least ten grand in your character's account is just one example...?

The other lesser based 'languages are the mini-mod systems I have, which allow you to automate the processes of the more mundane elements such as;

MOD=TRADE
ITEM=Shunt Valves
BUY=0/135
(SELL=140//)
MAX=20

You would use the above to automate the process of buying shunt valves automatically, (and ingame there's actually a system onboard your craft that does this...?), The maximum price you have set is any figure between 0Crs and 135Crs. The optional sell command would automate the sales procedure to only sell if the buyer was offering over 140Crs and the maximum tonnage you would buy would be 20 Tons...


Maybe I should have informed you all about the AMS's as it may have changed your opinions a little but I'm new here, I've devoted twenty years of my life to this game and I'm just a little nervous and paranoid about dumping the majority of my ideas on complete strangers...

I apologise for my secrecy.

...incorporating a trading element means that you could, should you so desire, actually run a sort of parallel commodities market, with updates arriving every morning - local demand and such like. Of course, by this point, you're basically running a text-based version of Elite, and, well, I'd play.


I'm glad someone brought this up actually. As a player you can, if you so desire, run, own and maintain an entire planet, (if you wish?), it has not been unknown for someone to just spend days running the bookies ingame, The CSI Exchange, (Corporation Share Index) is such a system.

BTW; I used to play Elite, in fact, I've played all Five versions of the game, (Original, Elite II, Elite Frontier, X-BTF and X2:The Threat), and as much as I hate to admit it, I think Universe is a little more than influenced by the Elite Theorum...

I hope this changes your views...

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On 9/6/2004 at 3:06pm, Ron Edwards wrote:
RE: SMS Cellphone Roleplay

Hi there,

I'd like to step in and make a point about this thread.

It's not about whether anyone approves of this kind of game or whether anyone would play it. It's about receiving an explanation and understanding it.

I'm reading a lot of posts that concern "that won't work because." Folks, this guy says it can work. He may be wrong, he may be right, and the fact is that we don't know shit about what can or can't work, at this level. New technologies = new possibilities. He's not here to get our input about that.

Instead, we're here to learn what he's proposing.

I do have a question, though: KorbanDream, I asked earlier, are people actually playing this game, even as we speak? Is Universe up and running, or is it currently a set of designs and ideas that exist mainly on your hard drive?

I hope all of you can see that the answer to this question is significant.

Best,
Ron

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On 9/6/2004 at 3:27pm, KorbanDream wrote:
RE: SMS Cellphone Roleplay

Ron Edwards wrote: I do have a question, though: KorbanDream, I asked earlier, are people actually playing this game, even as we speak? Is Universe up and running, or is it currently a set of designs and ideas that exist mainly on your hard drive?


Well, unfortunately I had to move and so closed it down but...

I HAVE had the game running with real live players, by answering manually to each message and it seemed to be running fine even without the majority of the mods I have today?

The largest gathering I've ever had play was over fifty when I knew a huge amount of people from college? - I've since moved to a new town and lost contact with them for one reason or another...?


Thanks for the help Ron, I came quite close to that bonfire I was talking about earlier... ;-) - Seriously, I'm glad you've all said things the way you did, (If I didn't I wouldn't have posted as much?)...
Technically, the comments are a little too valid for my liking because since I last played a live game, there was no BasePack because I hadn't invented it then? That and at least the majority of the mods hadn't been introduced to the game...

(You could almost call it a different game...?)

BUT: If someone said right this second; " Where'd I sign up to play? ", I'd have several kinds of hell letting them because although the game itself has been more than ready for years, the business side of earning any money from it isn't, I have a bank account and no real defined way of getting their cash from their account into mine, (as yet?!).

The answer to: "Can I play... Now!" would have to be;

- Yes, if you don't mind playing for free...?

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On 9/6/2004 at 4:01pm, Tobias wrote:
RE: SMS Cellphone Roleplay

Ron - I can see where your question on existing play/players is significant.

As to my statements of approval/disapproval - I only make them so Korban knows where I am coming from. I wouldn't want the result to be anything similar 'but I incorporated all these cool changes, tons of hard work, spent hours explaining this to people - and still no-one will play it'.

I think I am here to try to learn something of his proposal. In fact, I do know (a bit of) shit about what can or cannot work, in this case. And I do think he's also here to get a bit of input on that - but that might just be me. At least, I hope my replies haven't hurt.

Oh, and Korban, we crossposted back there - thanks for that explanation.

edit: oh, and I really like the real-time element(s), trading, for example. It's a good way to keep players 'hooked', I guess. Korban, do you actually show more of the Global Values?

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On 9/6/2004 at 4:14pm, KorbanDream wrote:
RE: SMS Cellphone Roleplay

erithromycin wrote: Now it starts to get fascinating.

What's in this book? (the basepack, neh?) 26 A5 pages is quite a lot of text, so is this where the 'background' is contained?


Right - The BasePack.

The BasePack is a stat inventory management tool I created to help the player's manage their life, really that simple...? - I wish?!

(Any idea how hard it is to organise a non-specific life into order?)

The following are a list of what's actually in it...

00 - The Delfinian Calendar. - 96 Hours to a standard day.
01 - MediaClip Reports. - In case you have a news story worth reporting?
02 - SDS Firearms License - Weaponry stat inventory.
03 - CSI Exchange Portfolio. - Stock Market management.
04 - MoCon Terminal. - Your Access to the TRAIDCOM, far future offspring of the internet...
05 - MoCon Program Inventory - Program manifest for the MoCon.
06 - ProBot Script - A feature of the TRAIDCOM.
07 - FEBS Suit - False Environment Biometric Survival Suit stat inventory.
08 - CAES Record - Character Analysis and Evaluation Stereotype, your character's main datasheet - used similarly to a CV or Resume...
09 - PZC Clearance - Political Zoning & Customs, who's unhappy with you?!
10 - Paldex Manalog - Data object store inventory.
(The Paldex is a computer that's been surgically grafted onto your forearm)...
11 - Storesuit Inventory. A special suit worn over the FEBS, full of pockets to enable your character to carry stuff...
12 - Contacts Manalog - Encounter management, these people could end up getting you a job or save your life...?
13 - Occupational Details - Career management because it does get confusing...?
14 - CSEM Manalog - An overview of your craft's abilities, similar to the CAES Record but for your character's craft...
(CSEM = Craft Systems Evaluation Monitor)
15 - CSDR Manalog - Craft Systems Damage Report, nuff said?
16 - Cargo Bay Manalog - Cargo Inventory Management.
17 - Current Rating - Now almost obsolete due to the serious lack of use I get from it? - It used to determine player ability but seeing as there's really no real winners in the game, (surviving means you're winning?), I'm not sure just how much longer this'll remain?

The rest of the contents is game information, corporations, craft, places to visit and career types etc...

Well, that's what the BasePack is but I have to be honest, I'm one of only about twenty people that have ever used one? - Glowing reports from the onset mind you...?

On top of this there's also location guides, firearm and craft showcase booklets and countless others... I think I've even got one book, (Book= 30 pages approx), just for ingame designer clothing...Somewhere?

Enjoy...

PS - Tobias:

Erm? - Global values ingame report only one planet's list/contents/happenings etc, but if you're referring to the average pricing guide which details the clusterial average purchase/sale price of each item, (Oh, the APG also details the clusterial legality of the items as some sectors illegalise certain items more than others), then yes I have that feature, (and quite frankly, wouldn't dare not include it), but costs the player to view it per item as the values change every 48 Hours so you have to be quick! ;-)

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On 9/6/2004 at 4:15pm, Tobias wrote:
RE: SMS Cellphone Roleplay

KorbanDream wrote:
Incidently, I'd love to discuss ANY approach to an alternative medium... As I've been calling this an rpg for years but I've always felt that it's not really an rpg, I mean just because a game has character management, stats and a voiceover doesn't automatically make it an rpg right?


So with medium, you mean alternative labels that might fit this game, right? Sorry if this question seems redundant.

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On 9/6/2004 at 5:10pm, KorbanDream wrote:
RE: SMS Cellphone Roleplay

Different Medium - The only reason I said that was because this isn't a true roleplay game. You can't really sit round a table with a group of friends, your BasePack and your mobiles and still call it roleplay in the traditional sense...?

Saying that, I did get a report of seven people having regular get-togethers at each other's houses to plan a meet on Ganymede Three?



Incidently, maybe there's a question you could all answer: Synchronicity.

For a long time I've been arguing with myself over this. It basically comes down to three types of Sync.

1) - A universal timeline and everyone follow's one clock.
2) - A personal timeline that is only de-synced when you travel using Conflux, (great for time distortion scenarios, real P.I.T.A. when two people wanna meet?).
3) - Conflux travel still de-syncs the player but when out of Conflux, players revert back to a universal clock.

Theory 3 is my preferred type because it can at least explain why when people meet up one's late, (because they're still travelling to the destination...).

Any thought's on this...?

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On 9/6/2004 at 5:15pm, Doug Ruff wrote:
RE: SMS Cellphone Roleplay

Ron - guilty as charged, I gave a critique where one wasn't needed.

Korban - Apologies for the above, I had no idea that the project was this far into development. Although SMS wouldn't be my preferred technology for a game like this, it's a remarkable achievement nonetheless.

I am now doubly intigued as to how you actually manage to deliver this. As you have had players in the past, I'm hoping it wouldn't be a breach of your commercial confidence to ask you to post an example of an actual play submission and your response?

If you could also describe how you got from one to the other, that would be great - I'm not asking for details of the inner workings of your system, just an overview of the 'steps' taken in between.

Regards,

Doug

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On 9/6/2004 at 5:38pm, KorbanDream wrote:
RE: SMS Cellphone Roleplay

Doug Ruff wrote: Korban - Apologies for the above, I had no idea that the project was this far into development. Although SMS wouldn't be my preferred technology for a game like this, it's a remarkable achievement nonetheless.


Firstly Don't mention it. I like criticism as it keeps my ideas fresh and kicks the bullshit into the trash can where it belongs... ;-)

Doug Ruff wrote: I'm hoping it wouldn't be a breach of your commercial confidence to ask you to post an example of an actual play submission and your response?


Erm? - This could be hard as most of the sms's from the past are either buried in a suitcase in Margate, (I think? they are stored in my Grandparent's garage?), or have been deleted to make way for new elements as my laptop only has 10 Gb, (and WinXP took 5Gb of that?)... But if you'd like a run-through I'm sure I can deal something? --> How about a game?

Doug Ruff wrote:
If you could also describe how you got from one to the other, that would be great - I'm not asking for details of the inner workings of your system, just an overview of the 'steps' taken in between.


(Again?) Erm? - Sorry I can't figure out this bit?
(How I got from one to the other what?) - I assume you mean platform/medium?

I started the universe out as a garden variety table-top rpg back in the days of my Cyberpunk GM'ing, (Circa 1990 - 1994).
During one game with a group of friends, a player couldn't make the location due to a broken leg (Rugby game?) but sent his character's moves by text message and it just seemed to work so damn well that I gave it more thought... The rest you know about...

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On 9/6/2004 at 5:49pm, Doug Ruff wrote:
RE: SMS Cellphone Roleplay

Regrets, I can't play right now - I have a real tough week at work and several other personal projects to juggle.

For now, I would like to see an example of an SMS'turn' that could have been sent in game (doesn't have to be an actual message, just one that could have been sent) and a description of how this was 'handled' and turned into an SMS response back to the player.

For example: Player sends "I go west to the bazaar and sell my loot. I buy X, Y and Z and ask for any jobs transporting cargo. I take the best paying legal offer and head out. I will not start a conflict en route but will defend myself if attacked."

(I know this is too long for a real post, it's just an example.)

Would this be avalid post, or would the player have to be more specific? How would the GM (you) resolve actions, make changes to the gameworld, and reply to the player with the results of the actions?

Regards,

Doug

PS If it would be possible to play a few turns by Instant Messenger over the net, I could be interested in this, but it would have to be next week. Unless someone else is interested and wants to take up the challenge?

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On 9/6/2004 at 7:25pm, KorbanDream wrote:
RE: SMS Cellphone Roleplay

Doug Ruff wrote: How would the GM (you) resolve actions, make changes to the gameworld, and reply to the player with the results of the actions?


Hypothetical Scenario - Player intentionally causes an Envocon Lockdown...

Player requests docking clearance in previous message...

=====================
[Mod XYZ]
Welcome to ATD213.
Atmecs depart every 20 mns
Access granted to:
01: Arrivals
02: Departures
03: PZC Customs
04: Trades
05: Other...?
=====================

(Player has a choice of paths here, in fact too many to bother with them all but for argument's sake he/she want's to get this over with and uses the quick approach and decides he/she wants to get noticed fast...).

(Player Chooses Option 03: PZC Customs.)

Background: PZC, Political Zoning and Clearance Customs own the NAVCAL system which when raised increases the number of locations your craft's onboard navigation system can 'see' and thus when lowered decreases the number... (Outcast status is when you've hit zero and you can't 'see' any btw). In turn, PZC Customs are owned by C.A.P.A. - Civillian Aid, Protection and Authority, an organizational body similar to a combination of the local council and the police...
(Incidently, PZC Customs help patrol Envocons and keep the more villianous types out hence the name Customs, oh and generally they're pretty much well armed!).

======================
You arrive at PZC Customs.
There are 03 Sentients here.
Your options are:
01: Leave?
02: Other...?
======================

There's usually only one reason why you'd end up at PZC Customs and that's cause you got caught! - Besides that, you might be silly enough to actually want to declare your cargo, (Contraband or otherwise?), or your presence if they're looking for you but generally people avoid Customs officals 'up there' as much as they do here...? - It is for this reason I have and always will leave it with just two options, leave is for a last chance to escape before all kinds of hell hit the fan? and option two is to make it absolutely certain that it was the player who wanted to continue as there's quite a high mortality rate from winding up a PZC...!?

Let's say, for example, the player decides he/she does want to continue and chooses Option: Other...? - (Lord knows why?) - And sends...

================
INV=Juiget Mk8. - This bit means take item from inventory.
USE=Juiget Mk8. - This means he/she wants to use the item now
AIM+RAND=Fire - This bit means aim at a random target and fire
USE=DROP - This bit means drop whatever's being used.
================

The bit above assumes that the Juiget Mk8 Firearm is the only weapon in their inventory? - Most movement based play, especially human to human combat is played in simultaneous ten second rounds, ie; both combatants start roughly the same time once the EMP (Emotive Perception) stat has been calculated. btw: All weaponry/combat items have a time stat which is the amount of time required to use it, ie: the above would take just short of 7 seconds, (6.50 Seconds = 1.5 Secs to take weapon from inventory, 0.5 Secs to use the weapon, ie put it in your hand, 2.0 secs to point it in a random direction and pull the trigger and 1.5 secs to drop the weapon from the firing stance)... Too far a tangent again... Sorry?

As with any authoritative body, the PZC are well trained and although the outcome would differ depending upon the character's stats, career type, etc, the most likely outcome from the above would be;

==================
Upon hearing the discharge, a PZC official fires a stunez, while another hits the alarm. You wake to find yourself in a detention cell awaiting your sentence...
==================

At this point, time for the player who caused the guard to hit the alarm would have stopped because he/she is currently 'sleeping like a baby'.
However for the next two hours (game time), anyone attempting to dock at Atmec Dock 213 would be denied due to a lockdown.

In case you're wondering, the basepack has details of what's legal and what isn't and taking a firearm onto ANY Envocon isn't legal...!


NEXT =
==================
A PZC Offical marches in and informs you of your charge. GUILTY is the verdict.
==================
THEN =
==================
Three days later you are taken to CKZ103 to begin your six month sentence. Your crime; Discharging a Firearm in an Envocon.
==================

This is a rough guide as to how an example runs and just because your character's butt has been hauled off to jail doesn't mean it's game over, just the start of yet another scenario, maybe s/he'll try to make a break or discover something interesting happening inside Correckz 103 while completing his/her sentence... And so on...

This is about as close as I can do without a character, up and running BasePack, reason for this happening etc... Hope it clears any issues...?

Blegh?! - My wrists hurt now?!

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On 9/7/2004 at 12:32am, erithromycin wrote:
RE: SMS Cellphone Roleplay

Okay, I think I've got a picture of how this is meant to be working. I didn't want to come across as harshing* on you, I was just intensely curious about the logistics of running this and the requirements of play.

I've done 'wishlist' downtime stuff before, and like every single British person on the internet between the ages of 35 and 20 have played Fighting Fantasy books or those of that ilk, and I was curious about which your SMS roleplay would sit closer to.

From what I've seen, it's a little closer to the latter, and, ignoring all technology issues, I've a question about time, and immediacy - the great thing about CYOA is that you got results as soon as you turned a page. In the example you gave, that's five turns, isn't it?

I think, since this is theory, that you're pushing the envelope as regards handling time - were I to play this I'd want the result of 1/4 of the actions that I could take in a day of gaming to be slightly more than walking down a corridor.

What I think I'm getting at is that I'm not sure that this level of granularity of action/choice in a situation is anything other than disadvantageous given the spacing of response.

I do not doubt your ability to accomplish the task that you have set yourself here in making the game happen - what I am worried about is how much fun it will be, or indeed, how willing people will be to balance attention and effort for what may emerge as relatively trivial actions.

In which case it seems that I'm encouraging broader strokes - think fast and loose and swashbuckling instead of the minutiae of valves and stock prices.

[* chosen in part for the way it makes my inner editor quail]

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On 9/7/2004 at 2:53am, GaryTP wrote:
RE: SMS Cellphone Roleplay

KorbanDream,

Hi, new to posting here but not new to cell and sms. Spent three years working on visual messaging program with two partnered companies.

Want to chime in on your idea and see if it helps.

First. Neat idea.

Second. There are some great mobile JAVA apps out there now, but none with the potential depth this could have.

Third. From doing tests that quickly went into the thousands of users, you might not be able to handle the msg flow unless (a) use used an automated server for parts of it or (b) you instill a gamemaster app where one person of a particular group of friends could become the "human" side of the gamemaster equation. So that all my friends use me as the gamemaster. Your server could still keep track of buys, sells, where people are at, etc. (Just a thought.)

Fourth. Like your simple keypad "click I go there" model. As one who has watched countless testers handle all models of cell phones, people are short on time, impatient, and will only dig deep if there is a reward for their actions. SMS is usually done enroute to someplace, or when a person has a few minutes free. So the into and out of the game must be quick and easy...and I can pick up where I left off...and I'm not penalized for my phone cutting out or taking a call, or my battery dies, etc. (These are just normal things that testers and real life users have to deal with.)

Fifth. Players must become emotionally engaged with their character, or their world in some manner, unless this is meant to be a tactical resource management game. They need a reason to care. Not knowing what cool features you've added over the twenty-plus years you've worked on the game, I can't tell if you've done this. This can come from the other players in the same group, or from pivotal villains within your world that players love to hate, or person tragedies, etc. Would love elaboration on this.

Sixth. As to your money question. If you're serious about this (and twenty years says you are) you need to partner with someone in the industry. DOCOMO is the doorway in Japan you need to get into, or one of the European carriers, where there is population density and a culture who regularly pay for this sms product. In the US, sms and video and other are all still relatively small. Some use SMS, but it's mostly used for "I'm late", "Pick this up.", "Wanna hang?" or "Meet me at...". Americans have been spoiled by the rich internet, gameboy, Xbox landscape, so you play as a text game would need to be overseas.

Must go charge my own phone up:) Good luck!!!
Gary

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On 9/7/2004 at 9:24am, KorbanDream wrote:
RE: SMS Cellphone Roleplay

Morning All! (Yawn?).

GaryTP wrote: From doing tests that quickly went into the thousands of users, you might not be able to handle the msg flow unless (a) use used an automated server for parts of it or (b) you instill a gamemaster app where one person of a particular group of friends could become the "human" side of the gamemaster equation. So that all my friends use me as the gamemaster. Your server could still keep track of buys, sells, where people are at, etc. (Just a thought.)


Hi Gary. That sound's like it could get rather technical...
How would a "GM" app operate, (other than as a stand alone that allows group play, (as in a craft's crew all playing together around one phone with the GM sending the team's next move etc)), I could see the programming issues alone being a nightmare... :-)

GaryTP wrote: So the into and out of the game must be quick and easy...and I can pick up where I left off...and I'm not penalized for my phone cutting out or taking a call, or my battery dies, etc. (These are just normal things that testers and real life users have to deal with).


Hmm. I've had this in the back of my mind for some time now and I have to admit I've the same view. I decided that a two to four hour gap between returns would be best as it gives any and all players, (Not to mention myself), a chance to 'send-when-I'm-ready' and that even if you miss the cut-off, there's always the next return.
I should just mention that there is a small penalty for missing the cut-off though, you haven't used that particular sms... as I'm trying to re-imburse per sms used... I suppose you could say that you would be giving yourself a penalty...?

GaryTP wrote: Players must become emotionally engaged with their character, or their world in some manner, unless this is meant to be a tactical resource management game. They need a reason to care. Not knowing what cool features you've added over the twenty-plus years you've worked on the game, I can't tell if you've done this. This can come from the other players in the same group, or from pivotal villains within your world that players love to hate, or person tragedies, etc. Would love elaboration on this.


Firstly, I (think?), you could quite safely say it was both, as it's focus is on real life, ignoring the fact the date says 7414, it is still based on the fact that people need to eat, drink, sleep, get a job, get laid and have fun while they're doing it...(Especially the last one! ;-) ) and to me most of the above involves some element of emotional content.
As for love/hate ties... With an infinite number, (think of a shopping mall on a saturday and times the number by 163000000), of fixed characters and npc's, (Fixed characters are the mister big's of the npc world), spanning a game map the size of the Atlantic ocean, there's bound to be at least one that's gonna hold a grudge somewhere down the line...? :-}

GaryTP wrote: As to your money question. If you're serious about this (and twenty years says you are) you need to partner with someone in the industry. DOCOMO is the doorway in Japan you need to get into, or one of the European carriers, where there is population density and a culture who regularly pay for this sms product. In the US, sms and video and other are all still relatively small. Some use SMS, but it's mostly used for "I'm late", "Pick this up.", "Wanna hang?" or "Meet me at...". Americans have been spoiled by the rich internet, gameboy, Xbox landscape, so you play as a text game would need to be overseas.


Hmm. Getting into industry. That's gonna be hard! - I'm a nobody, (actually, I'm worse than a nobody, I haven't had a job in years and you should see the state of my CV...!?), without a single qualification to my name, (Provable or otherwise?), with half the globe all trying to get into the game's circuit and the other half already there, I don't stand much chance of standing out really?

If nothing else, the Universe is a programmer's nightmare and although the concept maybe sound and the practicality of myself personally running it from a part mini-server / part manual basis upto a few hundred players may be possible, I find it hard to think the industry as it stand's with G3, video, Java downloads and god knows what more on the horizon would step back in time to the golden age of the text message and start throwing money at me...? - (Sorry, I can get carried away, Apologies).

What I mean is that I can face rejection head on, (10 years of it already behind me?), I just feel that the industry as it stands is more concerned with making money out of the concepts they've already built and not getting deeper into debt by buying into anything extra...

BTW: If I'm wrong or you think I'm talking crap just slap me...?

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On 9/7/2004 at 9:57am, KorbanDream wrote:
RE: SMS Cellphone Roleplay

(Sorry if I'm thread hogging)...

erithromycin wrote:
In which case it seems that I'm encouraging broader strokes - think fast and loose and swashbuckling instead of the minutiae of valves and stock prices.


I'm not quite sure what you mean by 'Broader strokes'...?

I assume you mean leave out some of the smaller, more intricate details of the game and concentrate more on the more instant elements...

If that's what you meant then my answer is; I have.

The game has been designed to be as intricate or as easy/broad as you like...
If you prefer to run games as an RTS you'd most likely end up in one of the militaries as a fleet commander ordering your fleet into the fray. At the same time, if you like quick, kill 'em all style games then you'd probably end up as an Messiah 415 Allegiance Sympath and be out in a craft kicking (military/Prozone) butt for the majority of your game...

The game is built upon a series of time based stages, (the transition between these stages wouldn't really be noticed by the player), from craft combat to walking around inside an Envocon, is played on a timeframe basis and the more intricate the game becomes, (by player action), the tighter the timeframe focuses around the game. For example; travelling from one sector to another would be a matter of one message (and XN weeks game time), by using the NAVCAL mod. Taking out an inventory item and using it on another item would take seconds both here and there thus also one message using the INV mod. Walking from say a trade counter to your craft still only takes a single message because of this. By using AWK to say you wanna go to your craft...

Hope this helps...?

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On 9/7/2004 at 11:47am, mindwanders wrote:
RE: SMS Cellphone Roleplay

Hi there,

I must say this actually sounds like an incredably cool idea, however I think there's two distinct threads that seem to be going on here so I'd propose spawning off one of them to here:

http://www.indie-rpgs.com/viewtopic.php?p=134975

This thread is about the actual technological implimentation of the game as opposed to what this thread is mainly about, which is explaining the concept of the game.

This new thread is kinda' of topic for here so if you you reckon it's something that should be discussed somewhere else Ron, just say. Odly it might be better in the Publishing forum.

Forge Reference Links:
Topic 134975

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On 9/7/2004 at 2:46pm, Ron Edwards wrote:
RE: SMS Cellphone Roleplay

Hi MW,

Nice split! Let's keep this thread focused on the "what is it" topic, folks.

Best,
Ron

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On 9/8/2004 at 11:00am, KorbanDream wrote:
RE: SMS Cellphone Roleplay

Hello All...

Ron Edwards wrote: Let's keep this thread focused on the "what is it" topic, folks.


Sorry Ron but I'm not quite sure what you mean? - What is it?

Are you referring to my game as in it's design, or are you referring to the concept of sms roleplay in general...?

(Having a thick day...?)... #:-/

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On 9/8/2004 at 12:03pm, erithromycin wrote:
RE: SMS Cellphone Roleplay

Rather than discussing the technological aspects of play, which is what mindwanders started that whole thread for, I think Ron is suggesting that we concentrate on the way in which the game is played -

The content of the communication, if you understand me, rather than the means of its conveyance and response. That is to say, to illustrate completely - what the players will do, and what will happen in response, rather than how the players will contact you the GM and how you will respond to them.

So, to that end, thank you for answering my question about 'broad strokes' - I think I wasn't clear enough on this one - what I meant was that in this kind of game where communication is limited, the results must either be _exact_ (Knight to Queen's Rook 3, for example), or not in too much detail - "you buy the cargo of refinable ore for c150" rather than "after three hours of tense negotiations you eventually persuade the mining cartel to allow you access to the unprocessed leavings from the asteroid wher there's been a recent strike" - you're limited by the 160 character thing.

Now, your talk of moving within timeframes - what? I'm somewhat surprised by that - if you're allowing people to change their timescales as much as they want (moving from dockside to starside to, I don't know, combat?) to focus on things, that's one goal, but how are you going to keep track of 100+ different sets of timescales? Isn't the point that there's going to be interaction between them?

Again, in the interests of clarity, this thread is predicated on the assumption (which I think is a reasonable one) that this game will work technologically and logistically - This means that we have a game which works, as far as I can tell, like this:

1. Players have a limited number (four) of 'actions' a day.

2. An 'action' is written within an SMS text message [160 characters]

3. Each 'action' generates a response, also an SMS, which provides a series of options for the player.

4. Players have the option for an Action 'other' which allows them to do things that are not listed in the response. The number of 'other' actions may be limited (and is, at the moment, it seems, to one per day?)

5. Players' characters are in a shared space - their actions can influence each other.

6. The scope and scale of actions can be changed - this is context sensitive - an action (or turn?) represents a set value of time in the real-world, but can represent different scales of times within the game.

7. The game world is detailed, with a variety of political factions, a complex trading system, the threat/presence of large organised military conflict, and is spread over a vast number of locations.

Now, with the assumption that the 7 components of the game are identified correctly, there seem to me to be a couple of issues -

To wit, that 5, 6, and 7 seem to be very much constrained by 1 and 2, that 6 and 5 seem to make it difficult to track interaction over larger events, and that 4 is necessarily limited by 2.

What we're dealing with here, I think, is gaming within constraints - I'm halfway certain that this has been discussed before: roleplaying games played by hikers using the secondhand of a watch as a randomiser; 10 minute games*; the archetypal convention demo; PBeM/play over chat/IRC gaming/messageboard gaming.

What I'm getting at is that the medium in which you are conducting the game constrains it in a number of ways, and the game must be capable of functioning within those constraints. In the 'technological' thread they're talking about making the communication that imposes the constraints work. Here, we should be talking about making [edit] _A_ game work within those limits.

Finally, korban, is that your real name? We're quite big here on being on first name terms, despite the preponderance of nicks.

*and if there hasn't I may have to start one.
[edit] - no footnote, changed "the game work within those limits" to "a game work within those limits" - the former is firmly in the purview of Indie Game Design - this is theory, so the issues become wider ones of desire and focus rather than implementation and specific design.

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On 9/8/2004 at 4:54pm, KorbanDream wrote:
RE: SMS Cellphone Roleplay

erithromycin wrote: Rather than discussing the technological aspects of play, which is what mindwanders started that whole thread for, I think Ron is suggesting that we concentrate on the way in which the game is played -

The content of the communication, if you understand me, rather than the means of its conveyance and response. That is to say, to illustrate completely - what the players will do, and what will happen in response, rather than how the players will contact you the GM and how you will respond to them.


Ah!? - Light dawns over a crusty skull...?

May I first say that everybody's perception of 160 characters being small is a bit of a misconception, imo. I understand that a true rpg in it's conventional sense has no such boundaries on limitations of storyline/scenario, (etc, call it what you will), I belive that it's rather like the old saying of; "It's not a question of size, it's what you do with it that counts"... The content capacity maybe small but words often have a boundary out of the known physics of time and relative linea.

erithromycin wrote: Now, your talk of moving within timeframes - what? I'm somewhat surprised by that - if you're allowing people to change their timescales as much as they want (moving from dockside to starside to, I don't know, combat?) to focus on things, that's one goal, but how are you going to keep track of 100+ different sets of timescales? Isn't the point that there's going to be interaction between them?


It's not so much that it's their choice as to what timeframe they choose as it's more like what they are doing that changes the timeframe around them... If two people were engaging in craft combat they'd BOTH be in the same timeframe. If two people were having a chat in the Katenya of an Envocon somewhere, they both still be in the same timeframe. Now; If two people wanted to attack each other, one was in a craft and the other player was in their Febs suit and the scene was in the harshness of space, (Rather stupid idea but ?), the ten second combat round timeframe still applies... So it no longer becomes timeframe management but more of proposal content... The Player in their craft would be running craft combat commands into his console and the poor fool in the febs suit would probably be placing his head between his legs and getting ready to pucker up...?!

To add to this; It also makes it twenty times easier for me as (if need be due to player capacity), I could enable the real-time concept I've had on standby for ages.

This is where time is effectively shrunk into a period per hour, ie; 96 Hours (game time which is also one Delfinian Day), would be shrunk into say one working day, (0900 - 1800), for example, real-time. Not much help when fourty people dock at once but if twenty people all decide to use Conflux where a single journey could take months then that player get's effectively placed on hold or suspended animation for the player until they arrive at their destination. Breaking out of this suspended animae for random encounters which, incidently bring them into real-time...


erithromycin wrote: To wit, that 5, 6, and 7 seem to be very much constrained by 1 and 2, that 6 and 5 seem to make it difficult to track interaction over larger events, and that 4 is necessarily limited by 2.


(That sound's altogether way too much like the instructions you get from Ikea...? :-D)...
Seriously though, by utilizing a series of mod languages the only real drawback is to the player having to learn them, (unless I draw up a guide booklet to EVERY mod?). Of course on the other hand by not providing a guide I get the added bonus of realism as most mods with one or two exceptions are ingame computers that do most of the work for you, ie; The Dock-Trader is the automatic cargo buyer that activates upon every dock. It doesn't work just because you paid for it and had it installed - You still need to program it and, like real life, you (unfortunately) aren't born with computer programming knowledge instilled into your brain...?

erithromycin wrote: Finally, korban, is that your real name? We're quite big here on being on first name terms, despite the preponderance of nicks.


No. Korban Dream is my second character's name in the Universe, (first being Sean Williams). My real name is Dan. So, you may call me any of the above, (ps; my mother has called me worse...?).

Sorry about the delay in posting, I went to the park with the step-kids last night to play football and put my back out in the process...?!
The sign's of old age are starting to creep in...!

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On 9/9/2004 at 12:44am, erithromycin wrote:
RE: SMS Cellphone Roleplay

Hello Sean,

Firstly, trust me, 160 characters is short. Admittedly, I'm a fan of proper punctuation, but I use a ridiculous quantity of them to keep track of friends and colleagues and I know roughly how much information I can fit in one. Their primary utility is for, well, short messages - "I am going to be late" - "the project files are in your drop-box on the G5" - "while you're at the supermarket could you buy a new kitchen knife, some refuse sacks, and a spade?"

Secondly, can I just check that the 7 things I enumerated are true?

Thirdly, alright, action effects timeframe - this is a continuous universe though, no? Action in A's turn effects action in B's turn. What happens when they don't match? Remember, perception of this time is fixed, if there's a limited number of texts a day -

A, B, and C, are at the docks at the same time. A gets in his ship and goes to the Asteroid Belt with a package, entering 'ship' time - his next turn is 96 hours of game time long. B &C throwdown over a gambling debt, and get involved in a brawl at dockside. The fight lasts thirty seconds - three turns. A meanwhile, has dropped of his cargo, gotten back in his ship, and has arrived back at the station.

So, to recap - A,B,C are all on the same time - A goes away, B&C stay, and three full turns elapse. A returns to the station 186 hours after the fight started. Where are B&C?

Fourthly, how is communication between players going to work?

Fifth and finally, alright, programs for the various systems, I can handle - it's more instruction for the basepack, but OK - does that mean that when I submit my turn I'll preface it with instructions for my systems? Stuff like, ooh, I dunno, um:

1/CWCI/DFCL/PFJ NC-010 FC-BC4FE TC-SMP4OBAAL MC-SOO DS-MA(MSADDP) DVOA “study documents about AEGIS for clues on location, encrypt before arrival” DACWCI/LSTS

(select option 1*/comply with customs inspection/depart from current location/prepare for jump) (navigation computer - destination 010)(flight computer-best course for fuel efficiency)(trading computer-SELL Maximum Price for Ore BUY All Available Liquor)(maintenance computer-Safety Orders Only)(defensive systems - maximum alert, but make safe at destination defensive perimeter)(During Voyage Other Action something connected to one bit of plot or another)(Destination Arrival Comply With Customs Inspection/Link systems to station)

(*which might have been "take AEGIS documentation from resistance contact")

Block X’s knife using my wrench 2-handed, step back out of range of X, smack X in the head with my wrench as hard as I can, run if miss, call police if I win

Is that the sort of thing you're talking about? I'm still trying to get a handle on the way this is meant to be working. Would each of those be legitimate turns, or things that would fit into the scope of a turn? The first is a 'ship time' one - 96 hours, no? The second is combat time - 10 seconds, which I took the liberty of scripting burning wheel style.

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On 9/9/2004 at 6:17am, M. J. Young wrote:
RE: SMS Cellphone Roleplay

Dan, to try to focus on what Drew is tackling, let me give an actual play account.

In one game the referee tended to play fast and loose with a lot of stuff. For him, the game was always active, and if you happened to be around him and started talking about the game, you were playing.

Now, my suspension of disbelief required me to see time as a constant. Thus I had no problem when the party ended a venture announcing that in four weeks I would be going on another venture and I would be contacting them with the details over the next few days. This mattered, because I needed time to train--I would be advancing to level three during that time. We got together a couple times during that period, and characters did quite a few different and interesting things. I kept track of the flow of time for each character, noting the date of each event.

One of the players was the stepson of the referee. They saw each other every day. To my complete shock, when we came back after the four weeks had elapsed for the rest of us, this character had been adventuring for five years and had advanced to level eight in the process, as well as amassing substantial equipment.

I was personally offended at the inequity of the situation. There was no fair solution at that point, except to say that the character had left and wasn't around for this adventure. Even that wasn't entirely fair, because it meant I'd lost a member of the team I'd expected to be part of things. Yet the referee had no qualms about the idea that this guy who had lived an extra five years should come back at the end of our four weeks, complete with all his experience, training, and equipment.

That's the problem that is looming in your game. If for one player, two days worth of turns advances him ninety seconds and for another it advances him nine centuries, how do you get them on the same clock?

It appears that (like him) you're using a sort of subjective time system. The amount of time a character spends doing something only really matters to his own growth and advancement. If Joe returns to the port ninety seconds later and Bill returns nine centuries later, they're now back in the same time frame if they got their on the same turn. The fact that one of them just stepped into the alley and got into a fight and the other traveled to the far end of the galaxy to pick up some rare commodity and returned affects them individually, but not corporately. It's not necessarily unfair, because Bill could now get involved in something measured in seconds and Joe in something that is measured in centuries, and it all comes out in the wash.

Except that there's still the problem that emerges if Bill and Joe are performing actions on different timescales in the same place So Bill gets in a fight, and is standing in the street involved in round-by-round combat with Someguy. Joe sees him there as he enters the theater. Bill's time scale is one of punches and parries; Joe is going to watch a play, probably in a single message. So Bill starts fighting as Joe steps into the theatre, and then as Bill delivers his second punch, Joe comes out of the theatre having watched the play and ready to turn in for the night. For Joe, a couple hours are gone and it's pretty late at night; for Bill, a couple seconds have past and it's early evening. So Bill calls out to Joe, and asks what time it is--and what the heck time is it?

Thus the potential time distortion creates discontinuity in the game world.

How do you resolve that?

--M. J. Young

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On 9/9/2004 at 9:26am, KorbanDream wrote:
I think we've got crossed wires here...?

Morning all...

I think we're getting two arguments for the same side here and I think that is partly my fault...?
I have three available options for running the Universe when it comes to Timeframe Vs. Continuity;

01) - Keep a 'universal' universe (?) where if player A does something to alter the game before player B then Player A's actions become the new precident for player's B, C, D, etc...

02) - Have the game played as compressed real-time, ie; the 96 Hour period that is one Delfinian day is played out between the hours of 9 & 6 GMT, (Nine hour working day = Circa 10.5 Delfinian Hours to one hour GMT). That is, one hour passes here while ten and a half pass there, when one player sends at 9 in the morning and then another at 12, three hours have passed here but 31.5Hrs have passed there BETWEEN messages...

03) - Time Sync the player's who wish to meet up. I don't really like this as a general working theory though as it's a bit of a reality breaker... Example; If two players, A & B meet up and player A is six months behind player B, they both get a time sync. The time sync is a single message informing them of the date, similar to the calendar update message. The date is half-way of either direction, in this case, player A would be fast forwarded three months into the future and player B be would be sent three months into the past...
-- For the Duration of the Meet --

Once the meet was over they'd receive another time sync informing them of their original time slots... Like I said, kinda crushes reality with a large boot this one huh...?

(There is actually a fourth option I call "Filtered Reality" which is where each player has their own personal universe and only the larger aspects of gameplay continuity break into other player's games, ie; if player A destroys an Envocon, player's B-Z no longer have that envocon to visit. Communication between players would be the same as each player talking to an npc...).

M. J. Young wrote: That's the problem that is looming in your game. If for one player, two days worth of turns advances him ninety seconds and for another it advances him nine centuries, how do you get them on the same clock?


Well, originally I'd have run a timeloop scenario on either player to synchronise one or both of them. For example; If two players are a couple of weeks out of sync and decided to meet I'd have the player who is ahead in time arrive after a series of obstacles to slow them down temporally, (ie; work calls, "Can you deliver this consignment of x to location z), then have the other player (who is behind in time) arrive without hassle and as fast as his craft can allow, this way they should arrive around the same time, (ie; on the same day if planned carefully enough). One of the greatest elements to time is that it is just so damn flexible, even by being a constant.

Incidently, as the GM, I would have taken the 'even-keel' approach and told the player who'd advanced five years in your game that on the day of play; today's date is xx/xx/xx.x and that he/she may bring to the table any and all skills/items/cash he/she has learned BEFORE the date, including travel time to the game's starting location. Anything learned after that date hasn't been learned yet and to loose it from play...! - (If they hadn't written down the dates of learning, I'd have said loose 3/4 of your inventory/stats/cash as Five years is just a little longer than four weeks...?).

M. J. Young wrote: So Bill calls out to Joe, and asks what time it is--and what the heck time is it? ... Thus the potential time distortion creates discontinuity in the game world ... How do you resolve that?

--M. J. Young


It's a good question and one I certainly don't have the answer for without going into Einsteinian philosophy? - Basically, I have three theories on the subject,

01) - Become a GM similar in nature to that of say Cyberpunk and rule with your word as god?! - (ie; No you can't do that 'cos I said so!) - Not very accommodating but at least cut's down on the paperwork?

02) - Try to manipulate the storyline by squeezing in drawbacks, ie; Bill finally finishes fighting, calls out to Joe to ask the time... But before Joe can respond, two dudes from hell emerge claiming they're friend's of the guys Bill just got into a fight with and want revenge, seeing this joe legs it back to the safety of his craft and as it's now late goes to sleep...

03) - Use a system similar to that of the time-sync mentioned above...?

Alternatively; Keep the storyline as a guardian of time. By this I mean; if it's not in the player's immediate timeframe, it wouldn't be there, so don't show it on the storyline. If Bill know's time as 1800 and Joe knows time as 2200 then Joe would still be inside the theater watching his show while Bill is getting his butt kicked. Based on the outcome of Bill's fight, when Joe leaves the theater he either sees the crime scene because Bill's body is lying face down in a pool of blood or he sees a bloodstain on the floor outside and possibly a leg or two sticking out of the garbage can in the back alley. Joe's immediate timeframe would become the direct outcome of Bill's options... Thought's?

BTW: Most Envocons, especially planets, have their own internal clocks based on their locations, much the same as travelling through the time-zones here and as an argument pacifier the law of the Delfina on time is simple, wherever you are, the clock on the wall will tell you what time it is... Technically this incorporates a third date/time to bring a medium response to the game. Player A's craft clock might say it's three weeks ago and player B's Paldex might inform him that it's half past tuesday? the character's clock/s is/are irrelevent as the second they land the time and possibly even the date can/will change to match the location's...

Other than that, I haven't really ever had an in game continuity error that serious. Most people let themselves assume that "my date is their date" and a perception of "well I'm talking to them now so they must be in the same now as I am", quite literally as gospel truth and unless they have a fascination with time aren't really looking at it that hard...?
That's not to say I'm passing the buck, it's just easier to let them belive what they see as reality and built the physical elements around it...

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On 9/9/2004 at 11:14pm, M. J. Young wrote:
Re: I think we've got crossed wires here...?

KorbanDream wrote: Keep the storyline as a guardian of time. By this I mean; if it's not in the player's immediate timeframe, it wouldn't be there, so don't show it on the storyline. If Bill know's time as 1800 and Joe knows time as 2200 then Joe would still be inside the theater watching his show while Bill is getting his butt kicked. Based on the outcome of Bill's fight, when Joe leaves the theater he either sees the crime scene because Bill's body is lying face down in a pool of blood or he sees a bloodstain on the floor outside and possibly a leg or two sticking out of the garbage can in the back alley. Joe's immediate timeframe would become the direct outcome of Bill's options... Thought's?

Yes.

Joe leaves the theatre at 2200 on turn two, but on turn two Bill is still fighting outside the theatre. By this reasoning, Joe does not see Bill fighting, because the fight presumably will be over by 2200, and Bill does not see Joe leave the theatre because it has not happened yet. On turn three, Bill is severely wounded but has dispatched his attacker. He knows that Joe went into the theatre a few minutes ago and has not yet come out. Thus on turn three, Bill enters the theatre, threatening anyone who attempts to stop him, and interrupts to play calling out for Joe. However, Joe has already left the theatre, has now gone to sleep, and knows nothing of the interruption during the play.

Presumably if player characters interact, this sort of discontinuity is going to throw them. In a live game, you would push through Bill's combat before letting Joe leave the theatre; but in this game you have to allow Bill to leave the theatre before Joe's fight is over.

Also, the more players you have in the game, the higher the probability of such discontinuities occurring.

Now, you can fudge it. You can say that Bill's injuries are so severe he blacks out on the street and awakens in the hospital; but what if Bill is not injured, but wants to alert his friend Joe to the fact that he's just killed someone sent by Jabba the Hut, and they'd better book now before the reinforcements arrive?

These all strike me as fairly standard multiple staging* problems. The medium complicates them.

It also occurs to me that we've got Bill and Joe in the same place at turn one, but they might not be aware of each other at that moment. We know that Bill gets into a fight and Joe walks into the theatre. We'll assume both of those messages were sent as turn one. Does Joe know that Bill has gotten into a fight? Let's say that at the end of yesterday's game, Bill and Joe were going to the theatre together, and they encountered an enforcer outside the theatre demanding the money they owe some crime lord. Joe decided to start the day by showing his disdain for the enforcer:
So in this example, Joe wrote: I sneer, turn my back on the enforcer, and walk into the theatre to watch the play; I'll come out when it's over.
Bill, though, sees the situation differently.
On the same turn, Bill wrote: I attempt to surprise him by drawing my knife and lunging at him, all in one move.
Probably each player assumes the other will follow his lead, but neither knows what the other has done until they receive their response to turn one--and even then, do they necessarily know? Bill might now know that he's fighting but Joe isn't there; Joe might know that the seat beside him the the theatre is unoccupied.

Anyway, these are the sorts of play problems I foresee. How you handle them is going to require some thought on your part. In a PbP or PbEM game, I as referee would wait for clarification, letting the players come to agreement concerning what they're going to do, before I adjudicated an outcome; but in this format, because of the message limitations you're pretty much obliged to assume that each of them did what he said, even if knowledge the characters would immediately have of each other's actions would impact that.

I'm not saying these are insurmountable; I just think you should work out how you're going to deal with such situations before they arise.

--M. J. Young

*Multiple Staging is the term Multiverser uses for any game play in which player characters are acting in different places and possibly different time frames simultaneously in play. It offers solutions for these problems that are largely specific to its own modes of play.

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On 9/10/2004 at 8:09am, KorbanDream wrote:
Whoa there 'lil doggie...!

I've spent most of the morning reviewing the posts on this thread and I've noticed a pattern forming...

I think I've made a boo boo...

I think I shall have to rename the Universe RPG to;

Universe, Adventure RPG...

Any rpg will allow any movement, feat, task or whatever else that falls within the game's contraints.
Without spending yet another twenty years reconfiguring the mechanics to allow for some of the elements I've blindly (and in some cases, blatantly), overlooked I can see there being more than hassle after prestart.

My only real option is to bring some of the limitations down, make the game a standalone universe per player without player interaction and effectively destroy most of the work I've spent over three quarters of my life on...?

... If anyone's got any idea's...

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On 9/10/2004 at 1:45pm, Ron Edwards wrote:
RE: SMS Cellphone Roleplay

Hi Korban,

I suggest starting a new thread and not posting to this one again.

This is consistent with our social rules here, which are different from most other websites. A thread which introduces a new idea (and boy is yours new) tends to create a dozen different mini-discussions, and eventually the original thread is left alone and the distinct new discussions are used to start new, much more specific threads.

Best,
Ron

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