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Author Topic: Deckeon : A Shadowrun 3rd Edition MUD/MUSH  (Read 20955 times)

Kameleon

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Deckeon : A Shadowrun 3rd Edition MUD/MUSH
« on: August 16, 2011, 03:05:18 pm »

As a short introduction, I have had this OP posted on a couple of other forums for a while now - in the interest of recruiting new players to Deckeon.  I've had a few people suggest I copy the thread over here on the Bay12 forums, as it would likely be of interest to a lot of people... so I am.

Deckeon, a Shadowrun MUD:

Address :telnet://deckeon.mine.nu:2065

Deckeon is a Shadowrun MUD (Multi-User Dimension/Dungeon) that follows the 3rd Edition rules and takes place in Denver in the year 2065. I've been a player, builder, and part-time occasional pseudo-staff member on this MUD for over a decade under the name "Kameleon" among others. Over the past ten+ years, we've seen Deckeon continually evolve, moving closer toward complete compliance with the (albeit now outdated) 3rd Edition Shadowrun rules and implementing many features that are completely unique to Deckeon.

Deckeon is completely free to play, and only requires a download if you want to use a MUD client instead of telnet (very reccomended). Connect to Deckeon at: deckeon.mine.nu port 2065, or if you use the ZMUD client, then navigate to the Deckeon entry.

I personally and strongly recommend MUSHclient to connect to the game.  It's free, and works well on both Windows and Linux (in wine).

OSX users may want to take a look at Mudlet, which is a fairly feature rich multiplatform client (and one of the better/best ones for OSX) which also supports Perl scripting.

MUDs:

A MUD is a command-line, text based MMO game that operates over the telnet protocol. Most modern MMO's are MUDs with graphics:



Shadowrun:

Shadowrun is a pen-and-paper roleplaying game invented by FASA Corporation that takes place in a cyberpunk setting (think Bladerunner, Johnny Mnemonic, and especially the book Neuromancer) that also includes fantasy elements.

The year is 2065, and while technology and capitalism have grown out of control, a natural cycle of the universe has brought the planet closer to the astral plane and revived magic. The megacorporations, as powerful as nations now, have rushed to invest in this new area of research, creating an age of reason matched with superstition. The near-apocalyptic circumstances of this transformation has left the corporations in control, and in the chaos, the players - "shadowrunners" - provide dirty deeds for pay.

In this theme, the players play professional criminals in the vein of "heist movies" with a cyberpunk setting.

But I hate elves and fairies!:

So do I. I've always wished SR didn't have fantasy in it, but they actually do a good job of merging the genres, and it has an outstanding game framework. For instance, racism is big business in 2065, and an important part of the setting. In fact, I guess the people of 2065 hate elves and fairies too.

Why you should play Deckeon:

The feature set of Deckeon is immense, and we have a dedicated development staff, led by the awesome Trip, that releases updates at least monthly. The game has been in constant improvement since the mid-90's.

We have a corps of in-game players assigned to assist players called "newbie helpers". They're easily identifiable from the player list by entering the "who" command, and looking for the (NH) badge next to the names.

We have many GMs, in stages of authority, from RP-Assists that do daily roleplay and small runs to GMs that do epic stories that could even span years (up to and including an evolving story that spanned 3+ years).

Our consistent updates bring the game ever closer to the 3rd Ed rules. Recently, we added specialist awakened characters such as elementalists and conjurers.

Are you always getting lost in MUDs? Deckeon has a fully functional ASCII map that displays where you are at all times:



Deckeon has fully implemented all the core aspects of the SR game including adepts, cyberware, conjuring, rigging (pimping rides), astral projection, decking (computer haxxoring), and you can even play as a LoneStar agent (a cop).

As a decker, you can open doors from the matrix, hack into the phone system and tap other players' phones, shut off camera systems, or just datamine to sell info to databrokers and strike it filthy rich (and then spend it all on expensive decker gear). You can also program utilities to help you hack systems as your character gets better at decking.



Mages can astrally project and enter the parallel invisible astral plane, where they can pass through walls and see aspects of the world not visible from the "meat world". You could even just view astrally to see the astral plane while awake. Just don't leave your body laying around where it's vulnerable. Of course, you can always just burn your way through your problems using dangerous spells.

Realistic methods of communication such as cell phones, radios, telepathy, and matrix forums give your characters the ability to coordinate or plot against each other.

If you earn the $$ later on in the game, you can build your own areas and send the build orders to our developers. Have your own safe house, or even your own nightclub.

You can either choose a pre-built archetype to try the game out, or build a custom character using the SR rules.

For people that like to get absorbed in the theme, the game is (lol) roleplaying enforced, meaning that players are not allowed to give in-character info over out-of-character channels, vise versa, and you must remain in-character. If you like a strong cyberpunk theme, then this place is great for you.

Why you should not play:

Deckeon has a large (lol)roleplaying component. If you don't enjoy roleplaying, you may not get a lot of enjoyment from this game, and the GMs and other players won't enjoy you.

If you like to cyber, don't do it on Deckeon. The GMs will humiliate you. We see everything.

If you have any questions about the people in the game, the theme of the game, or the features of the game, or if you need help playing or working a MUD client, please feel free to ask me in this thread. If you have criticism of the game, then discuss that here too. I work on the game, and I like to hear things that I could make better.

Useful links:

http://deckeon.net/ the official site

Some more basic info:

The game has no set "classes" that you are required to be. It's an open-ended creation system where you can select individual skills and stats based on a priority system.

The closest thing to a "class" in the game, however, is the magic stat. People in 2065 are either born with magic, or they are not. Like the gays, it's biological. People with magic are called "awakened". While the magic they are born with is the same on a basic level, it can manifest itself in different ways, usually based on how the person lives their life a child. An awakened person cannot change the nature of the magic later in life. Here are the most basic types of awakened people in 2065:

The Hermetic Mage:
This is an awakened person that had an active, scientific, interest in his magic and actively choose to research magic while growing up. Hermetic mages study sorcery and believe that their power comes from their own personal connection to the astral plane. Hermatic mages use spells, can astrally project, can view the astral plane, can summon elementals, among other things.

The Shaman:
The shaman was unaware that she was awakened until she was approached by her totem. The shaman's totem guides her on her quest to learn about her powers, and in return, the shaman embodies the spirit of her totem. Shamen take on characteristics of their totems (or perhaps the totem chooses shamen that already have these characteristics). Totems can be the spirit of many concepts, but the most common are living creatures: Bear, Wolf, Cat, Raven, Rat, etc. There are exotic shamen, such as toxic shamen that follow the spirit of pollution. These are not available to the players at creation. The Shaman has similar powers to the Mage, but summons spirits instead of elementals. For instance, if standing on a street corner, the Shaman could summon a city spirit; if sitting in a bar, she could summon a hearth spirit.

The Physical Adept:
The physical adept was born awakened, but grew up using his powers to augment his athletic ability. Physical adepts are capable of supernatural feats of prowess: they can perhaps jump stories high, or maybe keep their balance on a tightrope in a windstorm, punch through walls, or just go Keanu on people. Adepts select their powers at character creation. Adepts cannot cast spells or visit the astral plane. They can view the astral plane if they select that adept power at character creation. They cannot conjure.

There are a few other types of magic, which are mostly variations of the above:

Sorcerer: Can only cast spells.
Conjurer: Can only conjure.
Elementalist: Can only cast spells aligned with their element.

People who are not awakened are referred to as "mundane". The vast majority of the population of the world is mundane; however, magic is a big enough business that universities offer degrees and research fellowships into it, and the megacorps sell spells from their own R&D.

Tips & Tricks / Getting Started.

Purely combat characters are also referred to as 'Street Samurai'.  These are mundane (non-magical) players, who purchase and surgically install Cyberware into their bodies to increase their attributes, armor, or even skills - in order to amplify their ability to kill stuff.  These are likely the easiest class to pick up and learn for players new to the Shadowrun universe, but are a struggle monetarily compared to Deckers.

Magical characters are one of the more challenging roles to play (Adepts less so) and require a large amount of patience and ingenuity to be able to hold their own with or against their Street-samurai / combat brothers.  Forthcoming updates to Deckeon will include Sustained Spell Foci, a major facet of the casting classes in pen and paper Shadowrun - and will narrow the gap between Cyberware and Casting classes in the future.

Deckers are the hardest to learn, but are easily the most wealthy characters in Deckeon. They move money in the millions. Deckers have an entire economy amongst themselves - selling addresses, data, utils they've programmed, decks and information. Soon, they'll be able to sell custom decks they've built.

Keep in mind that if you want to play a character who's going to be doing lots of decking (computer hacking), decking has the highest learning curve. If you do choose to be a decker, here's some advice:
    -Buy a cyberdeck. Spend as much as you possibly can on it.
    -Buy a datajack implant and get it installed! You can't jack into the matrix without a port implanted into your brain.
    -Don't forget to buy utilities for your cyberdeck.
    -Use the 'util load' command to load utilities into active memory. They do nothing if they're unloaded.
    -Use the 'deck' command to see the stats on your deck, and to see which utils are loaded.
    -type 'help deck', and read everything in there, and read all the related help files.
    -Be sure to follow the directions in the tutorial quest carefully.
    -Write down every LTG address you find. Keep these safe.
    -Seek out with and socialize with every decker you can. Deckers work as a community in Deckeon. They sell eachother things, and they're the only source for the best equipment, utils, LTG addresses, and passwords.
    -Never give out LTG addresses for free, utils that you program for free, passwords for free, and especially equipment and cyberdecks for free.
    -Never jack into the matrix if you're injured in any way. Any kind of injury gives you penalties to everything you do, and your char can't deck effectively if he's hurt.

Progression / Levelling.
    - As you play the game, you will gain a % of points in one of 6 Categories (Roleplaying, Killing, Rigging, Hacking, Casting, Runs).
    - When the % in each category hits >100% (and rolls over to 1% again) you will gain a Karma point.
    - These Karma points can later be redeemed to increase your Stats, Skills, Spells or Adept Powers (using the raise, learn, and purchase commands).
    - Every 10th Karma earned does not go into your Karma count, but instead is considered to be a 'Good Karma'.  These 'Good Karma' points are typically saved for those rare HOLYCRAPOHFUDGE moments where you absolutely need to get out of trouble fast.  These are used by typing the command 'hog' (stands for Hand of God) - and once used you will automatically succeed any task/roll for the following 10 seconds (and/or if used when dying, will bring you back to full health and stun).
    - To earn Kill % you'll want to get out there and hunt stuff in various level areas.  Run % is garnered from doing NPC 'jobs' from agents called a Johnson.  Casting % obviously is gained from exercising your magical skills, as RP % is gained from roleplaying and chatting with other players.  Hacking % for actions in the Matrix, and Rigging % for doing Rigger stuff.

Lost? Confused? Stuck?
    - Type 'options' to see your options
    - Type 'options map' to turn on that advertised map.
    - Type 'options people' to make the map more detailed. It's reccomended.
    - Type 'options exits' to turn on auto-display of known exits from rooms.
    - Type 'options people' to show a list of all players and NPC's in current/adjacent rooms.
« Last Edit: August 17, 2011, 07:44:12 am by Kameleon »
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beorn080

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Re: Deckeon : A Shadowrun 3rd Edition MUD/MUSH
« Reply #1 on: August 16, 2011, 03:30:30 pm »

This looks fun. Been looking for a decent MUD/MOO/MUSH since HellMOO split and got wierd. I like the way you implemented the fate point system.

A couple of questions. How grindy is this? I suppose compared to HellMOO if you've ever played it. I noticed you said you get Karma for kills and magic, does that mean you go to a spot and just kill things for a while to run up your Karma? Wouldn't that mean Mages and such get Karma faster then a Street Samurai, seeing as they combine casting and killing?
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Kameleon

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Re: Deckeon : A Shadowrun 3rd Edition MUD/MUSH
« Reply #2 on: August 16, 2011, 03:35:56 pm »

We work pretty hard to balance the karma gain rates between classes / tasks / jobs.

I won't lie, it's a little grindy.  It's a MUD after all.  It's can also be good casual fun that you can play from home while watching TV - or even from work between other tasks.  From a big picture view, there's a lot of grinding to fill your time and gain karma between the actual GM events (which can be sporadic and seasonal at times).  We also work very hard to keep the grindy aspects as varied and ever-growing as we can, to provide as much solo and group content as possible to fill in the gaps between GM run stuff.

So while the caster gains for both kill % and cast %, he's also got to contend with drain and lower physical attributes - making him more easily killed, requiring some spacing and logic behind his attacks, and overall taking him a bit longer to complete the task.  All in all, the gain rate between the Street Samurai and the Mage would be very close.
« Last Edit: August 16, 2011, 03:40:12 pm by Kameleon »
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beorn080

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Re: Deckeon : A Shadowrun 3rd Edition MUD/MUSH
« Reply #3 on: August 16, 2011, 03:43:25 pm »

Fair enough. I take it there is permadeath?
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Ustxu Iceraped the Frigid Crystal of Slaughter was a glacier titan. It was the only one of its kind. A gigantic feathered carp composed of crystal glass. It has five mouths full of treacherous teeth, enormous clear wings, and ferocious blue eyes. Beware its icy breath! Ustxu was associated with oceans, glaciers, boats, and murder.

Kameleon

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Re: Deckeon : A Shadowrun 3rd Edition MUD/MUSH
« Reply #4 on: August 16, 2011, 04:02:33 pm »

Yup, perming is possible but also avoidable.  'Doc Wagon Contracts' are what are used to guarantee survival, just bear in mind that different zones require different levels of contracts in order to be picked up and saved from perming.
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hemmingjay

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Re: Deckeon : A Shadowrun 3rd Edition MUD/MUSH
« Reply #5 on: August 16, 2011, 06:06:46 pm »

I just wanted to drop in and say awesome work. The Shadowrun universe needs more love. Unfortunately I don't personally have the time to devote, but I still wanted to say thanks and congrats.
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EuchreJack

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Re: Deckeon : A Shadowrun 3rd Edition MUD/MUSH
« Reply #6 on: August 16, 2011, 06:57:26 pm »

I'm a bit confused about the interface.  I can't seem to leave the evil bus station...

Also, your resources link is 404.

Forum also seems to be down.  Real impressive.

Vherid

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Re: Deckeon : A Shadowrun 3rd Edition MUD/MUSH
« Reply #7 on: August 16, 2011, 07:13:06 pm »

This looks pretty awesome actually, Never really played muds except a little hellmoo but I'd certainly like to get into this at some point.

Kameleon

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Re: Deckeon : A Shadowrun 3rd Edition MUD/MUSH
« Reply #8 on: August 16, 2011, 07:37:53 pm »

I just wanted to reiterate that feedback, both good and bad - is highly desired.

Deckeon has been alive for over a decade now, and there's a core few of us that remain (or revisit periodically) from the beginning.  Those of us who do obviously gravitate to staff orientated tasks, so while in a position to effect change - we've learned the game many times over in ten years and in a lot of cases forget where some of the early game challenges lie for newbies.

Activity is it's own catalyst with Deckeon.  Over the years we've seen it go from nobody playing - to daily averages of 30+ concurrents.  The more people that are on every day, needing help, and otherwise slowly learning the game - the more involved the staff get in effecting change where it's most useful, and doing roleplaying and run events once they have a suitable audience for them.

My one piece of advice that I do remember from my early days, is to stick with it.  I'm not a MUD person myself, never was engaged with anything else I'd tried - but I am a Shadowrun person.  Deckeon has appealed to me in so many ways that I keep going back despite many long breaks.  Now I'm back again, loving it as much if not more than ever - and helping bring in new players as well as build new content for a great game.
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Vherid

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Re: Deckeon : A Shadowrun 3rd Edition MUD/MUSH
« Reply #9 on: August 16, 2011, 07:45:56 pm »

I've never really heard of shadowrun save the game that I know had little to do with the "real" shadowrun. But this seems like a pretty cool game and such. The really advanced decking whatnot looks awesome. I do however enjoy RPing, done quite a bit of it over chats/gmod/etc. But I guess basically, is having almost no knowledge of shadowrun can I jump into this or am I going to get mauled by canonnazis?

nenjin

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Re: Deckeon : A Shadowrun 3rd Edition MUD/MUSH
« Reply #10 on: August 16, 2011, 07:48:29 pm »

SR isn't typically the kind of game where you run afoul of canon in character concepts and such. Not to the degree where, like in World of Darkness games, where you can make a character that is basically antithetical to the canon.
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Kameleon

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Re: Deckeon : A Shadowrun 3rd Edition MUD/MUSH
« Reply #11 on: August 16, 2011, 09:13:46 pm »

nenjin is right, Shadowrun is by and large a very relaxed and open game - both in play style and universe.  There's not much canon to run afoul of, and what there is is easily shrugged off or ignored. 

Deckeon is also historically very relaxed about such things, aiming to provide a long-term game for people to enjoy.  Even if we had a player-base large enough to nitpick and cherry pick such aspect of roleplaying, we wouldn't.
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Yoink

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Re: Deckeon : A Shadowrun 3rd Edition MUD/MUSH
« Reply #12 on: August 16, 2011, 09:50:59 pm »

Well, I love RP muds, so I'll probably give it a shot! Not that I'll likely get far, as I usually spend waay more time roleplaying than training and such. That and I have no clue about the ShadowRun universe, might read up on it first.
Also, 'street samurai'?! If anyone calls me a samurai, I'ma kill them. Or try to. :P
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beorn080

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Re: Deckeon : A Shadowrun 3rd Edition MUD/MUSH
« Reply #13 on: August 16, 2011, 10:06:16 pm »

First impressions.

Game seems great. Low player count so I presume equally low grief count.

Interface seems a tad clunkier then hellmoo, but there is also a LOT more data being displayed at all times. The lack of names for people you meet is nice, since you don't automatically know who is who, but it also makes finding certain people, like Kim the bartender, a bit trickier.

The tutorial was nice, though it missed a few commands. Skill displays your current skill levels, Cyber displays your implanted cyberware, and inv displays your inventory. There are far fewer bodily functions in this, though there are still toilets. No hunger or thirst as far as I can see, which is nice. Also, unless I missed it, you can't examine items before you buy them, which is slightly frustrating.

Started myself out as a drone rigger, not sure where to get drones though.
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Ustxu Iceraped the Frigid Crystal of Slaughter was a glacier titan. It was the only one of its kind. A gigantic feathered carp composed of crystal glass. It has five mouths full of treacherous teeth, enormous clear wings, and ferocious blue eyes. Beware its icy breath! Ustxu was associated with oceans, glaciers, boats, and murder.

EuchreJack

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Re: Deckeon : A Shadowrun 3rd Edition MUD/MUSH
« Reply #14 on: August 16, 2011, 10:09:12 pm »

EDIT: My complaints were addressed, so I've got nothing to say here.  It can be confusing, but just ask ooc (type ooc <message>) and they'll help you out.
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