[Tinymux] Re: oWoD vs nWoD
ptalbot at speakeasy.net
ptalbot at speakeasy.net
Mon Mar 20 12:43:22 EST 2006
I don't see why you couldn't use the existing oWoD realms to do the same thing in nWoD MUSHes - I plan on doing that exact thing, personally.
If you are looking for a nWoD to work with/on - let me know.
Sorry if this isn't the place to mention it!
Peter
-----Original Message-----
From: Joel King [mailto:moleculor at yahoo.com]
Sent: Monday, March 20, 2006 05:19 PM
To: tinymux at tinymux.org
Subject: [Tinymux] Re: oWoD vs nWoD
Roy Anger wrote:
>The games using the so called 'nWoD' system seem to
be very few and far
>between. The vast majority of WoD games are
established and still using
>the old system which the WoD Realms patch was coded
for.
---------
oWoD is the game from the early 90's. Most MU*s out
there right now use the oWoD ruleset. Why? Because
there've been 15 years for MU*s to be developed using
that ruleset, as well as 15 years for players to
become familiar with that ruleset.
nWoD is the newer, far better balanced system that's
been out for one and a half years or so, with the
final core book only being released half a year ago.
Considering one of the more popular oWoD MU*s out
there took two years to develop, I'm not surprised
that there are very few nWoD MU*s. Give it another two
years, and you'll see more.
As for the 'replacement' set of code, to be honest,
while it's far more flexible than the WOD_REALMS code,
it is definitely not 'enough' yet, insofar as a fully
coded set of rules for nWoD, at least for the MU* I'm
currently (barely) working with. It's an incomplete
port of a more flexible system from another codebase.
--Moleculor, trying this 'mailing list' thing for the
first time.
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