For a long while, we’ve had no idle timeout set on the game. However, we’re not sure this presents the game in the best light—some people are put off by seeing players idle for days on the WHO when they check out a game—so we have shifted to a 12 hour idle timeout. We have no problem with someone hanging out on the game while they work or keep busy with other things—a MUSH isn’t just for roleplay, the social aspects are important too—but we don’t quite see the point of someone leaving their character connected when they’re sleeping, for example. Given this, we ask that players do not use automated de-idlers to keep themselves permanently connected. If your router boots you if you don’t keep up regular activity, send the IDLE command (it will not de-idle you but will keep your connection alive) and/or use the KEEPALIVE flag.
We’ve had a lot of new players lately and a lot of activity, which is great to see. This has, however, highlighted one of the complexities with how Blood of Dragons is setup, with many characters having been in play before: staying true to what has been established about a character. If you take up a CGed character, you do have to play that character the way it was setup. You cannot ignore or rewrite parts of it that you do not like.
Your character’s past should, naturally, stay as it has been established. If something about a character’s past appears to contradict something else or seems odd in some other way, please speak to Staff. Sometimes oddities do slip by us at the approval stage and sometimes subsequent players make unapproved additions to History and Events.
Your character’s present situation should also pick up where it last left off. It is particularly important to keep in mind that a CGed character will already have been established as being present in either King’s Landing or Sunspear. If you want to work out that the character went away for a while and have now returned, you need to speak to Staff first and make sure it doesn’t conflict with anything.
Your character’s personality and relationship also need to stay consistent with what has been established. You are able to edit existing relationships and to add new ones, but this must never be used to rewrite a character’s connections to other characters without IC reasons that develop out of actual roleplay rather than just a player’s desire to change something. Do keep in mind that the game is on a 1:1 ratio. Characters can of course develop, both in terms of personality and relationships, but not overnight and not without the roleplay to motivate it.
If you are at all uncertain about any pre-established details about your character and/or whether a change to something is reasonable, please don’t hesitate to contact Staff.
We have had quite a lot of characters CGed lately and this has revealed certain trends in setup that we find troublesome. As such, there will be some changes in what needs to be Justified and also how we will be handling certain Assets and Flaws.
In terms of the Justify, we are changing what needs to be covered for Stats. Any stat below 35 or above 54 will have to be Justified. This allows characters to stay within the Average and the Above Average range without needing to explain how the unusual stat(s) have affected their character. We will be on particular lookout for female characters who go low on Mobility and Physique while boosting their Mental stats high and for male characters go low on their Mental stats and boost their Mobility and Physique. As an aside, we might note that should we ever get around to a full combat system, Mental stats will most definitely play a part.
In terms of Assets and Flaws, we are seeing overuse of the Fast Learner and Prodigy combination, especially from squires. We feel this is too heavily motivated by people wanting to play squires but then wanting to get out of it as fast as possible (before the age of 18). As such, we will be looking carefully at how well these things fit with the overall concept and the long-term viability of the character. We may also look at reducing the bonus from Fast Learner as it may have proven too unbalancing.
We are also seeing an overuse of Educated from female characters and we will be looking closely at how this is Justified; it starts becoming unthematic if we have to assume that every keep has a Maester willing to educate female students beyond what is common instead of them learning the things noblewomen ought to be learning.
For Flaws, we are going to give a heads-up that there are changes coming to give more Flaws system effects. For example, Phobias will be moved under Afflictions and will have to be publicly known so that it makes sense with a hit to Renown/Reputation.
We have made a change to SP and added a cap on how many unused SP a player (this is across all alts) can have at any given time. Currently, that cap is 3. This may be tweaked up or down in the future if we feel it would be a benefit to how SP are used on the game.
For more information, see the helpfile on SP.
We’ve added a +cdb/all <name> command which essentially is a shortcut for viewing all of the CDB information for a character in one go. As you can guess, this will be very spammy on a CGed character.
While off on vacation, we decided to record a little video providing some basics about Blood of Dragons MUSH, the on-line, text-based roleplaying game we run on Westeros.org with GRRM’s approval. Now’s a pretty good time to give the game a try, as much of the court is off to the riverlands for a Tully wedding at Riverrun… and perhaps some trouble from the Brackens and Blackwoods. Here’s the video!
We have added a new option to +Prefs called “Staff”. See +HELP +PREFS for how to set.
You can set it to either Yes or No and it indicates whether you are interested in having Staff develop surprise plots for your character based on your background, past roleplay, etc. No guarantees are made as to what these plots may contain, nor does setting this option to Yes guarantee that something will be developed for your character. But having a lot of information—such as Events, Notes (for example about goals) and Relations—definitely makes it more likely. If there are any questions, please let us know.
Blood of Dragons opened for beta on October 1st, 2006, and opened fully about a year later. By the time the beta started we had had George R. R. Martin’s approval for the game since 1998 and been working on it on and off for several years. Initially, we had had the (foolish!) notion of not opening until everything was completed. It turned out that two people working alone in a vacuum wasn’t a good way of completing a game and once we did open we found ourselves reworking many of our initial ideas. The CharGen was tweaked, the application process was streamlined (it was a beast to start with!), and so on.
Of course, once you open a game, the on-going maintenance may make it hard to continue developing things at a good pace. Especially when you’ve setup the game to be pretty maintenance-heavy and made much of that maintenance too intricate to easily be delegated.
We haven’t accomplished everything we wanted with the game. Its not perfect and there are definitely things that could be better. But we now see it as a perpetual work in progress and are determined to keep developing it. During the last year, we vastly improved the documentation available on the website in order to help the many new players who’ve found the game thanks to the rising prominence of the series. This year, we’ve been reviewing policies and working on code to enhance the social and political roleplay that we see as the primary focus of the game.
In addition to various shortcomings that we want to and hope to be able to address, we’ve always been very upfront about the fact that we know that certain decisions we’ve made for the game aren’t everyone’s cup of tea. If you don’t like consent games, you won’t like our game. If you don’t like a game that follows the canon history of the setting, you won’t like our game.
That said, there are some misconceptions about the game that we would like to address seeing as they were made public with the claim that they, in part, are based on information from current players. This would suggest that there are issues that need clarifying.
The conflict web illustrates, in broad strokes, the relationships between key individuals at court.
With the second season of Game of Thrones just around the corner, we have a lot of plans for things to happen on Blood of Dragons MUSH that we hope will interest current as well as potential players.
This week, expect some shocking news at the royal court in King’s Landing (as if it wasn’t enough that Baelor has already expelled all whores from the city). At the same time, trouble continues in the Boneway, as Lady Yronwood persists in defying Prince Marence.
In April, expect at least one and perhaps two tourneys as well as a wedding or two, one that includes a small trip to a large castle. Following that, in May and onwards, there will be some new faces at court. Finally, during the summer we will be heading to the Riverlands for more weddings and some surprises.
Please welcome Missandei to Staff. She’ll be doing ... whatever it is our Junior Staff does; we haven’t had one for a while. ;)
More seriously, we hope that adding more Staff will help us deal with the likelihood that the game will, once again, see an increased activity when Game of Thrones airs.
Thanks to Walker at M*U*S*H and his Banana back-end for MU* clients, we have added a web-based guest connection to Blood of Dragons. This will allow prospective players to check out the game without downloading a software client to their computers. Once you load the linked page, it will log you into the MUSH as a guest. To communicate with the MUSH, type your commands in the input window at the bottom of the page.
In the future, we may look at also installing the back-end on our own server and creating a front-end that allows not just guest connections but normal character connections. However, it is a little beyond our abilities with both the server and JS-coding, so we’ll see how that goes.
We have reworked some of the FAQ entries in the Policy category, specifically those regarding the game’s consent policy and on why we have applications and quotas for some characters. This is mainly of interest to prospective new players, but it is appreciated if current players keep themselves up-to-date in case they answer questions for guests or newbies.
These are the seasons that we have worked out for the game:
120-122 = Spring
123-128 = Summer
128-130 = Autumn
130-135 = Winter
135-136 = Spring
136-138 = Summer
138-142 = Autumn
142-145 = Winter
145-151 = Spring
151-153 = Summer
153-154 = Autumn
154-155 = Winter
155-157 = Spring
157-161 = Summer (ended Day 24, Month 6)
161-165 = Autumn (ended Day 29, Month 9)
165-167 = Winter (ended Day 21, Month 8)
167-??? = Spring
If we learn of canon details that make clear or strongly suggest anything that differs from this, we will try to incorporate those changes (as with any non-canon material on the game). Some things cannot be changed (such as the seasons since the start of the game at the beginning of 158), but the further back it goes, the more likely that we would tweak things to fit canon if it becomes known.
The THEME section of the Helpfiles has been overhauled, with a History and a Society section added. Feedback is welcome on what else might fit in here, but keep in mind our objective for these files: a basic overview meant to give players a general idea about these aspects of the setting.