Unless consent is required at every level, including losing contested but non-lethal/permanently changing rolls, a player could still try to push those things through. Hell, look at Shang, it happens there routinely right?
Sure does. Staff-approved too. That was how I was removed without consent, without even a simple heads-up OOCly. I could write a lot about it and why that game is truly toxic but that's just rehashing what everyone here already knows.
I can tell you from experience that it's ultimately up to the staff to make sure consent and non-consent 'works'. @Arkandel, your notion to keep rules simple such as 'don't be a dick' is spot on. Or, as I used for my online community:
Any kind of behavior that threatens the welcoming, cohesive and coherent mentality and atmosphere of the community will be dealt with according to severity of the disruption. Repeated behaviors that attempt again will result in expulsion.
There. That's it. "Don't be a dick" put down in nice firm 'legalese'. Human nature manifests itself in different details for eons. Attempting to catalog those details is futile and creates loopholes: "but it's not in the list of stuff I can't do!" That means the only defense a player has is their action was not illegal to express under the current listed regulations. However, it's clear the root: willful "antagonization" of the community. Transparency allows players to decide if that is the case. It's looking at the bigger picture to the result not so much the actions themselves.
This is why most registration schemes/plans on games fail. We talked about this in other threads, but they are just too easily defeated.
You cannot have registration of any sort, in my opinion, and provide any meaningful level of anonymity. And I can say this because of the sheer amount of asshat staffers that we all know and love that are the most abusive of 'protected identity'.
This is a misconception, though. For example, in nWoD 1e, raising a Skill or Attribute got you diminishing returns, because each dot cost more than the one before. So having lots of mid-level stats (and thus becoming a true Jack-of-all-Trades, Master-of-None) was a lot cheaper and easier than being the master of a bunch of them.
No, in nWoD 2e, it costs you the same.
I'm not saying one is better than the other, but the latter certainly doesn't favor the jack-of-all-trades type more.
Agreed. My best PC ever in nWoD 1e was a vampire with all 3's in attributes and a rich helping of 2's and 3's with a few 4's and 5's thrown in on various skills. He was scary because he looked like he could do anything if you didn't see his dice and only the successes because he succeeded at most anything. On top of that he was a PK monster which use to make me laugh when someone would try to kill my PC with their all maxed out combat stats and then would get smashed with a combo of smart tactics, discipline use and an understanding of mechanics.
I'm curious to see how 2e plays out all around and am very excited for it.
Also, with all the stuff that's only like, a teensy-bit left mechanically (things that say, do damage, you'd have to assign a base rating rather than just rely on success, or look at how Rites/Gifts function a little more if you need to convert over Lodge gifts or oddities), most things should be roughly mechanically compatible, sometimes with a little work -- and fluff is, as always, as compatible as you need it to be for your world.
Mine isn't that great, mostly because the flaws cancel some most of my stuff out.
Flaw.Squirrel!! Flaw.So clumsy I fall UP stairs
Flaw.You totally fucked me over three times already but sure, I'll give you a second chance
Flaw.Addiction (Michael Kors)
Flaw.White. No, really really white. Totes that white girl. So painfully white. White girl wave at people in the ghetto while listening to loud hip hop and say HIIIIII! level of white. I'm so sorry.
Flaw.Allergies (To all the things I love :( )
Flaw.Actually enjoy Whole Foods
Flaw.I can't even
Firearms.Yes I'm a girl and I can shoot this .50 pistol so fuck off
Athletics.Stronger than I look
Expression.Belly dance (Completely negated by Flaw.Never in front of anyone)
Socialize.High end sales people
Socialize.Not totally a basic bitch
Any thoughts for any of the other lesser immortals? Extra powers, things they should be able to do they can't? I've pretty much finished the work of expanding Immortals and updating to 2e, but there's always room for more.
I am not a gunsmith nor a metallurgist, yet I have come to accept that if I want rules on an elephant gun or want to make a sword out of Toledo Steel and the multi folding technique, it is not unreasonable that I be asked to pitch the rules I want with some kind of reference as to why I think this is reasonable.
This allows staff to delegate and not have to do everything for all the things, and it means I am starting with the pitch that I already think is reasonable and staff and I can negotiate from there.
I resisted this at first as so unfair (back in general early days of Paris), but I admit that having me do it is an all around advantage.
More or less what I'm doing for TheatreMUSH. The grid itself is split into 9 neighborhoods, with 2-3 rooms each (one grid has 4 just because that's the stretch I needed for the map). Anything that's a location within the grid space is built separately (typically one room, but some locations, like Elysia or places I expect to be big hangouts, will have more, around 5). Specific areas can be built off of them at player request or staff need and go from there. I think we have 39 grid spaces for city/outlying areas and like, 7 for sewers/warrens. It seems reasonable, and I can add/subtract as necessary.
I'm also putting in place a system of virtual ownership; players will be able to build when given permission, but the stuff they build as far as rooms will be owned by a builder, and they will virtually own them (and thus can re-desc, add places, allow it to be set as a hangout in +hangouts/add, etc. via +commands, but it helps to prevent the inevitable AUGH SPY bullshit)
I base it on how big you want the player base to be, and what sort of stuff you want to include. As an example, when I built the grid for The Reach, we knew (or hoped anyway) it was going to be a big player base so that necessitated plenty of rooms. The grid's skeleton was sorta in place when I took over the pre-launch build so I left the street names intact and expanded outwards. Diversity of the environment was important, so I added swampy wilderness areas for a more rural character base, added some underground caves, expanded the cemetery, etc. Basically, I thought to myself, HiD/Gangrels need wilderness, Bone Shadows need cemeteries, etc. Financial/crime levels played into the design as well. We wanted some high crime, impoverished areas, and we wanted some wealthy areas.
As far as mapping goes, modeling after an existing city's general structure, then filling in the gaps with your custom content is a good way to go. You can search for things like "city-name neighborhoods" or "voting districts" or "crime rate map" to broadly divide the city into large chunks, then drill down from there.
The setting's geography plays a big role too in how you lay out the grid. So does the age of the city you're looking to copy/emulate.
GoogleEarth was helpful with some of the stuff I did on HM. Mozart sent me the Earth files with the grid breakdown and I could see how they'd separated everything based on the major streets.
@Admiral Right, but I use the show(s) to reference not just the "powers" the characters have, but, the whole theme of relics found to do X, book to do X, ect ect. Rituals and all the things lead to ways of providing plot hooks and the like.
I'm fine with relics and artifacts and funky stuff. I just prefer the characters themselves to have no innate magic powers.