MU Things I Love
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When you find a person or group who you can build with. When the creative energies are flowing and everyone's throwing out ideas, building together, and there's a general sense of excitement about a new project. It's a feeling that I think serves to motivate others to get more involved, really embrace a theme, and something to call their own.
It's one of the things I enjoy about MUing. Collaboration, especially when it's for no greater purpose than to make a world more immersive. Not for any one person's benefit, but a group or even a game as a whole.
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Being on the same rp or character building wavelength with someone else is the greatest feeling. Esp if it's someone new or new to you.
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When you get excited about an idea for your character, and others get excited about it, too.
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Getting in with an awesome group of RPers and telling them as much. Sharing the love feels great.
We really need to be more supportive of one another. Ain't a whole lot of us left and even less that are very good or try very hard.
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Took the time to create an item; naming, describing, coloring(oh man, I spent some time getting the colors just right) for the item. It was intended as a birthday gift for another PC.
The thing that I love is just how genuinely appreciative not only the character, but also the player, seemed to feel about it and the time I invested in it. All in all it only took me maybe an hour to get it to my liking, but their reaction felt like I'd spent considerably more time on it or given them a real world gift or something. It was really great of them and it's reactions like that which cause me to keep making things for other characters.
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@Faceless Was pretty much my sole reason for having coded objects, 100%. In theory, it shouldn't matter. And yet. AND YET.
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@Apos said in MU Things I Love:
@Faceless Was pretty much my sole reason for having coded objects, 100%. In theory, it shouldn't matter. And yet. AND YET.
Items that are coded, take time to customize, etc, become very significant. Someone else, or even you, spend time creating that item. If you got it from a quest, you'll forever remember it as that special time you got something nice.
And if you lose it, you fucking mourn its loss, too.
I played a gunsmith on a cyberpunk MOO, it made me very pleased when people liked my guns.
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@deadculture Crafter characters are always where it's at fam
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I love that it's been months since I had to have the "there are no prostitutes in Arx?" debate.
Also, I love it when you can take multiple NPCs to a PC event and not steal the entire focus and everyone just hums along in conversation and about the event and things flow well and it's wonderful.
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@Kanye-Qwest said in MU Things I Love:
Also, I love it when you can take multiple NPCs to a PC event and not steal the entire focus and everyone just hums along in conversation and about the event and things flow well and it's wonderful.
I was going to come to this thread to talk about that event anyways because honestly it went so well and I was just so delighted by it. WHO KNEW A RP ART SHOW COULD BE SO FUN. Look at all the pretend money we've raised to free pretend slaves!
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@Roz said in MU Things I Love:
Look at all the pretend money we've raised to free pretend slaves!
This reminds me of a scene on a wild west game where they were doing a "date the prostitutes" auction (yes, really) and the pretend numbers got just far beyond believable for the setting. It's good to see this go well, because it can go so, so wrong.
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@Thenomain said in MU Things I Love:
@Roz said in MU Things I Love:
Look at all the pretend money we've raised to free pretend slaves!
This reminds me of a scene on a wild west game where they were doing a "date the prostitutes" auction (yes, really) and the pretend numbers got just far beyond believable for the setting. It's good to see this go well, because it can go so, so wrong.
was that a roster based game?
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@deadculture said in MU Things I Love:
@Thenomain said in MU Things I Love:
@Roz said in MU Things I Love:
Look at all the pretend money we've raised to free pretend slaves!
This reminds me of a scene on a wild west game where they were doing a "date the prostitutes" auction (yes, really) and the pretend numbers got just far beyond believable for the setting. It's good to see this go well, because it can go so, so wrong.
was that a roster based game?
No. It was ages ago; more than a few ages, in fact. Almost every scene I've seen involving an auction turns out to be no more meaningful than some colored brains in jars yelling out "Fifty Quatloos!" in, e.g., a wild west setting.
I've always been envious of people who find this fun, but it does nothing but break any suspension of disbelief for me. It rather sucks.
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@Thenomain Doesn't happen as much on games with coded money and any feeling of resource scarcity. It's a symptom of money feeling meaningless, and the largest reason for that is because it's not coded so no character feels the need to RP not having access to it when they need it. I think not having coded money is analogous to not having any way of showing someone taking damage. In full consent games without systems, sure people will pose getting hurt. How hurt are they? Shrug, there's a lot of dumb ways to track it, but the equivalent of saying, 'well okay since there's bad systems for tracking damage, we should handwave it and go without' creates way, way more problems than people think.
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@Apos said in MU Things I Love:
@Thenomain Doesn't happen as much on games with coded money and any feeling of resource scarcity.
This. Playing on a game with coded currency, I've watched auctions take place and there's a real sense of competition. Good competition. People started small or at a moderate level and the stakes became increasingly higher until what I imagine what was each of us side-eyeing our available funds and getting to the 'too rich for my blood' levels.
Flip side to that, I've been present for auctions on a WoD game where coded currency wasn't a thing and the auction was vastly different. Where someone has presented an auction and immediately someone's shouting "$25,000!", "$50,000!", "$75,000!", "$132,638.42!!!!!". Not exact figures, but the example is still sound. There is less investment risk without hard figures and it reflects in how people play. 5 dots of Resources and 2 dots of Luxury is so vague compared to I have $14.32 until next Thursday and would really like a big ass, greasy cheese burger.
Hell, I recall someone on either The Reach or Fallcoast(I think it was TR) posting a Classifieds ad or whatever was the equivalent bboard, about wanting to pay someone something like $20k(I think the first time it was like $12k and it was increased after no one bit) to 'go on a date' with their PC. Which that could of course happen in reality, but without some means of codifying the value of that income? It really accounts for nothing in the grand scheme of things. Short of a justification to increase Resources, even though I'd side-eye that as a suitable justification since it would be a short-term increase of income until it gets thoroughly blown on cocaine and McFlurrys.
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I would say it depends on the stats the person using it for justification has, for example if they are playing someone capable of running a business that $20,000 could be used as seed money for a new enterprise.
Depending on the setting though I think hard coded resources can be a good thing but not really for modern settings. After in RL my purchasing power has very to do with the money I have in my wallet or the balance of my bank account but how much credit companies think I can borrow and pay back with interest. That is why credit card companies will give away all sorts of shit on college campuses to get students to fill out apps, not because the students have money now but because of the potential earning. (And likely poor decision making that will lead to a significant portion of those earnings becoming profits later.) -
Arx. I just do. There is never nothing to do. NEVER. And the crafting system??? SO FUN! Finding a new place to play and being able to fit in there, be active and useful there? I love it. I will never not love it.
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Confession: I say "Jesus Christ" as a response to things so much IRL, that it's really hard sometimes roleplaying on a game where Christianity isn't canon. I can't roleplay on a Dungeons and Dragons MU and say "Oh my jesus fuck what the fuck?!?!" as a response to something.
As a result, I find I'm saying "Jesus Christ" less as a curse in real life. So, hey, progress maybe?
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@ghost Admittedly I love when there are swear words that happen from organic RP and then travel through the game and become a thing. Though I don't know that it makes me swear less IRL. >.>
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