MU Things I Love
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Being engaged enough in a character that it inspires IC creativity.
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I wouldn't call it "love" but it's pretty hilarious.
My character on a Heroes themed game had a brief involvement with a feature character on the show.
Last night during Aladdin I saw a trailer for a film in which my character's PB actress and that FC's actor will be starring together as the romantic leads.
My roommates had no idea why I cracked up so hard.
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@Cupcake I sometimes used musicians as PBs. A few years back I saw maybe 3 concerts (in one year) that included musicians I'd used as PBs. In my head it was kind of awkward (how weird would it be to high five someone you'd used as a PB, right?), but it was still pretty lulz.
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@Coin said in MU Things I Love:
Being engaged enough in a character that it inspires IC creativity.
I miss the fuck out of this.
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@Coin I see you.
Monday. I see you MONDAY.
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Playing with some folks that you haven't maybe played with before and it turns out really nice.
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This isn't technically a MU* thing, as it's from an in-person tabletop game, but it is a GM'ing thing so I'm putting it here.
But it is so wonderful when your players do your job for you of complicating their lives and the plotline in interesting ways. We're approaching endgame on a long-running campaign, and the consequences of three mistakes the players made—one way back at the beginning of the campaign, one quite a while ago that had 17 RL months of consequences before they noticed, and one extremely recent one—have dovetailed together to leave them in a truly terrible position.
We're approaching the end of the main campaign's backing metaplot, and they've just realized that not only does the enemy have nearly everything necessary to win, but that they themselves are the ones who handed over said things. And the best part is that they know it. Both ICly and OOCly, they know this is entirely their own fault. This is payoff on 2.5 years of RP. It is not a set of complications I planned, but it is glorious. I wish I could bottle the GM high.
(Of course, they're now in a bad enough situation that it verges on unwinnable unless I make some things happen to give them one more route to victory. Which I will, because I don't actually want them to fail; getting into the final stretch of the marathon and then falling over is anticlimactic.)
Now if I can just manage that on a long-running plot on a MU*, as well!
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Watching players make terrible, terrible choices that are going to send everything into a complete tailspin, even though they should rationally know better (and in many cases do).
If everyone is perfect all the time, the story is far less interesting, but hey - we live in interesting times.
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@Darinelle SUSPICION
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@Darinelle said in MU Things I Love:
Watching players make terrible, terrible choices that are going to send everything into a complete tailspin, even though they should rationally know better (and in many cases do).
If everyone is perfect all the time, the story is far less interesting, but hey - we live in interesting times.
Refer to my previous comment in this thread.
Seriously, though, when the obstacles players face are of their own creation, it can add a lot to the story; having to figure out how to vanquish an ancient evil may have some pressure to it, but there's a personal level added if you're the ones who accidentally let the ancient evil out in the first place. As a GM, watching players make those choices (usually) fills me with glee!
As a player watching them make those choices, mind you, my character may sometimes want to take people and smack them on the back of their head to see if that can re-engage their brain/common sense, a'la the percussive maintenance trope exemplified by Han (or Rey) smacking bits of the Millennium Falcon to make it work.
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I think my character managed to crack a huge mystery. When explaining to staffer what she was thinking and why, I swear I could feel them practically jumping up and down in their seat while clapping their hands.
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@Cupcake that's a strange excited-nervous.
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@Darinelle said in MU Things I Love:
Watching players make terrible, terrible choices that are going to send everything into a complete tailspin, even though they should rationally know better (and in many cases do).
If everyone is perfect all the time, the story is far less interesting, but hey - we live in interesting times.
This gon' be good.
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I've been feeling my brain power rapidly diminish the last couple of weeks as RL has just... been exhausting. I'm down to playing one character regularly and kind of watching the others crash and burn and just being O: and hoping no one is developing a grudge over my flakiness.
ANYWAY.
That's all to say that I seriously, seriously needed the stupid, lighthearted poetry/jousting event that Norwood@Arx threw tonight. It was funny and ridiculous and chilled out some of that negative energy I'd been building up.
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@Darinelle If I am going to try and do this exact thing (eta - make questionable choices) albeit on a far lesser scale, does that make me a copycat or a staff-enabler?
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@thesuntsar If I had a nickel for when RP managed to pull me out of whatever funk I'm in or make me feel better, I'm proud to say I'd have a nice nest egg.
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Getting to play with someone I had a complete blast with ages ago (and haven't had a chance to catch on a game in over a decade), and sitting up wayyyyyyyyyyyy too late cracking each other up with random backstory ideas that somehow click too perfectly.
I missed, "I am giggling so much in this brainstorming session that I have laugh-tears" a lot more than I realized.
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I love failing rolls.
So. freaking. much.
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when people put hilarious summaries in the @rs
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When someone rolls composure after your pose.