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    2. A. Meowley
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    Posts made by A. Meowley

    • RE: Player Omsbudsman?

      @runescryer said in Player Omsbudsman?:

      Someone who is not regular Staff that players can bring concerns to without fear of having said concerns either handwaved away or met with claims of the player being uncooperative, hostile, misrepresenting the facts, or any of the multiple ways Staff can sabotage their own games.

      This sounds great in theory...

      ...but the amount of finesse and patience this person would require to do this effectively seems astronomical. Diplomats have extensive training and experience for a reason -- it's a god damned nightmare!

      posted in Game Development
      A. Meowley
      A. Meowley
    • RE: A. Meowley's Playlist

      @ganymede I absolutely loved playing Franklyn -- she was a right royal PITA, real sassy emotional fusspot. Originally she was just supposed to be some throw-away PC to stir up some plot trouble with, but she ended up being weirdly fun. Really taught me a tonne about just how wildly disruptive a hot mess Mortal could be to all those powerful fae.

      Remind me who you were playing on FH?

      posted in A Shout in the Dark
      A. Meowley
      A. Meowley
    • A. Meowley's Playlist

      As amusing as it is to be pseudo-anonymous on here...
      ...I've stepped back into Mu*ing on a whim, and reckon it might be interesting to see who I've crossed paths with before.

      --
      Eons Ago:

      Misc. Forgotten Places
      A very long list of embarrassments...
      So many ghouls, Nockers, Malkavians, Mages and mistakes.

      Denver by Night
      Cole Dresden, Son of Ether

      --
      More Recent:

      Fallcoast
      Myles T. Abernathy, Autumn Wizened

      Gray Habor
      Yves St John

      San Fransisco: Paris of the West
      Sydney Chambers

      Fate's Harvest
      Franklyn Garreau, Imperfectly Human
      Uschi Buschi, Moon Ogre

      --
      Current:
      Myles @ Fallcoast

      I've taken Myles out of deep-freeze for a spin, to see if the ol' brain has any story-juice left in it.

      posted in A Shout in the Dark
      A. Meowley
      A. Meowley
    • RE: MUs That We Would Love To Make (But Won't)

      @de-villefort said in MUs That We Would Love To Make (But Won't):

      No, you haven't because it's crazy and a massive waste of everyone's time. Most people don't do it IRL.
      Some people might do it. Those people are freaks and weirdos in the eyes of the public because it's abnormal. So why is it expected in RPGs?
      Just eat your donut or drink your beer alone like a normal person who doesn't bother strangers.

      awkward

      posted in Mildly Constructive
      A. Meowley
      A. Meowley
    • RE: MUs That We Would Love To Make (But Won't)

      @de-villefort said in MUs That We Would Love To Make (But Won't):

      World of Darkness is even worse because you are literally trained ICly to see everyone as a potential enemy who isn't in your click.

      This is so crazily shortsighted to me. Just because there's a masque doesn't mean there isn't ample opportunity to navigate that; the tension and release, the ways character's can skirt the issue or function and negotiate if it collapses -- and, beyond the masque, the possibility that the essential issues that plague PCs - the alienation, the will to survive, the love and confusion and hatred and brief shreds of humanity they struggle with accepting/rejecting - are still available for play.

      God. Fixating on the Enemy / Ally dichotomy is just so ... dry. Dull? Besides the point. A well rounded character is beyond just their allegiances or splat description - it's a matter of being creatively flexible enough to know what their motives, desires, fears and fixations are -- then taking time within a new scene, even a casual social scene, to discover 'okay, so what can happen here?'.

      Giving authority to some nameless game designer / game runner to address that ... such an abdication of personal power. There's so much one can do themselves to combat character 'isolation', if they experiment.

      posted in Mildly Constructive
      A. Meowley
      A. Meowley
    • RE: Back Again, this time with an Urban Fantasy kick!

      I really love this design -- makes me so envious of those who get to play in such an aesthetic environment.

      posted in Game Development
      A. Meowley
      A. Meowley
    • RE: Evennia 0.9.5 released!

      @Darren Thank you - this is clarifying!

      So once you have that sweet framework in place, you could use Python to code a bespoke +jobs system, for instance -- or if an accomplished Python coder had already written a functional +roll system using XYZ game specs and you got permission, you can slot it in to the existing codebase?

      posted in Adver-tis-ments
      A. Meowley
      A. Meowley
    • RE: Evennia 0.9.5 released!

      Can someone explainwhat Evennia as 'a Python MUD/MU* creation library and framework' to me as if I were 5 years old -- and not just someone who spent 20+ years Mu* adjacent without ever properly looking under the hood to see how this baby really purrs?

      posted in Adver-tis-ments
      A. Meowley
      A. Meowley
    • RE: If you work hard, son, maybe someday you'll RP

      @Lotherio said in If you work hard, son, maybe someday you'll RP:

      Ares is meant to be full web portal, client is for holdouts and older players.

      tommy lee jones

      Wait. It's supposed to be full web portal? How can we idly chat on channels on the web portal and stuff? Asking for a friend, because obviously I'm not so old that I can't immediately figure out a new system, that'd be absurd...

      posted in Mildly Constructive
      A. Meowley
      A. Meowley
    • RE: Recycling characters

      @peasoupling said in Recycling characters:

      Of course, the first time around, that character became unplayable during her very first scene, so I feel like I'm entitled to actually trying to play her.

      I feel like there's a story here...

      posted in Mildly Constructive
      A. Meowley
      A. Meowley
    • RE: Recycling characters

      100% okay with it.

      Sometimes a character is game-specific, but sometimes a character is more like an archetype that can be present in multiple locations. I like it when there is some differentiation or change, but I think that if you love playing something and can make it fresh and fit with a new scenario? Then follow your dreams, man.

      posted in Mildly Constructive
      A. Meowley
      A. Meowley
    • RE: Gray Harbor Discussion

      @Sunny

      Precisely. I don't think it's an actively malicious choice at all, although being inadvertent doesn't make it less discriminatory.

      Something to be reconsidered, I hope!

      posted in Mildly Constructive
      A. Meowley
      A. Meowley
    • RE: Gray Harbor Discussion

      I really do hope that the Gray Harbor staff reconsider their restriction of amputees, for similar reasons as others have touched upon. It's perfectly understandable for them to decide they don't want certain concepts - a town of 18,000 doesn't really need more than one tattoo parlour, I mean honestly... But being an amputee isn't a concept. It's an aspect of one's character that may or may not flavour their personality and cause challenges or unexpected perks, but it does not wholly define who they are.

      No other character concept becomes less special or interesting because two or more characters share a condition or disability.

      posted in Mildly Constructive
      A. Meowley
      A. Meowley
    • RE: Bloopers

      @krmbm your reserve is admirable, even if I do still 100% desire additional deets. The place has not really stood out as anywhere interesting to play... but on the other hand, I like fantasy/supernatural games & WoD.

      & seeing as I can't, uh, figure out the premise of Wildfire Cove? I'd give it a miss anyway.

      ...unless, it's like Fyre Festival? In the Everglades? I.e. rich kids struggling to survive in 'gator infested wetlands while freak lightning storms set swamp gas - & hearts - aflame? Please say yes.

      posted in Mildly Constructive
      A. Meowley
      A. Meowley
    • RE: Bloopers

      @Jonah42175
      The wiki is atrocious; barely usable on mobile & I can't... quite... figure out what the theme actually is? Banal semi-tropical soap opera? Why? For what reason?

      Having read an abundance of Florida Man stories, I'm upset 'chaotic backwater' doesn't seem to be a plot point to Wildfire Cove - a place which, judging from the name, surely has exorbitant insurance premiums.

      posted in Mildly Constructive
      A. Meowley
      A. Meowley
    • RE: Bloopers

      @krmbm said in Bloopers:

      Oh, this must be Wildfire Cove.

      That place is so many kinds of nuts. 😄

      I want more deets!

      posted in Mildly Constructive
      A. Meowley
      A. Meowley
    • RE: Miami, Blood in the Water

      Yeah @Wretched give us the deets!

      posted in Adver-tis-ments
      A. Meowley
      A. Meowley
    • RE: Historical MUSHes

      @surreality said in Historical MUSHes:

      I think it would be ridiculous to say that staff allows what I've described because of an inherent desire to be sexist/racist/ableist/homophobic/etc. RL.

      Good thing nobody's said that!

      posted in Mildly Constructive
      A. Meowley
      A. Meowley
    • RE: NPC Roster

      @Tempest said in NPC Roster:

      It's an interesting idea and one I know I've heard discussed numerous times, even if not ever done.
      ...
      Certain players will interpret certain descriptors differently, players will emphasize specific traits over ones that other players emphasized, some players will be too 'nice' if they're running something for their friends, and because of all that sometimes there will be significant differences in how those characters interact with pcs in different plots/etc.

      I'm of the school that it's better to try and experiment with something like this, rather than avoid it due to the fears of inconsistency. It likely will be semi-inconsistent; but people are inconsistent, so why worry? Besides, like you said: something like this works in comic games already, with their NPCs. May as well give it a shot in WoD.

      I also like background NPCs to be featured across various plots, and to be used at will by various players. There have been some good NPCs / Goblin Market folk who I've seen pop up again and again in Changeling plots, and I really like it. Feels like a well loved archetype making a cameo.

      ETA: one of the things which always got me in WoD was not knowing the population of certain spheres. Surely our PCs aren't the only fae/vampire/mage/psychics/people in town! Having background NPCs who reoccur in public scenes (and private, hell: all scenes) really adds to be believability and 'fullness' of a setting. More NPCs, please!

      One of the places that did this wonderfully was Cat-22 on Fate's Harvest: there was a whole range of collective member NPCs who would react in various ways to the crazy faerie bullshit over time, and it really makes things ultra immersive.

      posted in Game Development
      A. Meowley
      A. Meowley
    • RE: Atlantis Client

      @Sparks Heya! In vs 0.9.9.6-rc4 I was unable to get my spawns to work at all; the spawn window in Address Book + World Preferences was seemingly empty, but when I fidgeted around with it I could see that my various spawn still technically existed (saved over from my prior version of Atlantis), the client just wasn't opening up new spawn windows for me to access (I use tab style). Seems like all the info that was being sent to those spawns was just getting lost somewhere.

      Additionally, in 0.9.9.6-rc4 I could create new worlds, but not delete them. MUSH text editor was also still busted (can't see any text or cursior in the input area after I type stuff in), although if I typed in there and pressed generate, text would pop out in the output area.

      I switched back to vs 0.9.9.5, and so far so good. I can create and delete worlds, as well as characters within worlds. I can also see spawns, as well as create them and delete them -- so long as it's a character pref spawn, not a world pref spawn. For some reason I can't delete them in world prefrences! MUSH text editor still doesn't work properly for me, but that's not the entire end of the world. Very pleased to have more control over spawns than in 0.9.9.4, which I was using earlier!

      Thanks for sharing this! Atlantis is still my favourite client, and it's great to have some spawn functionality back in Mojave.

      posted in MU Questions & Requests
      A. Meowley
      A. Meowley
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