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    2. Arkandel
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    Posts made by Arkandel

    • RE: How to Change MUing

      @surreality Well I don't think it's a departure from the known paradigm. Is your D&D table-top campaign better because the party has 8 people instead of mine, which has 4? The number of participants is just irrelevant.

      The changes in the medium mean relatively little, too. For example in the Fallcoast thread's recent posts a common issue seems to be that although the +who list is pretty long, RP is gated and it's taking place behind closed doors so new people have nothing to do; what advantage does it convey to have 50 people versus 15 people online if you can't find stuff to do?

      That's what matters, not people. The true benchmark of success to me is whether you are able to log on a game and have fun things to do. The numbers are a factor in that (if there are 3 people online you probably won't find a scene very easily) but more is not necessarily better.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: How to Change MUing

      @Ominous said in How to Change MUing:

      So anyone who says BSGU is a bad game because Arx has over 100 players can have their opinion written off. Instead look at how devoted and excited your players are to be playing.

      Success may be hard to define but it definitely isn't mutually exclusive. Two MU* can be successful at the same time, and not for the same reasons.

      What I'm saying is there's no point in comparing games.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: But Wait, There's More!

      Hey all. Yeah, thanks @EmmahSue for the glowing review!

      So, I am not keen on making any changes at all. As far as I'm concerned if you notice any differences in how things are ran around here tomorrow compared to yesterday I'll have fucked up. MSB will always be about having a censorship-free forum where people can speak their minds freely about the hobby.

      ... In fact please don't make me have to do anything. I'd much rather have this place run on autopilot, so unless things get way out of hand I can just quietly pay the bills and keep posting shit when I'm idle at work. Let's keep it that way. 🙂

      Oh, and for the record - as ES and @Glitch already know - this place is theirs any time they decide they want it back.

      posted in Announcements
      Arkandel
      Arkandel
    • RE: RL things I love

      @Vorpal Remember to post the youtube video here. 🙂

      posted in Tastes Less Game'y
      Arkandel
      Arkandel
    • RE: Visit Fallcoast, sponsored by the Fallcoast Chamber of Commerce

      @Rook said in Visit Fallcoast, sponsored by the Fallcoast Chamber of Commerce:

      Question: If staff involvement is so damned critical to the success of the game...

      ...why do MUDs have magnitudes more players connecting to them, having fun?
      ...why do MMOs find success?

      Not everyone wants to roleplay; most people just want to log on and blow shit up.

      On a tangent, even just the act of typing is too much for many players. I've been made fun of before in MMOs for using punctuation and ending my sentences with periods.

      posted in Adver-tis-ments
      Arkandel
      Arkandel
    • RE: How to Change MUing

      @Rook said in How to Change MUing:

      My ideas are these:

      1. Narrow the roleplay of all players on the game, giving all characters reason to interact with all others. WoD, as an example, does not seem to lend itself to this, in fact it does the exact opposite: segregate races and characters apart in order to keep thematic secrets. Make a game where the meta-plot can either be ongoing, episode-based, or

      Tribalism is a strong urge, and not one created by in-game social structures - even though those can make the existing trends worse. Players in this hobby do create their own us-versus-them narratives even where none are intended, manufacturing a gap between them and the perceived competition if need be; this happens all the time.

      The answer for me isn't in mechanics, it's in cultivated culture. But I'll revisit this in a second.

      1. Get rid of the dependencies on +jobs. Enforce interaction. Let's get back to Q&A on channels. Don't +job an activity, RP it. If something that you want to do seems non-RP fodder, then maybe consider something different. This would require people to wean themselves from dependency on the staff of the game to Do Things. Staff should structure the game to be player-run, player-resolved. Everything from coded systems for CharGen to any combat needs to any crafting, economy, etc. I am not saying that the game needs to be code-heavy, just code-supported.

      An issue we're seeing in the hobby is that very often not being dependent on staff is usually a consequence of staff not being dependable; I've seen spheres in nWoD (HM comes to mind) function better when there was no one doing even basic administration, but then you are still depended on having proactive players willing to shoulder the burden of providing interesting dynamics and welcome others to play with their toys - however note the tribalism factor from above.

      1. Revamp XP gain to be non-singular, non-vote dependent. My idea here was to base a global XP gain pool based on the amount of RP happening on the game. Granted, it would take some hooks into POSE and likewise, but can be done. The more RP, the more XP gets split amongst active characters. On top of that, story goals being met, game being explored and added to, all of these activities add to the XP pool. If you don't RP, you are not active. Channels, paging and OOC conversation do not count. RP in private rooms does not count. While it might further your personal character, it does not further the game, so it is no different than a table-top ST in ruling that your pretty character sheet and folder of pictures gives back nothing to the game at large, so it is not worthy for an XP bonus.

      I've coded something like this in the past (for a MUD) which worked pretty well... but the first question is always what you want XP to do for your game (rather than its players); what are the specific behaviors you are trying to incentivize, what are the effects you're after?

      For instance Arx tapped into a very positive vein when they turned new players into XP generators, because suddenly you could count on players' greed to encourage socialization and inclusion. I think that might be an answer - it might be a cynical approach but perhaps assuming players will take care of themselves and their friends first, then fashioning the mechanic by which they achieve that to also benefit players in the process then you might have something going.

      For instance - and from the top of my head - if a faction generates more XP/goodies for the hicher tiered characters in it when lower tiers are more active, participate in PrPs and advance their characters, then you are giving them incentive to figure out ways to make that happen. I have yet to be in games where someone wasn't trying to creatively exploit the system and improve their own lot, so why not mine those imperatives and make them work in your favor?

      Maybe these are stupid ideas, but it seems like we as a community need to change the course of the ship.

      I don't think they are stupid.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Fear and Loathing (Official Thread)

      @ThatOneDude Hrm?

      posted in Adver-tis-ments
      Arkandel
      Arkandel
    • RE: Good TV

      @Sunny As long as it's not for Judy Hitler I guess. 🙂

      posted in Tastes Less Game'y
      Arkandel
      Arkandel
    • RE: POLL: Super Hero MU Gut Check

      @Coin I already have a .sig or I'd add it. 🙂

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Good TV

      @Coin I thought I would hate the 'interview' style of Parks and Rec.

      When I convinced myself to watch it... it turns out I really didn't care that much. The series ate my life for a couple of weeks.

      posted in Tastes Less Game'y
      Arkandel
      Arkandel
    • RE: POLL: Super Hero MU Gut Check

      @SunnyJ Agreement isn't the point, debate is. 🙂

      But yes, if anyone here is expecting unanimous agreements on anything... well, best of luck to them!

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: POLL: Super Hero MU Gut Check

      @fatefan I don't know if any three of us who've posted here agreed on what 'this game' should be. 🙂

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Sin City Chronicles

      @tragedyjones said in Sin City Chronicles:

      No Demon no Beast. No women no kids. But we will have Stigmatics. In fact we will have three flavors of them.

      I don't know much about Beast, but what's the reasoning for that?

      posted in Adver-tis-ments
      Arkandel
      Arkandel
    • RE: Visit Fallcoast, sponsored by the Fallcoast Chamber of Commerce

      The upper staff echelon (no offense @Sonder) is what kept me before from joining Fallcoast, and what continues to.

      posted in Adver-tis-ments
      Arkandel
      Arkandel
    • RE: POLL: Super Hero MU Gut Check

      I prefer Year One takes more than anything. It keeps continuity in-game since everyone starts from more or less scratch, and even though immortal/long lived characters aren't really going to be newbies their relationships to other PCs for the most part will be fresh.

      It's perfectly fine for the game itself, if it runs long enough, to start piling up its own internal continuity; just don't force players to guess, it should be explicit somewhere on the wiki who Batman's sidekicks are, and how long the Justice League has been formed or who its current roster is.

      Oh, and have a good plan on how transitions will work when a character returns to the roster and/or changes hands.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Sin City Chronicles

      @Tempest Yeah, these are social games in their hearts. Certain kinds people players have an advantage - social ones, good roleplayers, there are all kinds of edges folks have just because of who they are OOC. How many times do we see some neonate nobody be incredibly popular just because they're playing the hell out of their concept? Same political situation as the guy next door, same clan or bloodline... but one of them is just better.

      But there's the flipside of it... I'm getting outmaneuvered on a political game and so I send @Tempest a PM here to make an alliance together, so we work the details out and just assume it happened or just play it out with the understanding that it will happen. Or I just flat-out ask you to create a character so that I can get some backup.

      posted in Adver-tis-ments
      Arkandel
      Arkandel
    • RE: Sin City Chronicles

      @Lisse24 said in Sin City Chronicles:

      @Coin Conflict of Interest on a political game can be troubling, as one player attempts to manipulate things to their own advantage. I can also see why what you posted about might be interpreted as potentially squicky by staff, and maybe they'd want to protect you from being pressured into doing something or pressuring someone else? Other than that, I don't see the issue.

      Unfortunately CoI and players OOC maneuvering on behalf of their PCs is as incredibly common as it is impossible to chase down due to how widespread it is. Metagaming in political games is probably my top peeve in MUSHing, yet I recognize it's awfully hard for staff to intervene on something that's basically impossible to not just prove but ultimately even reasonably know happened.

      The heart of the issue to me is that people have friends - OOC friends - and they like playing with these OOC friends, something which can convey advantages when that neonate hangs out with the Prince all the time because they OOC love playing together. Access itself is an advantage, regardless of the nature of that relationship.

      Yet what can be done about this? What should be? In most cases absolutely nothing, and the line that separates impropriety from perfectly acceptable behavior is very blurry and subjective.

      posted in Adver-tis-ments
      Arkandel
      Arkandel
    • RE: Good TV

      @Coin And the lack of Ghost. Poor Ghost. "We can only show majestic fire-breathing dragons or a big white dog, so."

      posted in Tastes Less Game'y
      Arkandel
      Arkandel
    • RE: Good TV

      Spoiler-free for Game of Thrones.

      First of all I love the season - I watch (and in one case, re-watch) episodes immediately as they come out, so this isn't really a complaint per se... but I think a lot of the issues we're perceiving have to do with the limited number of episodes left.

      The showrunners decided last season they'd only do 8+6 more. That's it. Maybe they were getting tired or they wanted to go out with a bang or the cast was restless but... either way that's what they set out to do, which put us on an accelerated pace at least compared to what we were used to, which was months of character development and slow build-ups before Big Things happened.

      And now big things happen constantly - they have literally years worth of set ups they get to knock down now and in doing so some pretty damn talented people are giving us really great work. The CGI is amazing, we're seeing reunions (or even first time meetings) from characters who hadn't shared a set since season one if ever, and certain kinds of battles we had speculated for are just... getting done. That's amazing stuff. But in the process since they only have so much screen time they are skimming over other character relationships which we only get limited glimpses from.

      The way I see it is these episodes are at least an hour, sometimes an hour and a half long. We're still getting a ton of bang for our buck here, that's several full feature movies' worth of stuff we're being served, and they're sparing no expenses. Sure, the relative 'rush' means some things are getting handwaved - people travel across the map in inexplicable ways, for example - but it's to serve the plot and to be entertaining.

      I dare anyone to say Game of Thrones is not being entertaining this season.

      posted in Tastes Less Game'y
      Arkandel
      Arkandel
    • RE: RL Anger

      In a way it was a relief that she got worse suddenly. I feel shitty for admitting it but one of my main dilemmas was that the line wasn't clear; she'd been having some trouble breathing but it was occasional, a coughing/heaving fit that'd last for 30-40 seconds and then she seemed okay. I could see massive changes in her behavior though, she never had energy for anything since she never had enough air any more; she'd always come to me whenever I was watching TV and never did any more, and when I petted her she'd give me her belly for rubs but she wouldn't purr - I suspect she physically couldn't any more.

      But until things got to the state where she was open-mouth breathing on her own scratchpad it wasn't... obvious that she had to go.

      posted in Tastes Less Game'y
      Arkandel
      Arkandel
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