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    Posts made by Arkandel

    • RE: Comics Stuff

      I doubt the 'rotating roster' will really be a thing for movies, ever. I mean sure, it works in the comics but the film industry itself is based on stars who put ass to seats. RDJ does that; the guy who plays Falcon doesn't. Or Don Cheadle is a great actor (and much fun to watch in House of Cards) but he's not a megastar to base a $100 million movie on. He could, but they'll not give him the chance to do it. It's just not how Hollywood works.

      And yes, I know when Iron Man came out RDJ's career wasn't going well, or that Hemsworth or Jackman were basically unknowns when they first put on the costumes but they already had that... whatever it is that makes a star quality.

      posted in Tastes Less Game'y
      Arkandel
      Arkandel
    • RE: Sexual themes in roleplay

      @Corruption said:

      That's certainly part of why I'm never staffing again.

      I know you said 'part' but I'll piggyback on it.

      It happens to giant corporations with HR-trained experts so of course it happens on MU* as well where we're all amateurs and the pool of potential candidates to fill out positions is so limited, but people are very often promoted to failure instead of playing to their strengths. That we're also fairly bad at recognizing our own limitations is just a cherry on that bitter pie, you know?

      So the reason I don't staff these days is that it simply does very little for my ability to help a game out. I'm good at running and discussing plot, so having to administrate things just gives me an overhead of politics and the constant threat of conflicts of interest which is a bitch to handle. Instead I can handle stories for which people tend to be pretty grateful and thank me for it, I enjoy doing it, and I usually have a pretty good working relationship with staff in the games I play so I can still chip in with opinions about the MU's direction. It's a win/win for everyone involved.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Comics Stuff

      @Coin Yeah, and those guys (and gals) aren't getting any younger. These aren't the comics, people actually age. 🙂

      posted in Tastes Less Game'y
      Arkandel
      Arkandel
    • RE: Comics Stuff

      My main concern, and I had it for Avengers 2 as well, is that they are throwing so many super-heroes at the screen. So very many. The movies need a chance to breathe and develop them as characters, else they're just a bunch of A- and B-listers in weird costumes throwing a couple of lines before the next special green-screen fight comes up.

      I mean in my favorite Marvel movies it was the downtime I really enjoyed, such as that road trip in Cap 2 with Steve and Natasha or the 'mortal' bits with Thor in his first movie. Then again who knows, Cap 3 could be awesome because and not despite all those characters.

      posted in Tastes Less Game'y
      Arkandel
      Arkandel
    • RE: Comics Stuff

      Hey @Coin, here is the cast to Captain America: Civil War.

      posted in Tastes Less Game'y
      Arkandel
      Arkandel
    • RE: Sexual themes in roleplay

      Yes, on top of baiting someone into a situation that will get their character killed without warning them about it in the first place, PKing a character right out of CG is one of the lowest things you can do. It works in their favor they had IC motivation but even that's mitigated by the fact this motivation was manufactured OOC. Boo.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Sexual themes in roleplay

      @Orange said:

      I thought they logged pages and chats? All it had to take was to look at those.

      Only players log (their own) pages if they want to, as it'd be really creepy and a huge violation of privacy to do it any other way.

      Other than being set up (which is a douche move, I agree) what was your specific beef with the situation from an IC point of view? For instance did the Werewolf PCs know where your character was?

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Game Design as Applies to MU and STing

      It's important to expose some metadata to the player regarding what they're getting into. Factors such as "type of story", so you know your PC is a worthwhile contributor (not everyone likes playing the sidekick while others save the day) and that he/she has some chance of succeeding (I might not want my newbie hacker nerd walking into the abyssal temple of doom where he'll get one-shot) and maybe even who I'd be playing with (people have baggage, much to the shock of no one at all).

      Revealing details about the story itself is a very iffy proposition at first. Mystery is important in the early stages so you can set up the pieces with at least some degree of allowing yourself the use of any traditional storytelling tools - bait and switch, for example. If enough cards are on the table it limits our ability to pull a well-meaning fast one. Later on when your board is set you can reveal your hand (which offers another set of opportunities for tricks).

      There are however two notable challenges that often come up in MU at least for me:

      • Custom-made plots to satisfy a systemic requirement. "You need a plot to get a Legacy". In this scenario the player requesting it quite likely expects success (so they can get their carrot), so you have to challenge them in a way that doesn't truly jeopardize the outcome.

      • Plots which explore part of a character's background (not necessarily in flashbacks) using NPCs of their own making. Without excellent communication and trust it's easy to disappoint some players by having those NPCs behave or speak differently than what they had in mind, or have the plot go in a different direction than they had envisioned. The difficulty here comes from the fact the player 'owns' the story but someone else runs it.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Game Design as Applies to MU and STing

      How do we emphasize the characteristics above in order to keep our games fun and entertaining?

      Most games I've seen ultimately suffer from creativity suffocation. It's often well-meaning but no less stifling - either staff enforce theme and a game style they see as appropriate and flagship characters attain positions of influence over IC affairs and hog the spotlight. At the same time stories being told by non-staff are often self-contained (essentially ran in a sandbox) so they don't stir the game's direction in any new direction, thus refreshing it.

      A game has to remain dynamic and its direction fluid. Some ideas in random order:

      • Review PrPs ran on a regular (say, monthly) basis. Allow them to affect the game's direction by integrating them along with staff-ran plot.
      • Don't let any small group of PCs to hog the spotlight. Charismatic players will still shine without ranks or basing stories told around the same people all the time. Do not open the big ranks to PCs.
      • Recruit and incentivize Storytellers as much as humanly possible, and do everything to get out of their way by eliminating red tape and thinking hard before saying 'no'.
      • Allow ways for newcomers to catch up in power to your dinos. Some games are very static since a new character could take a year and still be unable to catch up to oldbies.
      • Make the OOC impact of death count for less by allowing XP migration toward new alts. A PC's demise should be incentive to refresh, not an event with game-ending potential for the player.
      • Let the game be played, staff must not intervene unless there is absolutely no other way even if players request it. The outcome of IC actions should be determined by characters played on the grid.

      What is our goal, really? Are we here to play? Are we here to tell a story? Are we here to explore a gritty urban-fantasy-scifi world? All of the above?

      What it comes down to is that different people have fun in different ways. Some want violence and gritty themes, others want to meet at bars and chat, others want erotica, others want more politics etc. Overall direction should be stated and be felt through the game, from its wiki to its history down to its plots, but there's a balance between giving players room to breathe by doing their thing and letting players without any direction until they rely on having a pocket Storyteller or be reduced to doing nothing, because nothing happens spontaneously.

      Sometimes a game is perfectly fine, well-coded and ran by good people but it falls flat because it's too open-ended and lacks internal coherence. So whatever the goal, there should be an overall theme if not metaplot, and the environment itself should somehow confront the characters' choices by applying pressure on their outcome. By no means should things be safe or quiet; that's how boredom is generated.

      Are there any other characteristics worth adding to the list? Or any of the above that really don't apply to MU after all?

      The sense of community, perhaps. The players I see most often being lost in the shuffle are those who feel disengaged from the MU* because they have no ties to it. They may be in a faction in name but how does that translate to RP? They are offered a bboard to search for a pack but what happens if there's no one forming one?

      Building communities should be considered an integral part of running a game. Yes, of course players should be responsible for themselves, use the resources at their disposal etc... but they don't. Sometimes - often - they sit in a room and wait for something to happen, and if nothing does they stop even sitting in that room. That is a loss. Plenty of players are good at posing, less great at taking the initiative, generating RP, starting a coterie/pack or too shy to even make a post and I've seen in sphere 4-5 people all complaining at the same time they're unable to find anyone to group with.

      A systematized effort to play at match-making can make a ton of difference. Scale it down to the faction level so that it's not all depending on a huge bottleneck by staff (who have enough things to do); prominent characters in a Covenant can be IC handed the obligation to whip their lone wolfs into cohesive unit, for example. Give tangible benefits on top of that (say, a free locus for every pack of 3+ PCs) and try to make sure to either run or offer incentives for PrPs to be run that bring such groups together.

      That's all, from the top of my head.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Sexual themes in roleplay

      @Corruption said:

      She plays out her vampire sexytimes, he finds out, flips OOC, has his character immediately PK her 'because he failed to protect her'.
      The whole Hunter sphere flipped out and started demanding that they be allowed to hunt him down and kill him over her, IC.

      Our of curiosity, why did other PCs need to be 'allowed' to kill a PC but that person didn't need permission to PK another PC in the first place?

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Comics Stuff

      Although my RL politics lean heavily toward the liberal camp I thought comics mishandled the Civil War arc badly as opposed to their original promise to treat both sides fairly. There's no question Iron Man ended up looking pretty bad pretty much from the beginning in it, where I'd have preferred a more balanced approach.

      For movies though this is gonna be a bitch to portray since almost no one who buys tickets for a big blockbuster wants to sit there and watch a bunch of A-list stars playing superheroes debate with each other. So most likely politics will consist of a few quotes snapped at each other before the next Scarlet Witch versus Black Widow throw-down.

      Still, that still has more potential meat for a good story IMHO than fighting homicidal robots or faceless aliens does.

      posted in Tastes Less Game'y
      Arkandel
      Arkandel
    • RE: Comics Stuff

      @Coin I'm okay with that. I hope they handle different points of view without making Tony Stark look completely like the bad guy in it though.

      (ES is going to kill us for what we're doing to her thread)

      posted in Tastes Less Game'y
      Arkandel
      Arkandel
    • RE: My Adventures in Explaining the Stress of Staffing (To a non-Geek)

      You're right @Coin. As a hobby we are disconnected from each other in many ways but that same distance gives us some advantages; for instance the barrier to entry for MUSHing is very low. You can play the game on truly ancient hardware just as well as anyone else. You can play even if you're suffering from health issues or are disabled, as long as you can still type. And with some effort you can create entire worlds, taking anything from the pages of a book, the small/big screen or just your imagination and giving it a chance to become an immersive interactive environment shared with other people. That's pretty special.

      We might be a tiny dying niche but where else could we get to do what we do?

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: My Adventures in Explaining the Stress of Staffing (To a non-Geek)

      Lots of people have weird hobbies. It's easy to isolate just what we do as being particularly crazy or hard to relate but I know people who collect trading cards (holy shit is that ever an expensive past-time), who follow soccer obsessively (and bet on games, with mixed results regarding the ROI), follow causes of the week from their couch ("fuck big business, man!") or what have you. They all sink a ton of time into those things, just like we do, and I'm not even talking about other kinds of gaming (MU* has nothing on WoW).

      If there's something that sets us slightly apart from most is that MUSHing is a fringe interest at best - there just aren't as many people playing any more at least compared to other stuff. Since obviously our past time's waning popularity doesn't inflict on how we can get as easily caught up in our hobbies' trappings as anyone else can in theirs, but the damage is a hell of a lot more limited compared to financial ruin from buying too many Black Lotus cards or to getting to the hospital because the wrong team's fans saw you wearing the wrong colors, I'd still say we're better off than many.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: [Ethnicity Thread] Who Do You Think You Are?

      The difference is between being proud of who you are and thinking you're better than anyone else because of it.

      It's like working out. It's perfectly fine to take satisfaction from your peak condition but not to look down at the couch dwellers.

      Edit: In retrospect that's not a good analogy. At least working out is something you did and earned, but your ethnicity is just a matter of being born.

      posted in Tastes Less Game'y
      Arkandel
      Arkandel
    • RE: A Platform For Experiments

      @GentlemanJack It'd probably be a bad idea to give anyone access to stuff they can put on the web server. The last thing you need is iffy pornography served through machines traced to you.

      posted in Adver-tis-ments
      Arkandel
      Arkandel
    • RE: Storytelling

      I was going over my notes for an upcoming Eldritch story and I thought I'd toss this here, too.

      If at all possible try to not tie plot advancement to anything time-sensitive. There's a high chance it will end in disappointment because it's so difficult to predict critical people's availability for it.

      So for example the NPC you brought in to yell at the characters and remind them they need to act now or the world will end... don't do that unless you absolutely must. So many things can go wrong - maybe your computer fries, maybe a couple of key PCs' players get really busy at work and need some time off, and then you have to figure out why the world didn't end up ending after all.

      It's much more efficient to keep the plot structure largely reactive with the PCs being the dynamic part that sets other elements reeling (so instead of "we need to interrupt the ritual tomorrow night at midnight!" use "we need to break in and destroy the cursed statue they plan to use in the ritual!"), with some leeway for you to still be able to prod the players into action so they can get off their ass and do something if they procrastinate.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Eldritch - A World of Darkness MUX

      So this happened:

      =============================== Announcements ================================
      Message: 1/22 Posted Author
      Game Opening: May 16 Mon May 04 Deviant

      Hi, guys.

      So last night, Eerie and I sat on Thenomain and squeezed him until he gave us some answers. It was short, but productive. As it stands, the game is set to open for everyone on Saturday, May 16th, 2015. That's twelve days from now. What
      does this mean for you? It means if you have a Vampire or a Werewolf, you better get those Touchstone and Setting Link notes finished so I can look at them. You have instructions in your respective bboards (11 for vampire, 12 for
      werewolf). For those of you apping Demons, Eerie will get in touch with you soon.

      This is it, ladies and gents. I know it's taken a little longer than we promised, but to be fair, what doesn't? I'll be kicking the tires on my to-do list and finishing things up this week. If you have questions, page me, @mail me, open
      up a job. If you know people that haven't been logging on because they're waiting for the game to kick into gear, this is the time to tell them we're getting ready to really laucnh.

      In about a week, I will be announcing when I'll be running the first staff-run vampire scene (probably a week from opening), which promises to be low-action, but high-social content. Shortly therafter (a matter of days) I will be
      running the same for werewolf. After that, I will put up my "when Deviant runs shit" schedule.

      If you are a storyteller or interested in storytelling, even if you don't want to be staff, let us know. Talk to us. Tell us about the kinds of plot you want to run. We need you.

      I'm suddenly excited all over again, you guys, so don't let me wind down! Let's get this show on the road.

      • D.
        ==============================================================================

      (emphasis mine)

      posted in Adver-tis-ments
      Arkandel
      Arkandel
    • RE: Sexual themes in roleplay

      @Misadventure said:

      Unless it's your affections and emotions and relationships on the line. You figure it out.

      Given how many times people have been seen investing ego into their characters' well-being or their endeavors' success, I have a really hard time thinking the same won't apply to the romantic/sexual entanglement angle. Obviously that won't always be the case but the potential for drama is certainly there.

      Communication is (as usual) a good way to mitigate damage beforehand although it's not foolproof by any means. For example if I was somehow tempted to get a PC ghoul for my vampire I could make the rules clear about what would happen if they ever wanted to get a different Domitor even if it meant something harsh like 'chances are my PC wouldn't go for it because <X> and try to end yours if he found out'. That'd not be an attempt for intimidation if it happened before CG but rather a way to set the ground rules ahead of time and yet does it mean there won't be issues should the ghoul meet the love of their life on the grid (especially if the other vampire's player in question felt strongly about it?). Hah, no. But that's the reason attachments of that sort to PCs are very high risk propositions.

      Not that there aren't valid OOC reasons for things like this to happen. Maybe I'm too inactive and the ghoul's player wants out. Maybe I'm an asshole and the ghoul's player wants out. But them's the breaks.

      posted in Mildly Constructive
      Arkandel
      Arkandel
    • RE: Sexual themes in roleplay

      There are a lot of conflicting opinions on whether vampires 'really enjoy' sex and to what degree compared to say, drinking blood. You can find (and probably will in this thread) people who feel one way or the other about it.I'd say most people play it up as a mixture of both. I.e. IC sex is still fun, but sex + feeding is better.

      As for other themes, it depends on the characters (and even the players) but I see them as modified human behaviors. For example however someone might feel about polygamy, vampires - who are naturally paranoid creatures in general - might not trust their ghouls to sleep with others in case they slipped out valuable information about their affairs, or a werewolf might consider their mate part of the domain, something to literally defend against someone else infringing on their territory on top of what mundane people would consider jealousy per se.

      It depends a fair bit on each person's take on the genre as well as the individual PC in question.

      posted in Mildly Constructive
      Arkandel
      Arkandel
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