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    Posts made by Bobotron

    • RE: The elusive yes-first game.

      @Arkandel said:

      @ThatGuyThere said:

      If you market yourself as a yes first game then the first no will cause people to bitch regardless of how reasonable that no might be.

      Game design is not magical. It won't make everyone quite reasonable all of a sudden. 🙂 Any game runner who doesn't know in advance people will bitch shouldn't be getting started.

      The question is, are they right? Do they have a point?

      I think the 'if people don't know they won't bitch 'thing is another fallacy. Again, it falls to clarity, as described above. If you detail out exactly what you mean by a 'yes-first' game, people have an expectation. But you also must detail out shit like that (Strix, Brood, and VII are not an applicable PC type, etc.) in order to ensure that you have your intent and information. If people have the information, and they still bitch, then they're just whining about not getting their way. So they can have a point, but it's not a very GOOD point.

      In this case they wouldn't. It's 'yes-first', not 'yes to everything'. The advertising is quite honest, and if someone reads what they want into it that's on them. Having said that, it's a fair point that things should be clear on the wiki about matters such as house rules, forbidden concepts, etc so they don't merely apply to everyone (which they must) but are also easy to review from day one.

      All this. ALL THIS.

      Here's a question though for y'all; what do you do about grandfathered concepts in a game like this? Two examples:

      I have been fine with grandfathered concepts; I've played through long LARP chronicles in the Camarilla/Mind's Eye Society where grandfathering has happened.

      1. The game launches and doesn't allow "minor nWoD templates such as ghouls or Sleepwalkers to become major ones in a different sphere (a mage former Ghoul, Embraced Sleepwalker)". During its course staff changes their minds - hey, maybe some good stories can come of this. Does it create the impression - or reality - of wrong-doing since people might have been unable to play it in the past, even when they are able to now?

      Honestly, it doesn't create the impression of wrongdoing if it is PRESENTED in that manner. 'Hey, guys. We made a decision at the start of game for <X>. Now, we have reviewed that decision six months into game life and are going to give it a try. We will be observing if this change causes problems. If so, we will rescind the addition. But if it maintains reasonable cool factor and adds to the story, and is reasonably handled by the playerbase, then we will continue with it'. And of course ensure that whatever rules you need about splat secrecy and such are enforced as needed (and this is one of those things that constantly pushes me away from mixed-splat MU*s).

      1. When the game launched it allowed the becoming described above. It's creating more trouble than stories so staff decide it should no longer be permitted. Do they take existing characters away from their players (with a full compensation of course toward a reroll) or grandfather them in for fairness?

      I'd be for option 2, with the caveat that those characters will eventually leave play. I'd also be very clear that this is not a punishment for any other players, or a 'reward' for those players; it's a simple matter of maintaining continuity and continuing the stories. As LONG as those players had adhered to the appropriate rules regarding their Sleepwalker becoming Embraced or their Wolf-Blooded who knew a lot about Werewolves dying and becoming a Sin-Eater.

      Discuss. 🙂

      As always, it's a matter of being up-front and explicit in what you're doing, and the WHY behind that.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: The elusive yes-first game.

      @Apu
      Don't tempt me, Apu. I may ask you to do that for me for some additional stuff I'm writing.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: The elusive yes-first game.

      @ThatGuyThere
      So maybe titling it 'yes first' is a bit of a misnomer, because it seems like part of what we're discussing is more of an allowance w/review game. Perhaps stating it in such a way that players are made aware in the newsfiles that 'your concept will be reviewed; you can go IC and RP, but upon review, if something is iffy it may be denied. Typically this is primarily due to odd concepts such as Vampires that were Mages before the Embrace, or a Malkavian who thinks he's a Jedi, etc.'

      Clarity. CLARITY CLARITY CLARITY. I think that's a big problem. Clarity, reasonability and compromise. If we have those, perhaps things can change without the dramasplosions. But people have to be taught the new way.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: The elusive yes-first game.

      @Apu
      Which is a fallacy (unless there is no point when you say 'and we may say no, because of these reasons', but even then, reasonable, y'know?)

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: The elusive yes-first game.

      @Apu
      Oh, I agree. That's why I said 'if'. And conversely, staff have to be willing to be explanatory and very specific in WHY they are saying no. It takes reasonable personalities on both sides, and sometimes you don't get that. But it's what we should strive for as MU* staffers, because games continue to tank because of people not being reasonable and being all "MY WAY ONLY'. Compromise is necessary to make things work.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: The elusive yes-first game.

      @Apu
      The thing is, if players are REASONABLE, a 'no' shouldn't come across as heavy-handed. And staff should also use 'yes, and...' and 'yes, but...' as often as they use 'no'.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: An-E-May

      Bored. Watching Prince of Stride: Alternative. I like the earnestness of the main character, Yagami Riku, so far..

      Plus it has one of my favorite voices, Hanazawa Kana.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: The elusive yes-first game.

      @Arkandel said:

      Hey folks,

      Some folks lately have argued we are settling into groupthink around here and they may have a point. That we have been doing something a certain way doesn't mean it's the only way it can work. So this is something I'm working on and I can use help with - namely, I am after criticism, ideas, brainstorming and fresh approaches.

      My only request is this: Be as brutal as you need to be with the implementation but let's not waste time debating the core goals; those are axiomatic, a given. It's what I want a game to be.

      In other words I'd like y'all to shoot as many holes as you like into the proposed means for this game to achieve its goals, but not those goals themselves.

      The Goals:

      1. Create a liberal, yes-first roleplaying game. If we say no it's for a really good, thematic reason.

      I'm a fan of 'yes, and' so I can get behind this.

      1. Focus on gameplay first, remove all possible obstacles and bottlenecks between players and scenes.
      1. In the IC setting roleplay and players decide as much as possible. Staff decides as little as possible.

      There's a point where staff does have to decide things in order to keep theme going appropriately, however. Building a game with one focus and a group of players pushing against that focus can be fun play, but is not healthy for the people who came to the game for it's first, primary focus.

      1. Automate anything that can be reasonably automated. Job monkeys should be needed as little as possible, eliminate all needless overhead for both players and staff.
      2. Audit, do not approve. If possible including CGen in that. Do not pre-empty checks, trust players.
      3. Offer incentives to excel, allow casual players to keep up.

      I like all these, and I'm a huge fan of automated character creation/generation (it's what I've had to redo twice for TheatreMUSH). Some things may require eyes though, just because of the complexity in things that usually come through +jobs like Influence or Downtime. The audit thing is something that I was planning on doing on TheatreMUSH, so if I ever get it open I'll let you know how it goes.

      As far as incentives, I come from a MU* background without a lot of advancement systems, just primarily RP and coded combat, but I see where you're coming from.

      1. Limit the impact of character death, encourage new character ideas.

      Easy and quick chargen helps with this.

      1. Coopt the game to its players so they will have a reason to invest creatively in its course. Allow them to have a lasting impact.

      So, my means and methods. The numbers in parenthesis are there to designate which idea is aimed at which goal:

      • ( 3, 4, 5 ) Being staff is a role, not a privilege. All staff must contribute and their number should be small. Since the importance of handling +jobs is minimized the main duty is handling interpersonal issues, auditing potential cases of system abuse, but mainly running and coordinating running plot. Staff never decides on character positions or non-mechanical eligibility for ability or power purchases.

      To an extent. I have been on many games where this was more or less the model, though those were heavily themed games that never seemed to have the problems that persist on WoD games. Staff would decide on SOME character positions though, since most of the time that stuff was pre-determined by theme (Optimus Prime and Megatron are the leaders of the factions, for example). For WoD, staff deciding on the character positions at start and then going from there would work, with some staff oversight and review (it's a similar process to what the LARPs I play in use when we end up with PC Princes).

      • ( 3, 6, 8 ) Characters decide their own groups' composition. Status-weighted votes determine ranks, positions and membership. To facilitate early game launches NPCs are set in place who can be voted out or competed with as normal by PCs. Conversely that means there are no protections for IC actions; highly ranked characters are bigger targets who may be eliminated in the same way as NPCs. Staff only audits this process to ensure OOC behavior remains civil and, to the extent it is possible for them to establish, that no OOC means or information were employed.

      This is how things are done in the LARPs that I play in; it works okay, but you have to have 1) mature players who can do this without being cockbites about it, and 2) ensure the processes are streamlined and public, so that everything is above-board as far as the systems go (for example, in METVtM the Primogen can oust the prince by expending four Noble Status Traits, this stripping him of his Status Traits and finally the position. One caveat would be something like a staff-controlled NPC starting group of leadership (our LARP did the NPC Prince/Priimogen when we were small just to facilitate this), or the asshattery that might require an NPC to come in and take the position from an incompetent through story purposes.

      • ( 2, 3, 8 ) Plot is the game's lifeblood. The game comes with its own metaplot which is written to be modular and altered by characters. Staff's primary concern is to coordinate players and either run plots contributing to the overall story themselves or support players in running their own. This takes precedence over all other staff concerns save ones which make the game actually unplayable, staff should never feel they can't run an event because they're busy dealing with a troublesome player. Move the distraction in whatever manner is most appropriate and run the event.

      Except for some positions that only do non-game level stuff (Coders or web guys), I have never been on a game where staff wasn't part of running a lot of plot and coordinating for it with players who want to run PrPs and similar stuff. This is a foregone assumption to me from my history, anyway.

      • ( 3, 6 ) There are no feature characters, restricted features or application-only concepts. Anything up for grabs is available to all players. Characters are elevated based on the merit of their own ability to roleplay.

      This would really depend on the theme, but it's okay. I'm a fan of availability plus if someone wants to put in the work to build something with more depth, to have a 'feature' type access, but that 'feature' be beholden to working with staff. So technically it's separate from standard automated chargen in my ideal MU*.

      • ( 1, 2, 4 ) CGen has no non-automated approval conditions and there are no 'special' cases; roll what you will. It will check if you have a description and that your numbers check out, then you're on your way. If (due to code limitations) staff has to set things by hand it can happen after characters hit the grid with the understanding you can't use any missing attributes or resources in the meantime, in order to prevent mistakes or misunderstandings about mechanics ('oh, sorry, I thought I could buy Sleepwalker merits as a ghoul' -- which would be an example of one of the 'good, thematic reasons' to say no, as described above).

      Coding up an automated chargen isn't usually difficult, just time consuming (it's what I'm doing for TheatreMUSH, though I have the benefit of not having a lot of 'you must have X to get Y' stuff), and laying out all your choices. I have never seen a game that does the review-after-cgen bit, but it's something I was planning on doing here. I'l let you know how it goes if I get the game open.

      • ( 4, 6, 7 ) All automated XP are handed on a weekly basis to characters who were in at least two scenes (detected automagically by the code) in that period. Characters also receive a smaller portion of their XP based on incentives - Beats, PrPs ran, etc. Beats are earned on request, audited after the fact if needed to prevent abuse, up to a modest cap per week. New characters receive more automatic XP than older ones until that portion of their XP is equal, although incentive-based XP remain on the characters who earned them without catching up mechanisms. On character death or permanent retirement the majority of all their XP may be transfered to a new PC.

      Again, haven't been on a game that has lots of XP awards and upgrades. The couple that I have, that stuff has been automated, tallying at the end of the week or just being awarded on the spot. Usually it has a notation of who awarded it and why in the tally/XP log, which helps keep staff abreast of what's going on.

      • ( 4, 6, 7 ) There is no justification requirement for any XP expenditure. If you have the XP you can purchase anything you wish that's mechanically available to your PC. There are time delays to preserve a believable progression in raising skills, attributes and abilities. However justifications are still optional and, on staff's discretion and subject to incentive-based caps, may be rewarded Beats by staff.

      • ( 4, 5 ) Cut down on building delays; in most MU* this is time consuming, requiring checks on behalf of staff, setting exit/entrance messages, etc. It's cool to see 'Bob gets in from the street' but it doesn't provide enough to the game - "Bob has arrived" is sufficient if it cuts down on time. Let players make their own rooms on the grid, even businesses, and simply have a periodic auditing process to make sure they comply with writing regulations (tabs, linefeeds between paragraphs) so the game maintains a consistent style.

      These two I don't have any real opinions on. As far as building, I use parents for rooms and stuff so all of that is reduced to @parent exit=#22 to get all the messages, to use a random example. I think a lot of places are so fired up about making each exit unique that they sacrifice utility and information for 'Bob climbs down the ladder into the bunker' or somesuch, and in many cases can end up leaving out info of WHERE Bob arrived from, if multiple exits come into an area.

      This ought to do for the time being. I've other ideas, including some level-of-consent based schemas and consideration for power disparities across different character type tiers (thanks @Misadventure) but those probably fall outside the scope of this particular thread and can wait to be introduced later depending on how this goes.

      So... the floor is yours, kids.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: New Comic/Superhero Themed MU*

      @tragedyjones
      Namor suckz!!!!

      Love, AC!

      On a serious note, a good REASON for these things to be merged is necessary; and perhaps a combining of some basic assumptions. IMO, DC was having a more 'epic adventure' kind of outlook until the Flashpoint/New 52 reboot went to a more cynical, almost 90's aesthetic.

      posted in Adver-tis-ments
      Bobotron
      Bobotron
    • RE: Mush Campaigns

      I think every themed MU* I've been on, excluding the weird sandboxy superhero games, have had coherent story arcs in the form of 'campaigns' more or less. I think the lack of it seems to be endemic to a lot of the WoD and other tabletop-into-MU* games, perhaps. Before I starting hanging out on WORA, the concept of a 'sandbox MUSH' really was foreign.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • Inspirational Music

      Been listening to a lot of different music while I was doing laundry earlier and after. A few things popped up that mapped to RP situations or RPGs that I've played or run. Ever have any music that you hear that just screams 'oh, this goes with <X> RPG concept?' For me, tonight...

      Psyclon Nine - Parasitic - https://www.youtube.com/watch?v=52xoRLh2dWw
      I feel like this maps to being a vampire pretty well (and is an awesome song). Lyrics: http://lyrics.wikia.com/wiki/Psyclon_Nine:Parasitic

      Aesthetic Perfection - A Nice Place to Visit - https://www.youtube.com/watch?v=LvK1-dBWejA
      This maps to being a ghoul really well to me.

      Nosferatu - Enchanted Tower- https://www.youtube.com/watch?v=czESj2pGJho
      I feel like a vampire committing suicide is a powerful image; ennui and loss of Humanity is a powerful thing.

      More later, maybe...

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: New forum version

      The shitty search is back with the new forum update. I searched for words, and topics without those words came up.

      posted in Announcements
      Bobotron
      Bobotron
    • RE: Coming in 2016 - Bump in the Night

      @Pyrephox
      I think maybe she's meaning you have to buy things to 1, then wait to buy to 2, etc. rather than being able to buy straight from 0 to 3?

      posted in Adver-tis-ments
      Bobotron
      Bobotron
    • RE: Kinds of Mu*s Wanted

      @Songtress
      I feel like setting it during the high point would have some further limited options.

      1. Humans are a viable and fun thing to do in that setting, and during that period humanity is less of a viable option, since the vampires rule everything and many times they are High Lord Dickass to the humans in their territory.
      2. There's a LOT of terminology and setup to learn if you do actually use VHD as written. Dracula's grand society is... the Camarilla times ten, essentially, with bureaucracy and stuff.

      It's not a perfect vampire society by any means (there's backstabbing, murder, politics, and such, the alien invaders the OSB and the Not-Cthulu worshippers), though.

      My thoughts on an aftermath/current D-era game revolve around the ease of having say, 3 vampire vamilies who have a territory divided, build them to deal with their constituents directly (does one group support and respect humans like the Sacred Ancestor, are one group High Lord Dickass, are one group perpetually indifferent to their human tenants?).

      Plus the 'downturn' of vampire society wildly varies from spot to spot. Some of it's about the death of vampires, but others are the slowing of any advancement of technology (for example, there's a technology developed that essentially warps space inside an object to be longer, so you'll have coffins that have mansions inside them) or the weight of ennui (a vampire who feeds on pretty women because he's bored as shit).

      And of course, building your own thing and riffing off of it heavily is a viable option too.

      posted in Adver-tis-ments
      Bobotron
      Bobotron
    • RE: Kinds of Mu*s Wanted

      @Songtress
      There are two movies which have pretty good English dubs. The majority of things for it are novels though. The overall premise is that vampires exist, Dracula is their founder and when WW3 happened in the 1990s/2000s, the vampires had squirreled away advanced tech and knowledge and took over the world and made this decadent, high tech society and now they're on the decline.

      posted in Adver-tis-ments
      Bobotron
      Bobotron
    • RE: Kinds of Mu*s Wanted

      @Songtress
      It's complicated, but vampires in the setting breed with each other and humans though dhampir are rare. They also bite and true Nobles can turn a human completely. Vampires are born via natural birth and age to a specific point and then essentially stop.

      D, for example, was born in the 1990s. Current year is the series is 12,090 AD.

      posted in Adver-tis-ments
      Bobotron
      Bobotron
    • RE: MSB alias/username

      @tragedyjones
      I'm officially renaming myself that way.

      Altmode: clown car

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: MSB alias/username

      I came from a Transformers game and was really not sure if the place would be anything but trolling. So I picked a generic name for WORA. Bob o tron.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: New Comic/Superhero Themed MU*

      @Miss-Demeanor
      I think @Entropy was more speaking about the X-Men in general as a metaphor for equality and civil rights and such, not Civil War specifically.

      posted in Adver-tis-ments
      Bobotron
      Bobotron
    • RE: New Comic/Superhero Themed MU*

      @Miss-Demeanor
      Go watch X-Men: First Class and go from there; it's essentially resetting the horrible shit that was the first bunch of X-Men movies. First Class, Days of Future Past (despite the Wolverine focus) and Apocalypse are the 'rebooting' of the X-Men franchise. Apocalypse will be cool. It's set in the 80's and will have young Scott and Jean, Storm, Nightcrawler, Psylocke, Jubilee and other young mutants. And not a Wolverine to be seen.

      posted in Adver-tis-ments
      Bobotron
      Bobotron
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