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    Posts made by deadculture

    • RE: The limits of IC/OOC responsibility

      @darinelle said in The limits of IC/OOC responsibility:

      @surreality said in The limits of IC/OOC responsibility:

      @darinelle This.

      This is absolutely a thing that happens, and it is maddening.

      "That is clearly not the author's intent!!!"

      "I am the author. You're wrong."

      "I'm not wrong!" <continues making the same argument, usually with 'you're just changing it then because... ' accusation, the low-hanging fruit of this logic>

      This is the reason I buy vodka, in a nutshell.

      That I have never broken down and just trolled anyone pulling the 'not the author's intent' card when I am the author with, "What do you think the intent was?" "Really? Interesting!" and instead go with, "How can I make this more clear so this misunderstanding does not recur? Is there something you think would help clarify here?" is one of the hardest tidbits of integrity to hang on to, some days.

      Sometimes I just let them misunderstand, because they're not going to hear me and any attempts I've made require more access to information they don't have. From a GM perspective, they can be wrong and misunderstand ICly and that's ok, and OOCly they're not hearing me so... they're just ICly wrong and maybe one day they'll realize it and maybe one day they won't but the setting is the setting is the setting, regardless.

      The fact you're trying to help as staff rather than gaslight the shit out of them speaks to your favor, at any rate.

      posted in Mildly Constructive
      deadculture
      deadculture
    • RE: Good Music

      @bobotron said in Good Music:

      @thenomain

      I fell in love with Yoko Kanno due to Macross Plus.
      I also love Yuki Kajiura. I fell in love with her due to Mai-HiME and Mai-Otome.

      ETA: Speaking of covers and Macross Plus: Laura Shigihara's cover of Voices.

      https://www.youtube.com/watch?v=3i_m9H2lll8

      She also has covers of tons of other music, and has her original music from video games like Plants vs. Zombies.

      Yoko Kanno and the Seatbelts did the Cowboy Bebop soundtrack. While I don't enjoy ALL of them, Real Folk Blues and its extended version count among my favorites. But pretty much anything that anime director does, he invites her. As in Terror in Resonance, for instance.

      posted in Tastes Less Game'y
      deadculture
      deadculture
    • RE: Random links

      @auspice said in Random links:

      @ganymede said in Random links:

      But don't you dare accuse me of liking Coldplay. Fie on thee for that.

      I didn't accuse you of liking Coldplay, but they suffer from a lot of the same issues (in my mind) that U2 does. It just feels flat, each song much the same as the last.

      I can see good in Where the Streets Have No Name, yes, but by and far, since the early 80s, U2 hasn't managed to get it up as it were. 14 albums and the vast majority is worthless. Again: broken clock.

      You're forgetting they plagiarized If I Could Fly by Joe Satriani with Viva la Vida

      posted in Tastes Less Game'y
      deadculture
      deadculture
    • RE: The limits of IC/OOC responsibility

      @surreality Non-consent can always come with some form of limited negotiation. In fact, any player versus player policy should have a condition of discussing the terms of your action with the opposing character. I've seen it work in a couple of instances, for an example: player A negotiates a torpor with player B. Player B understands the terms, gets to contest the rolls and has an estimation of how long their character will be put out of commission. Everything takes place as negotiated and the action is over, no tears.

      posted in Mildly Constructive
      deadculture
      deadculture
    • RE: The limits of IC/OOC responsibility

      @mietze Maybe at the very beginning of Firan. For most of my stint, and I guess many of the others' as well, there was this overall feeling of a broken promise. You could change the world -- if you were one of the chosen few, or if your actions were convenient to what staff wanted to promote at any given time.

      Generational is good -- but I think the permanence of 'older characters' in each generation makes the new people coming in on the political/social arena as PCs make staff/the game world measure these new player characters against the still-ongoing achievements of the older PCs. It's why I think each new chapter has to have a complete reset -- the old PCs are put up as NPCs or ancestors who did X things, and the new PCs face a different set of circumstances based on the choices of the olderPCs.

      Of course, that would take players willing to give up their PCs to start off as new ones, and that always is met with resistance even at the conceptual level.

      posted in Mildly Constructive
      deadculture
      deadculture
    • RE: The limits of IC/OOC responsibility

      I think it's more honest to say that players can change the outcome of IC events, if not the world itself, if that's the design people tend to refer to.

      That said, saying you can change the world or that other characters have, etc., when it clearly doesn't seem to be the case anymore will lead to newcomers resenting the promise that was broken at the onset.

      Ultimately, I would love to see a game where the entire structure is dynamic and things can be shaped according to how player characters moved the world. Unfortunately, I think this would have to be episodic/generational.

      posted in Mildly Constructive
      deadculture
      deadculture
    • RE: Random links

      @lithium Yeah, that's pretty solid advice for people not used to punching overall. Tape and gloves!

      posted in Tastes Less Game'y
      deadculture
      deadculture
    • RE: Crunchyroll Guest Pass

      @icanbeyourmuse Claimed

      posted in Tastes Less Game'y
      deadculture
      deadculture
    • RE: Random links

      @auspice a good punching bag is a great outlet for male anger
      edit: well, any anger, really. buy one and try it out. remember to close your fist, though, thumbs out, not in.

      posted in Tastes Less Game'y
      deadculture
      deadculture
    • RE: The limits of IC/OOC responsibility

      @packrat See, I think it's staff's job to be quest-givers. Not players'. Players can spread RP, sure, but staff is where the first impetus should begin in regards to plots/quests.

      Now, if we're talking politics, and affiliations, I would agree, which is why I like your system. I want to be Juan the Dervish, vassal to Lord whoever -- for the highest bidder -- rather than having to do it all. It's good to take characters that champion the niche you want to play.

      It's also good that Lord Mischievous Decados isn't the best at technology in the world despite having a duchy spanning 3000 acres of genetically engineered weed or something.

      posted in Mildly Constructive
      deadculture
      deadculture
    • RE: Hobby-related Resolutions/Goals for the coming year... ?

      Balance playtime evenly across my games, try to be a good leadership figure in the sphere without losing my mind or mucking into too much drama.

      posted in Mildly Constructive
      deadculture
      deadculture
    • RE: The limits of IC/OOC responsibility

      @thenomain War plots aren't bad and they don't represent the end of the game. Particularly in Lords and Ladies games, where things stagnate if there isn't a plot to feed into the positive and RP-stirring drama.

      posted in Mildly Constructive
      deadculture
      deadculture
    • RE: The limits of IC/OOC responsibility

      @bored In Fading Suns getting the top tier sword (mist or flux) involves 13 CG points, which you can't easily get at the onset, so you have to take flaws. If you see this in a MUSH, would you think this is fair or not? As in, someone spends points to get superior gear.

      posted in Mildly Constructive
      deadculture
      deadculture
    • RE: The limits of IC/OOC responsibility

      @darinelle The family in question is the Firgaliks? Will take to PMs, actually, to not derail.

      I just think that sort of piling on because so-and-so is a cripple or whatever is kind of fucking lame.

      posted in Mildly Constructive
      deadculture
      deadculture
    • RE: The limits of IC/OOC responsibility

      @darinelle And Portia was a fucking sweetheart, that's just wrong.

      posted in Mildly Constructive
      deadculture
      deadculture
    • RE: The limits of IC/OOC responsibility

      @darinelle What's the point of demanding a scene with someone to give them shit, though? What does that accomplish?

      Note that I'm just confused as to why this pattern of behavior exists. I wouldn't RP with a character my own hates unless it's business; I've had a very successful example of that like two weeks ago. Both got something out of that exchange.

      posted in Mildly Constructive
      deadculture
      deadculture
    • RE: The limits of IC/OOC responsibility

      @darinelle I don't think giving people OOC grief is fun or fair in any way; naturally, people will talk about someone else behind their backs and there's nothing that can be done about it, but people should have the sense to at the very least not freak out at the PC two months after the fact unless they were directly affected and aren't given a chance to.

      Grumble, talk into your drink, look away when she enters the room, sure, but you don't need to walk up and give her shit over a difficult decision after what's an eternity in MUSH terms.

      But yeah, there's a point where 'Oh it's just my character giving hers shit' stops being that and starts being undeserved and unfair.

      posted in Mildly Constructive
      deadculture
      deadculture
    • RE: The limits of IC/OOC responsibility

      @darinelle To what extent do you consider character vs character interactions to be that? As in -- is actively subverting someone but never actually attacking them physically or socially to be considered CvC? And CvE - where do you draw the line, there? Say, someone wants to declare war on NPC enemy faction Z; this can be a lot of fun, OOCly, and ICly it might be catastrophic for the Allied Forces of Whateveria.

      But your character, who is currently invested in rebuilding after a very recent (internecine or not) war, decides to speak out against it and pulls out their troops from the alliance. Is this CvC? Is it CvE? Does this action of your character merit going through due to IC considerations or should it be discarded in favor of the more OOCly fun pursuit?

      Also, yes, players are generally blamed for the failings of their characters, it's something we've all experienced to some extent, I think.

      posted in Mildly Constructive
      deadculture
      deadculture
    • RE: Code systems that make it easier to get on with the business of roleplaying

      Yeah, I've seen this on some games as +repose or repose. Pretty nifty they have this sort of pose history thing going in servers now!

      posted in Mildly Constructive
      deadculture
      deadculture
    • RE: How should IC discrimination be handled?

      @bored said in How should IC discrimination be handled?:

      @rebekahse said in How should IC discrimination be handled?:

      (It was probably Firan, AKA "the best argument in the world for the idea that people are willing to play characters in games that poop on everybody except rich white men").

      It pooped on them pretty well too. See pretty much precisely what @Apos described a bit back or the hypothetical western sheriff, re: leaders getting a lot of this piled on them. Firan was a pretty perfect example as they loved making players guess over the correct moral judgment (when, surprise: there's no right answer and they'd skewer you either way). I had to arbitrate racism (miscegenation, no less!), and class issues, with very vocal PCs on both sides of both issues and the staff controlled NPC mobs ready to lynch at the slightest misstep. Good times!

      It didn't really matter what issues you were tackling on Firan, merely WHO was handling it, I think. It was more personified on the player of the character than the character or even their actions themselves.

      posted in Mildly Constructive
      deadculture
      deadculture
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