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    Posts made by Derp

    • RE: RL peeves! >< @$!#

      @Miss-Demeanor said:

      Counter Peeve: Are people really so sensitive you can't just say 'hey, that outfit doesn't work for what we're doing'? Seriously? We have to find ways to say it that doesn't hurt their feelings? Fuck that. I have little time and less patience to concoct winding, rambly phrases that avoids blaming the person who chose the outfit despite knowing which activity was going to be taking place just because their delicate psyche can't handle it. I do not sugarcoat for adults. Real world, people, get used to being bluntly told you did something stupid/silly/shouldn't have done. Accept it and go change your goddamn outfit so we can get to where we're going or someone else is probably going to bitch that we're late.

      So, so much this. +9000

      posted in Tastes Less Game'y
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    • RE: The State of the Chronicles of Darkness

      @Sammi

      See... that reads an awful lot like it's the source of the ex-boyfriend's pain that would cause the break. Perhas that's where I'm getting disconnected.

      posted in Mildly Constructive
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    • RE: The State of the Chronicles of Darkness

      @Ganymede said:

      @Derp said:

      That's just begging for everyone playing Changeling: The Trauma Victim to drive every Ogre around them into a dark spiral.

      I thought that was the point of it, actually. I can see how being around the abused only feeds into the cycle of abuse further, or causes the victims to lose a sense of how the world is supposed to work.

      Maybe. But to the levels that it's usually taken on MU's? The poor orphaned battered sex slave that was kidnapped by the fae and then came out to find that all the things she loved and held on to are gone and everyone hates her and she lives on the streets, etc, etc, etc. There could be a new sob story every ten minutes, and there are tons of people around that love to talk about how they've got it worse than everyone else.

      That would make ogres impossible to play, in an online environment. TT, sure, you're around a limited group that isn't bellyaching all the time, but on a MU?

      posted in Mildly Constructive
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    • RE: The State of the Chronicles of Darkness

      Curse: Hurt People Hurt People. Despite their outward appearance and instance otherwise, Ogres do feel pain just like anyone else, and so, when someone else can prove to an Ogre, or those around the Ogre, that something is causing him real pain, it’s a Clarity breaking point. This Clarity break only happens once per any specific source for the pain. So, after some heavy conversation and a lot of beers, an ex boyfriend tells an Ogre that his real problem is that he never forgive his parents for dying, and it’s a Clarity break. Bringing up those dead parents again won’t do it. However, pointing out that he’s broken his fist in a fight about the honor of his dead mother, that’s a new break.

      Yeah. No.

      That's just begging for everyone playing Changeling: The Trauma Victim to drive every Ogre around them into a dark spiral.

      posted in Mildly Constructive
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    • RE: A Modern +Finger?

      I like Cobalt's better. If I'm using +finger, I want it to display information relevant to me figuring out what the character is about, not just some random foo I could get through other things. Yes, it's sometimes nice to have things like approval status, last connected, etc, in a short little blip, but that's not what I use +finger for.

      That should be something else. Like +status.

      posted in Mildly Constructive
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    • RE: Resource Scarcity System

      @lordbelh said:

      @Thisnameistaken I agree with most of what you say. I don't want to have to go into scenes to regain my blood. That will become onerous after a while; what rp time I have I want to dedicate to scenes that interest me.

      But again, isn't this -exactly- the reason that you maintain a Herd/Domain/whatever? So that you don't have to go actively hunt the shit down all the time, and can devote your time to other things? I don't think a coded system that allows people to skip over this rather important and thematic bit is a good system, either. Sure, you might not get that fourteenth dot of discipline that you really want, but you can skip the hunting scenes to a degree. Seems like a fair trade.

      posted in Mildly Constructive
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    • RE: Coding Class: +Who (Building Blocks)

      Should be!

      posted in How-Tos
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    • RE: Anomaly Jobs: +myjob/cc

      @Misadventure said:

      Might be awesome to be able to add a private comment as a player, so only staff can see that.

      The problem I see with this is that there would be no way to reply to just that one player's comment in the job without additional systems.

      posted in MU Questions & Requests
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    • RE: RenoMUSH - The Biggest Little Game on the Net

      Is it bad when I find a new game and then actively want to not advertise it because I think it's made of pure awesome and don't want the rest of the fools to ruin it? I mean, they will eventually, most likely. It always becomes a thing. But god-damn- do I want my five minutes or so of bliss.

      posted in Adver-tis-ments
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    • RE: Coding Class: +Who (Building Blocks)

      That works.

      posted in How-Tos
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    • RE: Eldritch - A World of Darkness MUX

      @Arkandel said:

      I find myself enjoying Eldritch. My werewolf has access to a whole lot of RP - his 'circle' is pretty wide and extends well past his immediate future-pack - and I seem to be receiving actual invites to play with people than I have the time and availability to entertain. That's pretty neat.

      Do other players currently there find that to be the case since I guess this could be a skewed, circumstantial view of the state of things?

      I only have difficulty finding RP late at night, because it seems like after 10PM everyone pumpkins out on me. Before that, it's pretty easy to find, and I've met lots of people, both for better and for worse.

      @EmmahSue

      I have trouble finding RP. I ask on various channels and in the OOC Room and get silence more often than offer. I'm not sure if it's because I'm playing a Lance Vamp, so folks don't want to get all up ins? Or maybe I've just lost my touch. 🙂

      If you don't mind playing with a non-vamp, I'm game sometime. Try throwing out an idea for something on pub. Most people are willing to get into something if someone else comes up with the idea. Thinking of ways to interact with new people is generally the hardest part.

      posted in Adver-tis-ments
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    • RE: Coding Class: +Who (Building Blocks)

      Hell yeah, I would be interested in this for sure.

      posted in How-Tos
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    • RE: RL peeves! >< @$!#

      @Catsmeow

      Why can't we just make casual sex between random strangers socially acceptable? I mean, damn. We should be there already.

      posted in Tastes Less Game'y
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    • RE: Building: A Basic Tutorial

      @Cobaltasaurus

      Nope, that's all I got!

      posted in How-Tos
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    • RE: Building: A Basic Tutorial

      @Cobaltasaurus

      This guide is fantastic. I'm learning so much! Thank you! But any idea on when you'll have the time to update the placeholders that are currently empty? Or have you written a guide somewhere?

      posted in How-Tos
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    • RE: Fitness and Whatnot

      @JaySherman said:

      I just started trying to eliminate my paunch last Friday. I think it was doing a weightloss set on a bike in the gym that had a calorie counter that changed my mindset on a lot of things. I sat there and stared at it: 30 minutes on a 6 mile 'ride' and I'd only burned about 150 calories. I can eat 150 calories in seconds with handfuls of junk food.

      I find it hard not to start looking at how much energy is going into me on a daily basis now. Wish me luck, I have forty pounds to drop.

      A lot of the energy that you take in during the day goes into just -being alive-, though. Building muscle also burns more calories by default (most of them are burned by the brain, however). So... yeah. 150 calories might not seem like much, but it's really quite a bit.

      posted in Tastes Less Game'y
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    • RE: Incentives

      @Arkandel said:

      I don't mean to repeat myself either but I haven't seen an answer to this yet (and please point it out to me otherwise); XP from Beats in nWoD 2.0 is by far the superior method to advance. A player who gets himself involved in ongoing affairs more than bar RP can make a true killing way faster and easier than having to be personally responsible for hours' worth of plot.

      Is that also a problem? Because I see it as a feature.

      This.

      posted in Mildly Constructive
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    • RE: Incentives

      @Wretched said:

      I've been Muing since 1998. in only the more recent years has Xp for PRP's been a significant thing. I could Rp 14 hours a day and have a lot of meaningful character developing Rp, Ic manipulating and plotting and get less Xp than someone who ran a 2 hour gobbo market thing to get their buddie a magic sword. Is it the type of Rp one has then the problem? Is one kind of Rp worth less than others?

      Aside from just the time that's passed when we can compare games and gaming styles (1998 being the year we were blessed with games like Resident Evil 2 and Parasite Eve, for comparison on how things change), there is some brilliance in the beats system. Aspirations are now a thing. Taking dramatic failures, engaging in social combat, etc, is also a thing, at least if we're talking about WOD games, and I think those are the ones that currently reward plotrunners. So there's no reason that you can't engage in whatever kind of storytelling you feel comfortable with. It doesn't have to come down to punchy combat. You can get the same type of xp for -telling stories-. What I'm hearing is that you don't want to tell stories at all, which makes me wonder why you're playing on a game where the entire point is to -tell stories-, either that of your own personal character or how the world interacts with others.

      It's not about the type of RP, it's about how you choose to engage on the game.

      posted in Mildly Constructive
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    • RE: Incentives

      @Miss-Demeanor said:

      @Derp Those NPC's are part of a specific plot being run and will go away once the plot is completed, not the ST's personal character that has zero to do with the plots you're ST'ing and will remain long after the plot is finished.

      The specific plot being run is the overall plot of the game you're currently playing. So yes, those characters will go away when the plot ends, i.e., when that game dies.

      posted in Mildly Constructive
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    • RE: Incentives

      @Miss-Demeanor said:

      The difference being that you can generally ST more scenes in a day than you can play in plots. You'll have people make up actual ST bits that they'll drop into RP rooms to ST scenes, in addition to their character bit, AND an alt character bit... and all that xp will go to one character. As its been mentioned, people will ST 3-4 scenes a day while the player will generally only be in MAYBE one PRP per day.

      But here, lets turn this around for a second. Why should your CHARACTER advance in ability and power for something YOU did as a player that had absolutely nothing to do with your character? The entire system is built around getting xp for PLAYING a character. Not for STing. There is nothing in the books that mention the ST/DM/GM getting xp for running the plot. So why should you?

      Actually, the books specifically mention that the ST can apply beats to NPCs and have them grow, too. It's an option. It seems like this is the option that MU's are using with PrPs, only its the ST's PC. So quite untrue.

      @Wretched said:

      Xp being tied strongly to running Plots is in itself what bothers me.

      Then I think you may be in the wrong genre, as stated above. You could do a game totally about character interaction, if you wanted. There's nothing wrong with that. But the storytelling system is pretty much all about the plots. That takes plot-runners. Whether you're the ST or a PC should be irrelevant, you should benefit from furthering the goals of the game.

      posted in Mildly Constructive
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